U.S. patent application number 12/600277 was filed with the patent office on 2010-11-18 for apparatus and method for simultaneous turn-based play board game.
This patent application is currently assigned to Roshumbo Ltd.. Invention is credited to Boaz Lavie.
Application Number | 20100289217 12/600277 |
Document ID | / |
Family ID | 40002726 |
Filed Date | 2010-11-18 |
United States Patent
Application |
20100289217 |
Kind Code |
A1 |
Lavie; Boaz |
November 18, 2010 |
APPARATUS AND METHOD FOR SIMULTANEOUS TURN-BASED PLAY BOARD
GAME
Abstract
Apparatus and method for simultaneous turn-based play comprises:
providing each one of a plurality of players with substantially
identical play boards having a predetermined number of regularly
arranged territories, providing each one of said plurality of
players with an identical set of playing pieces, allowing all
players simultaneous turns to place their playing pieces on said
playing board, then, at the end of each simultaneous turn
superimposing the play boards and providing a play result
comprising eliminating certain playing pieces and leaving remaining
pieces, then returning the boards to the players with the remaining
pieces and repeating the simultaneous turns and said eliminating
until only one player has any remaining pieces.
Inventors: |
Lavie; Boaz; (Tel-Aviv,
IL) |
Correspondence
Address: |
MARTIN D. MOYNIHAN d/b/a PRTSI, INC.
P.O. BOX 16446
ARLINGTON
VA
22215
US
|
Assignee: |
Roshumbo Ltd.
Rishpon
IL
|
Family ID: |
40002726 |
Appl. No.: |
12/600277 |
Filed: |
May 11, 2008 |
PCT Filed: |
May 11, 2008 |
PCT NO: |
PCT/IL08/00645 |
371 Date: |
May 5, 2010 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
60935057 |
Jul 24, 2007 |
|
|
|
60924472 |
May 16, 2007 |
|
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Current U.S.
Class: |
273/242 ;
463/42 |
Current CPC
Class: |
A63F 2003/00782
20130101; A63F 2003/00858 20130101; A63F 2003/00217 20130101; A63F
2003/00763 20130101; A63F 2003/00996 20130101; A63F 3/02 20130101;
A63F 2003/00523 20130101; A63F 2003/00482 20130101 |
Class at
Publication: |
273/242 ;
463/42 |
International
Class: |
A63F 3/02 20060101
A63F003/02; A63F 9/24 20060101 A63F009/24 |
Claims
1. Apparatus for simultaneous turn based play comprising: a first
play board, said first board having a substantially homogeneous
layout comprising a predetermined number of regularly spaced and
regularly shaped territories, a second play board, also having said
substantially homogeneous layout comprising said predetermined
number of regularly spaced and regularly shaped territories, a
first set of play pieces for placing on said first play board and
moving between said territories, a second set of play pieces for
placing on said second play board and moving between said
territories, and an end of turn combiner configured for
superposition of said first set of play pieces and said second set
of play pieces at the end of each one of a plurality of turns and
calculation of an overall result for said playing pieces.
2. The apparatus of claim 1, wherein said regularly spaced and
regularly shaped territories are hexagons.
3. The apparatus of claim 1, wherein said playing pieces are
progressively ranked, and said calculation comprises eliminating a
lower ranking one of said playing pieces when said superposition
determines that said playing pieces are located on a same
territory.
4. The apparatus of claim 3, comprising eliminating both of said
pieces located on a same territory when both of said pieces are of
equivalent rank.
5. The apparatus of claim 1, wherein said playing pieces comprise a
directional indicator, said directional indicator being pointable
at a user selectable neighboring territory.
6. The apparatus of claim 5, wherein said calculation comprises
eliminating a playing piece pointed at by said directional
indicator.
7. The apparatus of claim 6, wherein said pieces are progressively
ranked and wherein when two opposing playing pieces indicate each
other then said calculation comprises eliminating a lowest ranking
of said pieces.
8. The apparatus of claim 7, wherein said eliminating comprises
eliminating both of said pieces when said pieces are of equivalent
rank.
9. The apparatus of claim 2, wherein said playing pieces comprise a
directional indicator, said directional indicator being pointable
at a user selectable one of six neighboring territories.
10. The apparatus of claim 9, wherein said calculation comprises
eliminating a playing piece pointed at by said directional
indicator.
11. The apparatus of claim 1, wherein said playing pieces are
freely locatable over said board at a first turn and are movable by
only a single territory at subsequent turns.
12. The apparatus of claim 1, wherein each board is physical and
said end of turn combiner comprises a mechanical arrangement.
