U.S. patent number 3,895,804 [Application Number 05/340,114] was granted by the patent office on 1975-07-22 for game apparatus.
Invention is credited to Elizabeth Anna Lee.
United States Patent |
3,895,804 |
Lee |
July 22, 1975 |
Game apparatus
Abstract
A fast playing game suitable for enjoyment by young and old,
which tests metal faculties and yet is amusing to players of all
ages and abilities, includes a game board or playing surface marked
with stop positions on a circuit or a circular path which has a
crossover between non-adjacent positions thereon and communicates
with home bases for each player, from which home bases game pieces
are moved onto the circuit, with the object being to move in such a
manner so that an opponent cannot move onto an adjacent unoccupied
stop position without moving his game piece off the circuit or
crossover and backwardly onto the home base or to a different
position thereon, other than a move toward the circuit. Points or
scores may be earned, based on the numbers of moves made by the
players before this is accomplished. The game board and game pieces
may include various elements for holding the game pieces in
position on the board, including magnetic, Velcro or like elements,
may be of different colors or other indicia, may be of given or
changeable values so as to determine a winner's score at the
termination of the game and may include scoring recording
devices.
Inventors: |
Lee; Elizabeth Anna (Amherst,
NY) |
Family
ID: |
23331952 |
Appl.
No.: |
05/340,114 |
Filed: |
March 12, 1973 |
Current U.S.
Class: |
273/242;
273/282.2; 273/239 |
Current CPC
Class: |
A63F
3/00006 (20130101); A63F 3/00574 (20130101); A63F
2250/08 (20130101); A63F 2003/0063 (20130101); A63F
2003/00009 (20130101); A63F 2003/00577 (20130101) |
Current International
Class: |
A63F
3/02 (20060101); A63f 003/00 () |
Field of
Search: |
;273/131 |
References Cited
[Referenced By]
U.S. Patent Documents
Foreign Patent Documents
Primary Examiner: Lowe; Delbert B.
Attorney, Agent or Firm: Kramer; Raymond F.
Claims
What is claimed is:
1. A fast playing game, suitable for enjoyment of the young as well
as by older persons, which tests mental faculties and yet is
amusing to the players, which comprises a marked game playing
surface having a plurality of home base positions in each of a
plurality of separate home bases marked for initial placement of at
least three game pieces, one at each of at least three positions at
each home base, a plurality of stop positions, arranged in a single
circuit, at least one connecting path between stop positions that
are on the circuit, said path having a stop position on it, a
single path only, for each home base, connecting only one home base
position to the circuit, for each home base, a plurality of game
movers adapted to be moved along on the respective single paths
from the initial bases to the circuit and along the circuit and the
connecting path, when desired, said pieces comprising at least
three pieces for each player and the number of pieces being such
that it is possible to have the stops on the circuit and the
connecting path(s) occupied by the pieces of a player or a
plurality of players so that another player cannot move any of his
pieces to an adjacent unoccupied stop position on the circuit or
connecting path.
2. A game according to claim 1 wherein the marked playing surface
has from two to eight home bases, each of which includes from three
to five positions communicable through respective single paths from
only one such position to only one stop position on the circuit,
which circuit includes from four to 30 stop positions.
3. A fast playing game, suitable for enjoyment by the young as well
as by older persons, which tests mental faculites and yet is
amusing to the players and which is suitable for playing by two
people, which comprises a marked game playing surface marked with a
home base for each player, each of said home bases having three
aligned positions marked for initial placement of game pieces
thereon and each communicating through only a center position with
a different one of only four stop positions, which stop positions
are arranged in a circuit with non-adjacent positions thereof being
connected together through an additional central stop position, and
six game movers adapted to be moved along on indicated paths, three
from each of the home bases to the circuit and along the connecting
path, when desired, so that it is possible to have the stops on the
circuit and the central stop position occupied by the pieces of a
player or players, so that a player whose turn it is cannot move
any of his pieces to an adjacent unoccupied stop position on the
circuit or connecting path.
