U.S. patent application number 12/955996 was filed with the patent office on 2011-04-21 for strategy war game.
Invention is credited to Paul Miller.
Application Number | 20110089635 12/955996 |
Document ID | / |
Family ID | 41115932 |
Filed Date | 2011-04-21 |
United States Patent
Application |
20110089635 |
Kind Code |
A1 |
Miller; Paul |
April 21, 2011 |
Strategy War Game
Abstract
A strategy war game is disclosed. In a particular embodiment, a
game board is covered by sixty-four squares forming a checkered
pattern. Each game piece of a first set of game pieces is adapted
to subsequently move only within a first set of squares
representing land. Each game piece of a second set of game pieces
is adapted to subsequently move only within a second set of squares
representing water. Each game piece of a third set of game pieces
is adapted to subsequently move within a third set of squares
representing air. The strategy war game further includes a point
system, wherein a first player is given a predetermined number of
points for capturing a game piece during a turn by moving a game
piece of the first player to a square occupied by the game piece of
the second player.
Inventors: |
Miller; Paul; (Gotha,
FL) |
Family ID: |
41115932 |
Appl. No.: |
12/955996 |
Filed: |
November 30, 2010 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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12411332 |
Mar 25, 2009 |
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12955996 |
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Current U.S.
Class: |
273/262 |
Current CPC
Class: |
A63F 3/02 20130101; A63F
3/00075 20130101 |
Class at
Publication: |
273/262 |
International
Class: |
A63F 3/02 20060101
A63F003/02 |
Claims
1. A method of playing a strategy war game, the method comprising:
providing a game board, wherein a surface of the game board is
covered by sixty-four squares forming a checkered pattern;
assigning a first characteristic to a first set of squares of the
checkered pattern, wherein the first set of squares includes
fifteen contiguous squares on each opposing end of the game board;
assigning a first set of game pieces to a first starting position
and each game piece of the first set of game pieces adapted to
subsequently move only within the first set of squares; assigning a
second characteristic to a second set of squares of the checkered
pattern, wherein the second set of squares includes thirty-four
squares that are not part of the first set of squares; assigning a
second set of game pieces to a second starting position and each
game piece of the second set of game pieces adapted to subsequently
move only within the second set of squares; assigning a third
characteristic to a third set of squares of the checkered pattern,
wherein the third set of squares includes the first set and second
set of squares; assigning a third set of game pieces to a third
starting position and each game piece of the third set of game
pieces adapted to subsequently move within the third set of
squares; and administering a point system, wherein a first player
is given a predetermined number of points for capturing a game
piece during a turn by moving a game piece of the first player to a
square occupied by the game piece of the second player.
2. The method of playing a strategy war game of claim 1, wherein
the first characteristic assigned to the first set of squares
represents land areas.
3. The method of playing a strategy war game of claim 2, wherein
the second characteristic assigned to the second set of squares
represents sea areas.
4. The method of playing a strategy war game of claim 3, wherein
the third characteristic assigned to the third set of squares
represents air areas.
5. The method of playing a strategy war game of claim 4, wherein
the first set of game pieces includes tank game pieces movable to
one square or two squares from its occupied position in one of a
forward left, forward right, backward left, or backward right,
unobstructed direction.
6. The method of playing a strategy war game of claim 5, wherein
the second set of game pieces includes submarine game pieces
movable to one square or two squares from its occupied position in
one of a left, right, forward left, forward right, backward left,
or backward right, direction.
7. The method of playing a strategy war game of claim 6, wherein
the second set of game pieces further includes destroyer game
pieces movable to one square from its occupied position in one of a
forward, backward, left, right, forward left, forward right,
backward left or backward right, unobstructed direction.
8. The method of playing a strategy war game of claim 7, wherein
the third set of game pieces includes helicopter game pieces
movable to two squares from its occupied position in any
direction.
9. The method of playing a strategy war game of claim 8, wherein
the third set of game pieces includes fighter game pieces movable
to either one, two or three squares from its occupied position in
one of a forward, backward, left or right, unobstructed direction,
or movable to one or two squares from its occupied position in one
of a forward left, forward right, backward left or backward right,
unobstructed direction.