13. The apparatus of claim 1, wherein each board is implemented on
a respective computer and said computers are connected together via
an electronic connection.
14. The apparatus of claim 13, wherein said electronic connection
is a wireless connection.
15. The apparatus of claim 1, wherein said electronic connection is
a network.
16. The apparatus of claim 15, wherein said network is a cellular
telephone network.
17. The apparatus of claim 1, wherein said end of turn combiner
comprises an activation point associated with each board
respectively, and is operable to carry out said superposition
following activation of all of said activation points.
18. A method of simultaneous turn-based play comprising: providing
each one of a plurality of players with substantially identical
play boards, each board having a predetermined number of regularly
arranged territories, providing each one of said plurality of
players with an identical set of playing pieces, allowing all
players simultaneous turns to place their playing pieces on said
playing board, at the end of said simultaneous turns superimposing
said play boards and providing a play result comprising eliminating
ones of said playing pieces and leaving others of said playing
pieces as remaining pieces, returning said play boards to said
players with said remaining pieces and repeating said simultaneous
turns and said eliminating until only one player has remaining
pieces.
19. The method of claim 18 wherein a first of said simultaneous
turns comprises moving each playing piece freely to any one of said
territories and subsequent turns permit moving of each playing
piece only to a neighboring territory.
20. The method of claim 18, wherein each territory is hexagonal,
thereby to allow six neighboring territories.
21. The method of claim 18, comprising providing each playing piece
with a ranking, and at said eliminating, eliminating a lowest
ranking one of playing pieces superimposed on a same territory.
22. The method of claim 21, wherein, when both of said pieces on
said same territory are of equivalent rank, eliminating both
pieces.
23. The method of claim 18, comprising providing each playing piece
with a directional indicator for indicating one of respective
neighboring territories, and at said eliminating, eliminating any
opposing piece on said indicated neighboring territory.
24. The method of claim 18, comprising providing each piece with a
ranking, and providing each piece with a directional indicator for
indicating one of respective neighboring territories, and where two
opposing pieces both indicate each other, eliminating a lowest
ranking one of said pieces.
25. The method of claim 24, wherein, when said two opposing pieces
both indicating each other are of equal rank then eliminating both
pieces.
26. A networked server comprising therewithin apparatus for
simultaneous turn based play by remotely located client based
players, the apparatus comprising: a client interaction unit for
providing to a first player a first play board, said first board
having a substantially homogenous layout comprising predetermined
number of regularly spaced and regularly shaped territories, the
client interaction unit further being for providing to a second
player a second play board, also having said substantially
homogenous layout comprising said predetermined number of regularly
spaced and regularly shaped territories, the client interaction
unit further being configured to provide said first player with a
first set of play pieces for placing on said first play board and
moving between said territories, and said second player with a
second set of play pieces for placing on said second play board and
moving between said territories, the server further providing an
end of turn combiner for superposition of said first set of play
pieces and said second set of play pieces at the end of each one of
a plurality of turns and calculation of an overall result for said
playing pieces.
Description
FIELD AND BACKGROUND OF THE INVENTION
[0001] The present invention relates to apparatus and a method for
simultaneous turn-based play in a board game.
[0002] Turn-based board games are well-known. A group of players
take turns in moving pieces around a board according to
predetermined rules in order to achieve an objective. The player
achieving the objective wins the game. Well-known turn-based board
games include chess, draughts, Monopoly.TM., Snakes and Ladders,
Battleships.TM., Risk.TM., and Trivial Pursuit.TM., and range from
games of pure chance to pure skill and deep strategy, with
combinations of skill and chance also widely available.
[0003] The game of chess is played on a board laid out in a regular
arrangement of squares, and each square constitutes a separate
territory which can be occupied by a single piece. In Risk, by
contrast the board is a map intended to represent the world. In
Monopoly or Snakes and Ladders each player is represented by a
single playing piece but it is more common for each player to have
sets of playing pieces. In the game of battleships the individual
grid squares are not individual territories in the sense that they
can be occupied as autonomous units by playing pieces. Rather the
playing pieces, the ships, cover multiple grid squares and the grid
squares represent units of damage from individual attacks.
[0004] In all of the above board-type games, each player takes his
turn in full view of the others. There are other games where the
turns are simultaneous and each player makes a concealed move. The
concealed moves are then revealed together. The child's game of
rock, paper, scissors, is an example of a game in which turns are
taken simultaneously. The game, although apparently a game of pure
chance, in fact allows players the opportunity to benefit from the
non-randomness in the behavior of their opponents.