4. A game according to claim 3 wherein the circuit is circular, the
stop positions thereon are located at the center thereof and at
90.degree. intervals about the circumference with lines connecting
the diametrically opposed bases, one of such lines being extended
beyond the circle at both ends thereof and terminating in lines at
both ends at right angles thereto, on which are located the home
base positions on which the initial game pieces of each player are
placed.
5. A game according to claim 1 wherein markers are present and
values or other indicia of the stops are on the markers or on the
stop positions of the game board and the markers are adapted to be
held to the game board at said stop positions to indicate said
values or such indicia of such stops.
6. A game according to claim 5 wherein the markers indicating such
values are adapted to be held in face down position on the game
board so as to conceal said values until lifted therefrom.
7. A game according to claim 6 wherein the markers are adapted to
hold to the game pieces.
8. A game according to claim 4 wherein the game pieces are adapted
to be held to the stop locations on the game board when placed
thereon.
9. A game according to claim 8 wherein markers are present, values
or other indicia of the stops are on the markers or on the stop
positions of the game board and the markers are adapted to be held
to the game board at said stop positions to indicate said values or
such indicia of such stops.
10. A game according to claim 9 wherein the markers indicating such
values are adapted to be held in face down position on the game
board so as to conceal said values until lifted therefrom.
11. A game according to claim 10 wherein the markers are adapted to
hold to the game pieces.
12. A game according to claim 1 wherein the circuit, home bases,
crossovers and stops are above or below a gameboard surface.
Description
This invention relates to a game which includes a gameboard or
other suitable playing surface and movers adapted to be moved in
turn from position to adjacent unoccupied position on the board.
More particularly, it relates to a game in which there is a limited
number of stop positions on which the movers may be placed and
wherein the object is to move one's pieces in such a manner that an
opponent is unable to move to an open stop position in a permitted
area or circuit and is unable to move any other pieces on home
base, except backwardly, away from the circuit, which backward
moves there are forbidden.
Games to provide amusement, while at the same time stimulating and
testing the mental faculties of players have been known for
thousands of years. In addition to card games, board games
involving movable pieces, such as chess, checkers, backgammon and
pachisi are well known and have been highly accepted. However, the
more complex of these, such as chess and checkers, may be too
complicated for very young children to play with pleasure and the
simpler games soon become boring to them as well as to older
players. Some simple games, requiring the use of only a few game
pieces or movers, such as tic-tac-toe, which, like the present
game, may be played with game pieces on a board or by writing on a
paper playing surface, lead to predictable results, once the theory
of the game is understood, and such theory can be understood even
by the very young. Therefore, there has been a need for the
invention of a simple game which would be playable by players of
all age groups, especially pre-school age children, to encourage
them to socialize with other children without regimentation and
simultaneously to develop their mental capabilitiies. Such a game
should be one which is playable on a simple game board with only a
few game pieces per player and should be sufficiently interesting
so that the players do not quickly become bored. The game should be
one in which the outcome is relatively unpredictable by the average
player, although he may think that he can forecast the result, and
which is modifiable to include elements of chance, pre-planning and
"gamesmanship" in the playing and scoring thereof. Such a game is
that of the present invention.
In accordance with the present invention, a fast playing game,
suitable for enjoyment by the young as well as by older persons,
which tests mental faculties and yet is amusing to the players,
comprises a marked game playing surface having a plurality of home
base positions in each of a plurality of separate home bases marked
for initial placements of at least three game pieces, one at each
of at least three positions at each home base, a plurality of stop
positions, arranged in a single circuit, at least one connecting
path between stop positions that are on the circuit, said path
having a stop position on it, a single path only for each home
base, connecting only one home base position to the circuit for
each home base, a plurality of game movers adapted to be moved
along on the respective single paths from the initial bases to the
circuit and along the circuit and the connecting path, when
desired, said pieces comprising at least three pieces for each
player and the number of pieces being such that it is possible to
have the stops on the circuit and the connecting path(s) occupied
by the pieces of a player or a plurality of players so that another
player cannot move any of his pieces to an adjacent unoccupied stop
position on the circuit or connecting path.