10. The method of playing a strategy war game of claim 9, wherein
the third set of game pieces includes bomber game pieces movable to
either one, two or three squares from its occupied position in one
of a forward, backward, left or right, direction, or movable to one
or two squares from its occupied position in one of a forward left,
forward right, backward left or backward right, direction.
11. The method of playing a strategy war game of claim 10, wherein
the third set of game pieces includes amphibian game pieces movable
to one square from its occupied position in one of a forward,
forward left, or forward right, direction.
12. The method of playing a strategy war game of claim 11, wherein
the first set of game pieces includes a king amphibian game piece
movable to one or two squares from its occupied position in one of
a forward, backward, left, right, forward left, forward right,
backward left or backward right, direction, when the amphibian game
piece reaches the opposing end of the game board.
13. The method of playing a strategy war game of claim 12, wherein
the first set of game pieces includes a commander game piece
movable to one square from its occupied position in one of a
forward, backward, left, right, forward left, forward right,
backward left or backward right, direction.
14. The method of playing a strategy war game of claim 13, wherein
administering the point system to determine a winner of the
strategy war game by calculating: one point given for capturing an
amphibian game piece; two points given for capturing a tank game
piece; three points for capturing a submarine game piece; three
points for capturing a destroyer game piece; four points for
capturing a helicopter; four points for capturing a fighter; five
points for capturing a bomber game piece; and seven points for
capturing a commander game piece; wherein the player with a larger
sum of points when the commander is captured or a predetermined
time frame expires is the winner of the game.
15. The method of playing a strategy war game of claim 14, wherein
the amphibian game piece represented by a model amphibious vehicle,
the tank game piece represented by a model tank, the submarine game
piece represented by a model submarine, the destroyer game piece
represented by a model destroyer, the helicopter game piece
represented by a model helicopter, the fighter game piece
represented by a model fighter, the bomber game piece represented
by a model bomber, and the commander game piece represented by a
model personnel carrier.
16. The method of playing a strategy war game of claim 15, further
including using a timer to determine an expiration of a
predetermined time limit for a turn of each player.
17. The method of playing a strategy war game of claim 16, wherein
each player is provided one commander game piece.
18. The method of playing a strategy war game of claim 17, wherein
each player is provided two fighter game pieces and one bomber game
piece.
19. The method of playing a strategy war game of claim 18, wherein
each player is provided two tank game pieces and two submarine game
pieces.
20. The method of playing a strategy war game of claim 19, wherein
each player is provided two helicopter game pieces, four amphibian
game pieces and one destroyer game piece.
Description
I. CROSS REFERENCE TO RELATED APPLICATIONS
[0001] This application is a continuation of U.S. patent
application Ser. No. 12/411,332 filed Mar. 25, 2009, entitled
"Strategy War Game."
II. FIELD
[0002] The present disclosure is generally related to games and
game boards, and more specifically to a strategy war game.
III. BACKGROUND
[0003] Strategy games serve to entertain the players by challenging
the skill of each player to anticipate the moves of the opposing
player. Strategy game designs may include boards with a variety of
different configurations. The game pieces are assigned attributes
that control how a particular piece may be moved throughout the
game. The attributes of a game piece may also change. A shortcoming
of the prior art strategy games is that the games may be too easy
to master or provide limited moves so that the game provides little
challenge to the players. For example, Checkers is a relatively
simplistic strategy game that skilled players may not find
interesting enough to play since the time to master the game is
relatively short.
[0004] Another example of a strategy game is Chess. Although Chess
provides more game pieces and more complicated moves than Checkers,
Chess uses outdated game pieces and may be too complicated for
casual players. Accordingly, what is needed is a strategy war game
that corresponds to authentic real-life abilities of current
military hardware and that is neither too simplistic nor
complicated for players.
IV. SUMMARY
[0005] In a particular embodiment, a strategy war game is
disclosed. The strategy war game includes a game board covered by
sixty-four squares forming a checkered pattern. A first
characteristic is assigned to a first set of squares of the
checkered pattern. The first set of squares includes fifteen
contiguous squares on each opposing end of the game board and a
first set of game pieces are assigned a first starting position.