[0005] In computer gaming, simultaneous turns which are taken in
concealed manner and subsequently revealed for all the players
together are known from strategy and war games. For example, Tin
Soldiers: Alexander the Great.TM. is turn based, but the turns are
taken simultaneously and each player only learns about the other
player's move at the time that his own move is revealed. That is to
say a player does not take turns with his opponents as such.
Instead each opposing player plans out his own strategy and issues
orders to his units simultaneously, then presses a play button and
the battle rages as all the units execute their orders for that
turn in unison. The game is played on a map which represents some
geographical location and is therefore differentiated over its
surface. Furthermore the games with such simultaneous turns are all
strategy games. At the moment there does not exist a board game
which is on the face of it a game of pure chance but allows players
to benefit from non-random behavior of their opponents, and has a
place for skill.
SUMMARY OF THE INVENTION
[0006] According to one aspect of the present invention there is
provided apparatus for simultaneous turn based play comprising:
[0007] a first play board, said first board having a substantially
homogeneous layout comprising a predetermined number of regularly
spaced and regularly shaped territories,
[0008] a second play board, also having said substantially
homogeneous layout comprising said predetermined number of
regularly spaced and regularly shaped territories,
[0009] a first set of play pieces for placing on said first play
board and moving between said territories,
[0010] a second set of play pieces for placing on said second play
board and moving between said territories, and
[0011] an end of turn combiner configured for superposition of said
first set of play pieces and said second set of play pieces at the
end of each one of a plurality of turns and calculation of an
overall result for said playing pieces.
[0012] According to a second aspect of the present invention there
is provided a method of simultaneous turn-based play
comprising:
[0013] providing each one of a plurality of players with
substantially identical play boards, each board having a
predetermined number of regularly arranged territories,
[0014] providing each one of said plurality of players with an
identical set of playing pieces,
[0015] allowing all players simultaneous turns to place their
playing pieces on said playing board,
[0016] at the end of said simultaneous turns superimposing said
play boards and providing a play result comprising eliminating ones
of said playing pieces and leaving others of said playing pieces as
remaining pieces,
[0017] returning said play boards to said players with said
remaining pieces and repeating said simultaneous turns and said
eliminating until only one player has remaining pieces.
[0018] According to a third aspect of the present invention there
is provided a networked server comprising therewithin apparatus for
simultaneous turn based play by remotely located client based
players, the apparatus comprising:
[0019] a client interaction unit for providing to a first player a
first play board, said first board having a substantially
homogenous layout comprising predetermined number of regularly
spaced and regularly shaped territories, the client interaction
unit further being for providing to a second player a second play
board, also having said substantially homogenous layout comprising
said predetermined number of regularly spaced and regularly shaped
territories,
[0020] the client interaction unit further being configured to
provide said first player with a first set of play pieces for
placing on said first play board and moving between said
territories, and said second player with a second set of play
pieces for placing on said second play board and moving between
said territories,
[0021] the server further providing an end of turn combiner for
superposition of said first set of play pieces and said second set
of play pieces at the end of each one of a plurality of turns and
calculation of an overall result for said playing pieces.
[0022] Unless otherwise defined, all technical and scientific terms
used herein have the same meaning as commonly understood by one of
ordinary skill in the art to which this invention belongs. The
materials, methods, and examples provided herein are illustrative
only and not intended to be limiting.
[0023] Implementation of the method and system of the present
invention involves performing or completing certain selected tasks
or steps manually, automatically, or a combination thereof.
Moreover, according to actual instrumentation and equipment of
preferred embodiments of the method and system of the present
invention, several selected steps could be implemented by hardware
or by software on any operating system of any firmware or a
combination thereof. For example, as hardware, selected steps of
the invention could be implemented as a chip or a circuit. As
software, selected steps of the invention could be implemented as a
plurality of software instructions being executed by a computer
using any suitable operating system. In any case, selected steps of
the method and system of the invention could be described as being
performed by a data processor, such as a computing platform for
executing a plurality of instructions.
BRIEF DESCRIPTION OF THE DRAWINGS
[0024] The invention is herein described, by way of example only,
with reference to the accompanying drawings. With specific
reference now to the drawings in detail, it is stressed that the
particulars shown are by way of example and for purposes of
illustrative discussion of the preferred embodiments of the present
invention only, and are presented in order to provide what is
believed to be the most useful and readily understood description
of the principles and conceptual aspects of the invention. In this
regard, no attempt is made to show structural details of the
invention in more detail than is necessary for a fundamental
understanding of the invention, the description taken with the
drawings making apparent to those skilled in the art how the
several forms of the invention may be embodied in practice.