Each game piece of the first set of game pieces is adapted to
subsequently move only within the first set of squares. A second
characteristic is assigned to a second set of squares of the
checkered pattern. The second set of squares includes thirty-four
squares that are not part of the first set of squares. A second set
of game pieces is assigned a second starting position and each game
piece of the second set of game pieces is adapted to subsequently
move only within the second set of squares. A third characteristic
is assigned to a third set of squares of the checkered pattern. The
third set of squares includes the first set and second set of
squares. A third set of game pieces is assigned a third starting
position and each game piece of the third set of game pieces is
adapted to subsequently move within the third set of squares. The
strategy war game further includes a point system, wherein a first
player is given a predetermined number of points for capturing a
game piece during a turn by moving a game piece of the first player
to a square occupied by the game piece of the second player.
[0006] One particular advantage provided by embodiments of the
strategy war game is the ability to simulate modern warfare between
two players. In addition, the strategy war game encourages the
players to improvise strategy in any number of ways as described by
the rules as explained herein.
[0007] For example, game pieces that are assigned the ability to
move through the air on the game board are represented by either a
model helicopter, fighter or bomber game piece. Game pieces that
are assigned the ability to move through the water on the game
board are represented by either a model submarine or destroyer game
piece. Further, game pieces that are assigned the ability to move
on land and water on the game board are represented by a model
amphibious vehicle game piece, referred to as an amphibian.
[0008] Other aspects, advantages, and features of the present
disclosure will become apparent after review of the entire
application, including the following sections: Brief Description of
the Drawings, Detailed Description, and the Claims.
V. BRIEF DESCRIPTION OF THE DRAWINGS
[0009] FIG. 1 is a plan view of the game board illustrating the
areas representing land, air and sea, and the game pieces
representative directional movements;
[0010] FIG. 2 is a plan view of the game board illustrating the
game pieces in the starting position;
[0011] FIG. 3 is a plan view of a diagram illustrating the allowed
movements of an amphibian game piece from its starting
position;
[0012] FIG. 4 is a plan view of a diagram illustrating the allowed
movements of an amphibian game piece moved from its starting
position;
[0013] FIG. 5 is a plan view of a diagram illustrating the allowed
movements of a king amphibian game piece from its starting
position;
[0014] FIG. 6 is a plan view of a diagram illustrating the allowed
movements of a king amphibian game piece moved from its starting
position;
[0015] FIG. 7 is a plan view of a diagram illustrating the allowed
movements of a tank game piece from its starting position;
[0016] FIG. 8 is a plan view of a diagram illustrating the allowed
movements of a tank game piece moved from its starting
position;
[0017] FIG. 9 is a plan view of a diagram illustrating the allowed
movements of a submarine game piece from its starting position;
[0018] FIG. 10 is a plan view of a diagram illustrating the allowed
movements of a submarine game piece moved from its starting
position;
[0019] FIG. 11 is a plan view of a diagram illustrating the allowed
movements of a destroyer game piece from its starting position;
[0020] FIG. 12 is a plan view of a diagram illustrating the allowed
movements of a destroyer game piece moved from its starting
position;
[0021] FIG. 13 is a plan view of a diagram illustrating the allowed
movements of a helicopter game piece from its starting
position;
[0022] FIG. 14 is a plan view of a diagram illustrating the allowed
movements of a helicopter game piece moved from its starting
position;
[0023] FIG. 15 is a plan view of a diagram illustrating the allowed
movements of a fighter game piece from its starting position;
[0024] FIG. 16 is a plan view of a diagram illustrating the allowed
movements of a fighter game piece moved from its starting
position;
[0025] FIG. 17 is a plan view of a diagram illustrating the allowed
movements of a bomber game piece from its starting position;
[0026] FIG. 18 is a plan view of a diagram illustrating the allowed
movements of a bomber game piece moved from its starting
position;
[0027] FIG. 19 is a plan view of a diagram illustrating the allowed
movements of a Commander-in-Chief game piece from its starting
position; and
[0028] FIG. 20 is a plan view of a diagram illustrating the allowed
movements of a Commander-in-Chief game piece moved from its
starting position.
VI. DETAILED DESCRIPTION
[0029] The strategy war game is played by two opposing and warring
armed forces represented by specially designed game pieces placed
on a square board 10 comprised of sixty four alternating dark
squares 15 and light colored squares 20 arranged in eight lines 25,
30 of eight squares each. The square board 10 is set up for play
orientated in a diamond shape so that a dark color square 35 is
always positioned at the top and bottom of the board 10, as the
single square in the first row closest to each player's seated
position. Progressing toward the center of the board, the second
row 60 per side contains two light color squares 20. The third row
62 per side contains three dark color squares 15 and so on and so
forth.
[0030] All sixty four squares on the board are given their own
alphanumeric name ranging from "A1" to "H8" as defined on the game
board by the intersection of a letter and a number assigned to each
line. Collectively, this nomenclature is used as a system for
notating the placements and movements of the game pieces in the
game. For proper set up, the single square in the first row at the
bottom of the board must be square "A1." Due to this unique set up
of the tradition checkered board 10, a brief explanation of the
game pieces' directional movements is necessary. Orthogonal player
moves (Forward, Backward, Left and Right) are moves that connect
dark to dark and light colored squares to each other across their
single mating point; whereas diagonal player moves (Forward Left,
Forward Right, Backward Left and Backward Right) are moves that
connect dark and light colored squares to each other across their
mating borderline.
[0031] To summarize, the game pieces' directional movements can be
described in relation to each player's seated position via any one
of the following eight independent directions: Forward 41, Forward
Left 45, Forward Right 46, Left 43, Right 44, Backward 42, Backward
Left 47 or Backward Right 48.
[0032] Referring now to FIGS. 1 and 2, the battlefields of the game
are, "Through the Air," "On Land" and "In the Sea" (Air, Land and
Sea). The fifteen squares 50 per side that are occupied by each
player's game pieces at the start of the game (thirty total)
represent the Land areas of the board 10. The thirty four remaining
squares 40 that are unoccupied squares at the start of the game
represent the Sea areas of the board 10. While each square uniquely
represents either a land area or a sea area of the board, every
square (Land or Sea) simultaneously represents an Air battlefield
of the board.
[0033] The eight specially designed game pieces (thirty total) are
set up from left to right on the board 10 per side as follows:
First row 35--Commander-In-Chief (C); Second row 60--Fighter (F),
Fighter (F); Third row 62--Tank (T), Bomber (B), Tank (T); Fourth
row 64--Submarine (S), Helicopter (H), Helicopter (H), Submarine
(S); Fifth row 66--Amphibian (A), Amphibian (A), Destroyer (D),
Amphibian (A), Amphibian (A). The two opposing armed forces are
distinguishable by color, one dark and one light. The starting
position of the Commander of the light colored armed forces is
always square "A1." The game pieces are mounted on either platform
bases (if they compete on Land or in the Sea) or on aerial platform
bases (if they compete through the Air); Commanders, Bombers and
Destroyers are distinguished as leaders of their respective
divisions within the armed forces by adding a second platform base
underneath them. Once the board is set up, each player must assume
their position as Commander-In-Chief of one of the two armed forces
prepared to command the services of their fifteen game pieces
towards victory.
[0034] Commander-In-Chief is a strategy war game for two players.
To begin play, one player selects the dark and one player selects
the light colored armed forces to be in command of throughout the
game. Each player places their fifteen game pieces on the game
board 10 in their starting positions as shown in FIGS. 1 and 2.