[0025] In the drawings:
[0026] FIG. 1 is a simplified diagram illustrating apparatus
according to a first preferred embodiment of the present invention
for simultaneous turn-based gameplay between two or more
players.
[0027] FIG. 2 is a simplified diagram illustrating one of the
boards of FIG. 1 according to one preferred embodiment of the
present invention.
[0028] FIG. 3 is a simplified diagram illustrating two sets of
ranked playing pieces for use with the board of FIG. 2 and
according to a preferred embodiment of the present invention.
[0029] FIG. 4 is a simplified schematic diagram illustrating one of
the pieces of FIG. 3 in greater detail, according to a preferred
embodiment of the present invention.
[0030] FIG. 5 is a simplified schematic diagram, illustrating the
placing of the playing piece of FIG. 4 on the board of FIG. 2 and
illustrating how the piece may be orientated according to a
preferred embodiment of the present invention.
[0031] FIG. 6 is a further simplified diagram showing the piece of
FIG. 5 and showing how the orientation may be achieved by rotation
according to a preferred embodiment of the present invention.
[0032] FIG. 7 is a simplified diagram illustrating how a piece
belonging to one player may stab a piece belonging to another
player, thereby to bring about elimination of the latter piece,
according to a preferred embodiment of the present invention.
[0033] FIG. 8 is a simplified diagram showing the end result
following the elimination in FIG. 7, according to a preferred
embodiment of the present invention.
[0034] FIG. 9 is a simplified schematic diagram illustrating the
case of elimination by pieces of different rank being located on
the same territory on the board, according to a preferred
embodiment of the present invention.
[0035] FIG. 10 illustrates two playing pieces of the same player
both pointing at the same hexagon, a position allowed according to
a preferred embodiment of the present invention.
[0036] FIG. 11 is a simplified flow diagram showing the overall
gameplay, according to a preferred embodiment of the present
invention.
[0037] FIG. 12 is a simplified schematic diagram of the board of
FIG. 2 showing two pieces of the same player being placed on the
same hexagon, a not-allowed condition according to a preferred
embodiment of the present invention.
[0038] FIG. 13 is a simplified schematic diagram of the board of
FIG. 2 showing two opposing pieces stabbing each other, a condition
leading to the elimination of the lower-ranked piece according to a
preferred embodiment of the present invention.
[0039] FIG. 14 is a simplified schematic diagram of the board of
FIG. 13 following resolution according to a preferred embodiment of
the present invention.
[0040] FIG. 15 is a simplified schematic diagram of the board of
FIG. 2 in which two pieces of equal rank attempt to stab each
other, a situation resulting in both pieces being eliminated
according to a preferred embodiment of the present invention.
[0041] FIG. 16 is a simplified schematic diagram of the board of
FIG. 2 showing the case in which two opposing pieces of the same
rank are located on the same hexagon, the case leading to
elimination of both pieces according to a preferred embodiment of
the present invention.
[0042] FIG. 17 is a simplified schematic diagram showing the board
of FIG. 2 with a three way conflict between pieces, and a
resolution according to a preferred embodiment of the present
invention.
[0043] FIG. 18 is a simplified schematic diagram showing the board
of FIG. 2 with a four-way conflict between pieces and a resolution
according to a preferred embodiment of the present invention.
[0044] FIG. 19 is a simplified flow diagram illustrating two
opposing players' opening moves in a first act and showing the
moves being combined and leading to elimination.
[0045] FIG. 20 is a simplified block diagram showing a server
providing a game according to the present embodiments to remotely
located client computers over the Internet.
[0046] FIG. 21 is a simplified block diagram illustrating two
computers in close proximity and linked together to provide
gameplay between the two players.
[0047] FIG. 22 is a simplified block diagram illustrating a server
providing simultaneous turn-based gameplay according to the present
embodiments to two mobile telephones via the cellular network.
DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0048] The present embodiments comprise an apparatus and a method
for playing a game based on simultaneous turn-based play on a
homogeneous board game. More specifically each player makes a
concealed move on his board and when each player has made his move
then the different moves are superimposed and an overall situation
is calculated according to game rules. The game rules are such as
to set up an initial situation which is in principle random, but
which allows individual players to benefit from non-randomness in
the behavior of their opponents, and gives a certain place to
skill.
[0049] The principles and operation of an apparatus and method
according to the present invention may be better understood with
reference to the drawings and accompanying description.
[0050] Before explaining at least one embodiment of the invention
in detail, it is to be understood that the invention is not limited
in its application to the details of construction and the
arrangement of the components set forth in the following
description or illustrated in the drawings. The invention is
capable of other embodiments or of being practiced or carried out
in various ways. Also, it is to be understood that the phraseology
and terminology employed herein is for the purpose of description
and should not be regarded as limiting.
[0051] Reference is now made to FIG. 1, which illustrates apparatus
10 for simultaneous turn based play. The apparatus includes play
boards 12 and 14 for each of the players. Although only two boards
are shown it will be appreciated that like many other board games
the number of players is extendible.
[0052] Each of the boards has a substantially homogeneous layout
made up of a repeated pattern of spaces or territories for
occupation by playing pieces. There are typically a predetermined
number of such territories, the number being set at the beginning
of the game. The larger the number the harder the game, or the
longer it may be expected to take.
[0053] FIG. 2 is an example of a board in which the regularly
spaced and regularly shaped territories are hexagons 20. The
hexagon is advantageous because it allows for six clearly defined
neighboring cells and allows free movement in the diagonal
directions. For this reason the hexagon is widely used in
wargames.
[0054] Reference is now made to FIG. 3, which shows two sets of
playing pieces 22 and 24. Each player has a set of playing pieces
for moving over the board between the territories. As shown in the
figure, and also in FIG. 4, the individual pieces 26 are shaped
with body 27 to fit into a hexagon, but have a point 28 to point at
one of the neighboring hexagons.
[0055] Returning to FIG. 1 and there is further shown an end of
turn combiner 16 which waits until the end of a turn is signaled.
As all players have completed their moves the boards are
superimposed one upon the other. As a result certain playing pieces
of the opposing players may be found to be occupying the same or
neighboring territories. In such circumstances a conflict may be
found to exist between the two pieces and rules are then used to
calculate a result which resolves the conflict, typically by
elimination of playing pieces. Typically the result involves
elimination of certain pieces, as will be explained below.
[0056] An end of turn signal may be generated in one embodiment
when both players indicate that they have completed their
respective moves. Alternatively a timer may be used and players may
be given a maximum time to complete their moves. In the latter
version, the moves that are transferred are moves that have been
completed. That is to say if a piece is in the middle of being
dragged as the time ends then it returns to its place.
[0057] In one embodiment the end of turn combiner comprises an
activation point for each board, so that the player can indicate
completion of his turn. The board carries out superposition
following activation of all of the activation points.
[0058] As shown in FIG. 3, the playing pieces are progressively
ranked. One way of resolving a conflict when two opposing pieces
are on the same location is to eliminate the piece with the lower
rank. In this case the calculation would involve making such an
elimination. If the two opposing pieces are of the same rank then
one way to resolve the conflict would be to eliminate both pieces.
Another way would be randomly select one of the pieces for
elimination.
[0059] Referring now to FIG. 5, the playing pieces comprise a
directional indicator 28 or pointer, as mentioned above. As the
playing pieces are placed on a particular hexagon the directional
indicator may be pointed at any surrounding hexagon, as indicated
by arrows 30. Preferably the playing piece may be fully rotated as
indicated by circular arrow 32 in FIG. 6. In the case of the
territories being hexagonal, the pointer may be directed at any one
of six neighboring territories.
[0060] FIG. 7 is a simplified diagram showing a conflict between
white piece 40 and black piece 42. In this case the black piece is
eliminated because it is pointed to, or stabbed, by the pointer 28
of white piece 40, leading to the result shown in FIG. 8, where
only white piece 40 remains. As will be explained in greater detail
below, the ranking between the pieces makes no difference unless
both pieces stab each other.
[0061] Reference is now made to FIG. 9 which illustrates a
situation in which two pieces 44 and 46 are found by the
superposition to be at the same location. The lowest ranking of the
two pieces is eliminated as explained. This form of elimination is
referred to hereinbelow as squashing. If both are of equal rank
then both are eliminated. Alternatively one of the pieces is
selected at random for elimination.
[0062] Referring now to FIG. 10, pieces 48 and 50 point to the same
location. The pieces are on the same team and are allowed to point
to the same location. If they were opposing pieces then no conflict
arises and no elimination occurs.
[0063] In one preferred embodiment, the play rules provide that the
playing pieces are freely located over the board at the first turn
in the gameplay and in subsequent turns can only be moved onto
neighboring territories. At all times however the pieces are freely
rotatable to point at any of the six neighbors. Alternatives are a
fixed initial starting position, as known from chess, or a random
starting position set by the computer.