When ready, the players take alternating turns moving their game
pieces one by one about the board to either an unoccupied square or
to opponent occupied square and in the latter case, capturing
opponent's game piece from that square as only one game piece may
occupy any given square at any single moment in time. Once a game
piece is captured, it is permanently removed from the game. Game
pieces can only move along straight, unobstructed paths, unless
stated otherwise. The game pieces that can go under or go over can
jump other game pieces. Jumping game pieces does not result in
their capture. Only one game piece may be moved on a single turn
and the dark colored game pieces always play first. The players
must move on their turn. Play evolves, turn by turn, from the
beginning of the war through the game's eventual completion with
each player analyzing the current battlefield situation, adjusting
their game plan accordingly and executing commands (movements of
the game pieces) in a collective effort to achieve the game's
objective. A one minute sand timer is included for play requiring
time limits (per move--one minute and per game X minutes as
predetermined by both players).
[0035] To record point totals for scoring purposes, each player
adds together the values for all the game pieces they have captured
per the following point ranking system: Amphibian--(1 point),
Tank--(2 points), Submarine--(3 points), Destroyer--(3 points),
Helicopter--(4 points), Fighter--(4 points), Bomber--(5 points),
Commander-In-Chief--(7 points).
[0036] A one minute sand timer is included for play requiring time
limits (per move--one minute and per game--x minutes (or turns) as
arbitrarily agreed to per game by the players). From the beginning
of or at any point during the game, the players can use the sand
timer as a tool to enforce the per move and/or per game time
limits.
[0037] Referring now to FIGS. 3-20, the "O" indicates the possible
squares to which a particular game piece can move according to the
rules of the game. For example, Amphibians compete "On Land" and
"In the Sea" portion of the board 10. Amphibians can move one
square in any one of three forward directions: Forward 41, Forward
Left 45 or Forward Right 46 as shown in FIGS. 3 and 4. Amphibians
are unique in that if they reach their opponent's first row 35 on
the opposite side of the game board 10, they become King Amphibian
(KA). King Amphibians are distinguished from amphibians by adding a
second Platform Base under them. If an Amphibian becomes a King
Amphibian, its mobility changes.
[0038] Referring now to FIGS. 5 and 6, King Amphibians only compete
"On Land" portion of the board 10. King Amphibians can move one or
two squares in any direction: Forward, Backward, Left, Right,
Forward Left, Forward Right, Backward Left or Backward Right. King
Amphibians are restricted to movement on their opponent's "Land"
portion of the board 10.
[0039] Referring now to FIGS. 7 and 8, Tanks compete "On Land"
portion of the board 10. Tanks can move one or two squares in any
of four directions along a straight path: Forward Left, Forward
Right, Backward Left or Backward Right. Tanks are restricted to
movement on their own land area of the board 10.
[0040] Referring now to FIGS. 9 and 10, Submarines compete "In the
Sea" portion of the board 10. Submarines can move one or two
squares in any one of six directions along a straight path: Left,
Right, Forward Left, Forward Right, Backward Left or Backward
Right. Submarines have a restriction on their first move of the
game. Their first move of the game must be one square Forward.
Submarines are submersible warships that can "Go Under" (or around)
other game pieces during a two square move and thus, not be blocked
by other game pieces that would otherwise obstruct the completion
of a two square move.
[0041] Referring now to FIGS. 11 and 12, Destroyers compete "In the
Sea" portion of the board 10. Destroyers, also known as commanders
of the sea, can move one square in any direction: Forward,
Backward, Left, Right, Forward Left, Forward Right, Backward Left
or Backward Right. Destroyers also have a restriction on their
first move of the game. These armored warships' first move of the
game must be one square in any one of three forward directions:
Forward, Forward Left or Forward Right.
[0042] Referring now to FIGS. 13 and 14, Helicopters compete
"Through the Air" portion of the board 10. While Helicopter's are
unique in that they are not restricted to movement only along a
straight path via any one of the eight independent direction
(forward, backward, left, right, forward left, forward right,
backward left or backward right), they must move a distance of
exactly two squares away from their initial position. Helicopters
can move to any one of sixteen potential squares that are at a two
square radial distance away from their previous position.
Helicopters can "Go Over" (or around) other game pieces during a
two square move and thus, not be blocked by other game pieces that
would otherwise obstruct the completion of a two square move.
[0043] Referring now to FIGS. 15-18, Fighters and Bombers compete
"Through the Air" portion of the board 10. Both Fighters and
Bombers are stealth warplanes that move in exactly the same manner,
with one exception. Fighters and Bombers can move either one, two
or three squares in any one of four directions along a straight
path: Forward, Backward, Left, Right, Forward Left, Forward Right,
Backward Left or Backward Right. However, there is an exception in
that only Bombers can "Go Over" (or around) other game pieces
during a multiple square move and thus, not be blocked by other
game pieces that would otherwise obstruct the completion of a
multiple square move. Accordingly, Fighters can be blocked from
completing a multiple square move if other game pieces obstruct
their movement.
[0044] Referring now to FIGS. 19 and 20, Commanders compete "On
Land" portion of the board 10. Commanders can move one square in
any direction: Forward, Backward, Left, Right, Forward Left,
Forward Right, Backward Left or Backward Right. Commanders are
restricted to movement on their own Land area portion of the board
10.
[0045] Any game that ends in a tie or where no one player can win
is called a draw, neither a win nor a loss for either side. Also,
if the players choose not to continue a game for any reason, they
may agree to call it a draw.
[0046] As shown in FIG. 21, the shapes of the game pieces
correspond to their identities under the rules of the game. For
example, as shown in FIG. 21, the Submarine game piece is
represented by a scale model submarine, the Fighter by a scale
model fighter, etc. so that the identity of the game piece is
easily recognized.
[0047] The particular embodiments disclosed above and in the
drawings are illustrative only, as the invention may be modified
and practiced in different but equivalent manners apparent to those
skilled in the art having the benefit of the teachings herein.
Furthermore, no limitations are intended to the details of
construction or design herein shown. It is therefore evident that
the particular embodiments disclosed above may be altered or
modified and all such variations are considered within the scope
and spirit of the invention.
[0048] The illustrations of the embodiments described herein are
intended to provide a general understanding of the structure of the
various embodiments. The illustrations are not intended to serve as
a complete description of all of the elements and features of
apparatus and systems that utilize the structures or methods
described herein. Many other embodiments may be apparent to those
of skill in the art upon reviewing the disclosure. Other
embodiments may be utilized and derived from the disclosure, such
that structural and logical substitutions and changes may be made
without departing from the scope of the disclosure. Accordingly,
the disclosure and the figures are to be regarded as illustrative
rather than restrictive.
[0049] One or more embodiments of the disclosure may be referred to
herein, individually and/or collectively, by the term "invention"
merely for convenience and without intending to voluntarily limit
the scope of this application to any particular invention or
inventive concept. Moreover, although specific embodiments have
been illustrated and described herein, it should be appreciated
that any subsequent arrangement designed to achieve the same or
similar purpose may be substituted for the specific embodiments
shown. This disclosure is intended to cover any and all subsequent
adaptations or variations of various embodiments. Combinations of
the above embodiments, and other embodiments not specifically
described herein, will be apparent to those of skill in the art
upon reviewing the description.
[0050] The Abstract of the Disclosure is provided to comply with 37
C.F.R. .sctn.1.52(b) and is submitted with the understanding that
it will not be used to interpret or limit the scope or meaning of
the claims. In addition, in the foregoing Detailed Description,
various features may be grouped together or described in a single
embodiment for the purpose of streamlining the disclosure. This
disclosure is not to be interpreted as reflecting an intention that
the claimed embodiments require more features than are expressly
recited in each claim. Rather, as the following claims reflect,
inventive subject matter may be directed to less than all of the
features of any of the disclosed embodiments. Thus, the following
claims are incorporated into the Detailed Description, with each
claim standing on its own as defining separately claimed subject
matter.
[0051] The above-disclosed subject matter is to be considered
illustrative, and not restrictive, and the appended claims are
intended to cover all such modifications, enhancements, and other
embodiments, which fall within the true spirit and scope of the
present invention. Thus, to the maximum extent allowed by law, the
scope of the present invention is to be determined by the broadest
permissible interpretation of the following claims and their
equivalents, and shall not be restricted or limited by the
foregoing detailed description.
* * * * *