[0064] In one embodiment the boards are physical and the end of
turn combiner is a mechanical or electronic arrangement which
automatically resolves the conflicts and removes the eliminated
pieces. In another embodiment the two boards are virtual boards
implemented on a screen display and the end of turn combiner is
implemented on a digital processor. The processor may be that of a
computer, a mobile telephone or any other suitable device.
[0065] In another embodiment the two boards are implemented on
separate devices which are connected together. Two mobile
telephones or two computers may be connected by wire links or by
wireless links, say over Bluetooth.TM., or may be connected by the
telephone network, the cellular telephone network, the Internet, a
LAN, WAN, a VPN or any like network. The various possibilities are
discussed in greater detail hereinbelow.
[0066] As described above, play is against live opponents. However
play may also be against computerized components based on
artificial intelligence.
[0067] Reference is now made to FIG. 11, which is a simplified flow
chart showing the game flow in a preferred embodiment of a
simultaneous turn-based play according to a preferred embodiment of
the present invention. The game starts with an opening screen and
if necessary a wait while an opponent joins the game.
[0068] The game play begins by providing each player with the same
homogenous play board. Each board has a predetermined number of
regularly arranged territories, and each player is provided with an
identical set of playing pieces. The players may be provided with
an opportunity to select the size of the board or the number of the
pieces or both.
[0069] Each player has an initial turn of placing their playing
pieces anywhere on the playing board, and pointing the pieces in
any direction. The initial turns are carried out simultaneously. At
the end of the simultaneously carried out turns the two boards are
superimposed and checked for conflicts, and a result is calculated.
The result involves none, some or all of the pieces being
eliminated. The resulting boards are then returned to the players
with whatever pieces remain. The returned board preferably also
shows the positions of the opponent's pieces. In another embodiment
the opponent's pieces are not shown.
[0070] Further turns ensue, although now a further restriction
applies that pieces may only be moved to a neighboring location.
The game ends when only one player has remaining pieces.
[0071] A preferred embodiment is now described in greater
detail.
[0072] The game is preferably played on a hexagonal board, itself
composed of smaller hexagons, the territories. The basic game board
is itself a hexagon which is composed of 37 smaller hexagons as
shown in FIG. 2. However the game may be played with bigger or
smaller boards, the size preferably being selectable at the start
of the game depending on the desired level of difficulty or length
of the game. As mentioned, the game can be played online, on an
internal network, on a physical set of boards, or on any suitable
game platform.
[0073] Each player has a set of ranked pieces as described above.
The basic game is played by two players, each having say six pieces
of a single color. The pieces are ranked 1-6 according to a set of
signs or arrangement of dots or numbers or any other suitable
marking. Each sign stands for a specific rank, and typical signs
are shown in FIG. 3 referred to above. The skilled person will
understand that there are numerous other ways to indicate rank,
including simply showing numbers on the pieces.
[0074] The game can be played with more or less pieces for each
player as desired. Furthermore, the game can be played with more
than two players, each having ranked pieces with their own
identifiable color. Thus for example three players may play as
white, black and red pieces respectively.
[0075] The object of the game is to eliminate all of the opponent's
pieces through a series of simultaneously taken turns. Decisions
about individual moves are made simultaneously by all players, on
hidden boards, which are exact replicas of a main board, and are
then exposed simultaneously. All plays are depicted on the main
board. With the software version, no hiding is necessary, since
each player can make his or her moves on his or her own board,
which serves also as a main board. In the case of physical boards
of course the two boards must be out of sight of each other.
[0076] Each set of simultaneous turns, and their superposition and
resolution on the main board, is referred to hereinbelow as an act.
A game is composed of a series of acts.
[0077] A piece's movement in any one act can be divided into two
distinct elements:
[0078] A) The piece 26 can be moved to any adjoining hexagon on the
board, or it may of course stay where it is.
[0079] B) Then, the point 28 can be rotated to point to any of the
six neighboring hexagons, as explained above with respect to FIG.
6.
[0080] One preferred constraint of the gameplay is that point 28 is
not allowed to extend outwardly of the boundary of the board. A
player can leave a piece in its original position, or move only a
piece's point. It is illegal to place two or more of a player's
pieces on the same hexagon, thus the situation in FIG. 12, two
black pieces 52 and 54 at the same location is not allowed.
However, it is legal to have two or more pieces pointing to the
same hexagon, as long as the bodies are placed on different
hexagons. Thus the situation in FIG. 10 is allowed. It is
preferable that a player is not allowed to point to one of his own
pieces.
[0081] In the course of one turn, or one act, a player can move all
of his pieces, some of them, or none of them, as long as each
particular movement of any piece is legal.
[0082] As explained, there are two ways of eliminating an
opponent's piece. Hereinafter these ways are known as the stab and
the squash. The stab is the elimination of any neighboring piece,
regardless of rank, which is located in the neighboring hexagon
that is being pointed to. The squash is the elimination of a piece
on the same hexagon but only if it is of the same or lower
rank.
[0083] At the end of an act, if a piece's point is placed on the
same hexagon as an opponent's piece's body, the latter piece is
eliminated. Thus in FIG. 7 piece 40 stabs piece 42. This is called
a `stab` and the result is to leave piece 40 alone as the survivor.
The pieces' ranks do not matter in a case of a stab. For instance,
a rank 1 piece can stab and eliminate a rank 6 piece just as well
as vice versa.
[0084] Reference is now made to FIG. 13 which illustrates two
opposing pieces pointing to each other. That is to say, pieces 60
and 62 stab each other. In this case, in a preferred embodiment,
the piece with the lower rank is eliminated. As shown, piece 60 has
rank 5, and piece 62 has rank 3. Thus piece 62 is eliminated and is
taken off the board, to give the result in FIG. 14.
[0085] Reference is now made to FIG. 15-1 which illustrates the
case in which two pieces of the same rank, 64 and 66, stab each
other. In this case both pieces have rank 5. When two opposing
pieces of the same rank stab each other at the end of an act, both
are eliminated to give the result shown in FIG. 15-2.
[0086] The other form of elimination is the squash. When two pieces
of two opposing players are placed on the same hexagon at the end
of an act, the lower ranked piece is eliminated. This is called a
`squash`. For example, if player A moves the body of his rank 5
piece to a certain hexagon, and in the same act, player B moves the
body of his rank 3 piece to the same hexagon, player B's rank 3
piece is eliminated and is taken off the board. This was as
illustrated above in FIG. 9 where piece 44 eliminates piece 46.
[0087] Reference is now made to FIG. 16 which shows a variation of
the case in FIG. 15 but where both of the pieces involved in the
squash are of the same rank. As illustrated in FIG. 16, when two
pieces of the same rank, here 68 and 70, squash each other, both
are eliminated.
[0088] FIGS. 17 and 18 illustrate more complex interactions
involving three and four pieces respectively and explain how such
cases are resolved according to a preferred embodiment of the
present invention.
[0089] FIG. 17-1 illustrates the case where piece 70 stabs and
eliminates opponent's piece 72, but is at the same time eliminated
as a result of being squashed by higher ranking piece 74. For
instance, piece 70 is of rank 2 and stabs piece 72, a rank 3 piece.
However piece 74 is a rank 5 piece. Thus both piece 70 and 72 are
eliminated and are taken off the board, to leave piece 74 alone in
FIG. 17-2.
[0090] Reference is now made to FIG. 18, where the above example is
extended so that piece 72 is also stabbing rank 4 piece 76. In this
case the elimination in FIG. 17 occurs as before but also the rank
4 piece 76 is additionally eliminated. The end result as shown in
FIG. 18-2, is the same. A potentially unlimited chain reaction can
in fact be induced, and theoretically, all the pieces on the board
can be eliminated in the first act.
[0091] The opening act has different rules from the following acts.
In the opening act each player places his or her pieces anywhere on
his or her hidden board. The only limitations are that two pieces
of the same player can not be placed on the same hexagon, as
explained above, or cannot point out of the board or cannot point
to a player's own pieces. When the opening act is completed, and
the main board shows the superposition of both players'
simultaneous openings, pieces are eliminated and are taken off the
board according to the aforementioned rules of elimination.
[0092] Reference is now made to FIG. 19 which illustrates the
sequences involved in an opening act. Stages 80 and 82 illustrate
two players' opening moves of the opening act in which they place
their pieces as desired. Stage 84 shows the two moves being
superimposed and stage 86 shows the result of the elimination to
leave white with a material advantage of 3:2, or a qualitative
advantage of 13:7 according to the scoring method discussed
hereinbelow.
[0093] A game is over when only one player has pieces left on the
board. This player is the winner of the game. If all players lose
all their remaining pieces in the same act, then the game is
tied.
[0094] The game may end when a given number of turns have passed
without any pieces having been eliminated. In a variation the
winner may then be the player whose pieces have the lower score,
thus providing an incentive for the weaker player to survive an
extended end game, and making it impossible for the stronger player
to make time-wasting moves until the game finishes.
[0095] The given number of turns may be set for example at seven,
or may even be left to the user as a customization.
[0096] When a game is finished, the ranks of the remaining pieces
of the winning player are added up, to give a total which is the
winner's score. For instance, if at the end of a game, player B has
pieces ranked 1, 2 and 5 left on the board, then player B has
achieved an 8 points win. Needless to say, players can play a
series of games, and keep a running score, or tournaments can be
played involving multiple players each playing each other. The
winner of the tournament could be the player with the highest
running total at the end of the tournament, or heats could be
played in which running totals are kept, followed by a series of
knockouts leading to a final. Many other ways of organizing a
tournament will occur to the person skilled in the art.
[0097] Reference is now made to FIG. 20 which illustrates a server
90 that provides the game to remote client-based players 91 over a
networked link 92 such as via the Internet. The server provides the
users with a client which provides them with the board, the playing
pieces and the functionality to move the playing pieces in
accordance with the rules. Alternatively the client is already
located at the players and the server is merely needed for
supervision, resolution of the individual acts or for the running
of a tournament.
[0098] End of turn or end of act resolution of the gameplay may be
carried out in one of three ways. One possibility is to carry out
resolution at the server. A second possibility is to carry out
resolution at one of the clients which is chosen as the master, and
a third possibility is to carry out resolution simultaneously at
both clients. The latter is possible because the rules for
resolution are fully deterministic so that both clients will
necessarily come to the same conclusion. The only requirement is
for each client to communicate its local move to the other
client.
[0099] The game may be provided as part of a website that offers
numerous games. Prizes may be awarded to winners. The site may
require a membership and then use the membership fees to award
prizes to the best players. The site may provide tournaments as
described above. A site providing such a game may be supported by
advertising. Alternatively the game may be provided to different
web content providers in return for royalties, or usage fees or for
a share of advertising revenue.
[0100] The game may alternatively be provided as part of an online
gambling site. Players may place bets on the outcome of the game,
as with many other games. Bets may be placed on the game itself,
say on whether they will win or not, or bets may be placed on the
final score of a game. Bets may be placed against the other players
or against the site provider, as desired.
[0101] Tournaments could be provided, with winners emerging on the
basis of best of three, or any other suitable arrangement, In such
a tournament the winner may be decided by the number of games won,
but an overall score may be based on the scores of the pieces at
the end of each game that is won.
[0102] Reference is now made to FIG. 21, which is a simplified
diagram illustrating two computers 100 and 102 in close proximity
and connected via a wireless link 104. Wireless link 104 could be a
Bluetooth.TM. link or an infra-red link or it could be a link via a
local wireless LAN. Alternatively the wireless link could be
replaced by a wire link. Clients are present at each computer and
gameplay is as above except that there is no server to supervise so
either resolution is carried out at one client designated as the
master or both clients carry out the resolution.
[0103] The game may usefully be provided for cellular users. The
game is relatively small and is suitable for most types of mobile
telephone. The game play can be supported by GPRS or WAP
communication between distant telephones or by Bluetooth.TM.
communication between physically close telephones. FIG. 22
illustrates a server 110 which is connected via cellular Internet
112 to mobile telephones 114 and 116. The cellular telephones may
download clients from the server 110 and then play independently,
or alternatively a connection to the server may be required to
support play.
[0104] Again, the server may support tournaments, so that mobile
telephone subscribers can play against each other in leagues or in
knockout competitions etc. With mobile telephones, the subscriber's
telephone bill may be used to charge for usage and thus pay for the
site and fund prizes, as desired.
[0105] It is expected that during the life of this patent many
relevant devices and systems will be developed and the scope of the
terms herein is intended to include all such new technologies a
priori.
[0106] It is appreciated that certain features of the invention,
which are, for clarity, described in the context of separate
embodiments, may also be provided in combination in a single
embodiment. Conversely, various features of the invention, which
are, for brevity, described in the context of a single embodiment,
may also be provided separately or in any suitable
subcombination.
[0107] Although the invention has been described in conjunction
with specific embodiments thereof, it is evident that many
alternatives, modifications and variations will be apparent to
those skilled in the art. Accordingly, it is intended to embrace
all such alternatives, modifications and variations that fall
within the spirit and broad scope of the appended claims. All
publications, patents, and patent applications mentioned in this
specification are herein incorporated in their entirety by
reference into the specification, to the same extent as if each
individual publication, patent or patent application was
specifically and individually indicated to be incorporated herein
by reference. In addition, citation or identification of any
reference in this application shall not be construed as an
admission that such reference is available as prior art to the
present invention.
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