In preferred embodiments of the game the marked playing surface has
from 2 to 8 home bases, each of which includes from 3 to 5
positions communicable through respective single paths from only
one such position to only one stop position on the circuit. The
circuit has from four to 30 stop positions, depending on the number
of players and the number of movers or pieces per player, the main
requirement being that there should be enough movers so that it is
possible to prevent movement of a player by blocking all open
spaces to which another player may move in the circuit-crossover
area. In a most preferred embodiment of the invention the playing
board is arranged for two players, the circuit is circular with
four stop positions at 90.degree. intervals thereon, with a central
stop position on crossover paths from both sets of non-adjacent
peripheral stops and with a pair of home bases, each with three
stop positions thereon and communicable through a base position,
preferably the center base position, with the circle.
In modifications of the described gameboards and pieces means will
be provided to hold the pieces to the board during playing of the
game and in some instances values or indicia may be marked on the
stop positions or the bottoms of the game pieces, sometimes in such
manner as to conceal the values from one player or the players
until the end of the game. In some instances the value markers are
adapted to be held to the gameboard and to hold the game pieces to
them in removable relationship.
The structures of the gameboard and pieces and the method of
playing the game will be readily understood from the following
description and by reference to the drawing in which:
FIG. 1 is a top plan view of a highly preferred form of the present
gameboard, with mover pieces thereon in starting position;
FIG. 2 is a corresponding view, showing the pieces at the end of a
game, with the White pieces trapped and Black winning; and
FIG. 3 is a partial, enlarged, central sectional elevation taken in
the direction of plane 3-3 of FIG. 2, showing the holding to the
gameboard of a mover piece at a stop position.
In FIG. 1 movers or pieces 11, 13 and 15 of one player, herein
called Black, are shown at home or initial base position on the
home base section 17 of gameboard 19. The movers cover stop
positions 45 and 49 at the ends of the home base and 47 at the
middle thereof, which positions may be marked with a small dot or
other means, as shown in FIG. 2, or may be left plain. A
corresponding home base is provided for the white pieces identified
by numerals 21, 23, and 25 and positioned at the start of the game
at White home base section 27. Stop positions 51 and 52 are shown
in FIG. 2, with the other position being covered. The home bases
communicate with the closed path or circuit 29, shown as a circle,
and on such circuit are illustrated four stop positions 31, 33, 35
and 37, each located 90.degree. apart from the nearest other stop
positions on the circuit. Crossover lines or paths 39 and 41
connect opposing or non-adjacent circuit stop positions 31 and 35
and 33 and 37, respectively, and at their intersection there is an
additional crossover or connecting path stop position 43. Such
paths may also connect adjacent positions.
In the simplest form of the game, as illustrated, by chance or
other means the player to go first is chosen and moves a game piece
one stop position to an unoccupied stop. When Black moves first,
his only move is to position 35 with game piece 13 and, similarly,
White's following move is with piece 23 to position 31. If desired,
the game may begun in this position, which is also considered to be
within the present invention. After the first move, however, a wide
variety of moves may be made with any of the game pieces. Any move
is allowed in the circuit or crossover area providing that it is
onto an unoccupied next adjacent stop position with the exception
that in the home base sections no move is allowed backwardly. By
that it is meant that any move from the base area must be in the
direction of the circuit and no move back to the base is
allowed.
Players move in turn and at each turn the player is obligated to
move one game piece to an unoccupied adjacent position. No jumping
of other game pieces is permitted. The object of the game is to
have an opponent so trapped that when it is his turn to move he is
unable to do so. When that happens the game ends or if more than
two are playing, the immobilized player is out. A few playings of
the game will indicate various stratagems and tactics that may be
employed to trap an opponent's pieces, while still allowing the
player escape routes or a safe move, as by preserving an opening on
the home base at 47 or at the original position of piece 23 to
which piece 11 or 15 in the one case or 21 or 25 in the other case
may be moved. Also, it will be evident that it will be desirable to
avoid having one's mover or movers trapped on the home base by an
opponent's or one's own piece. Such trapping is illustrated in FIG.
2, which shows one possible ending of a game. In that figure
Black's base positions 45, 47 and 49 and White's base position 51
are indicated by small dots or other indicia on bases or base
sections 17 and 27, respectively.
In more complicated versions of the present game a greater number
of players may participate and additional home bases, one for each
player, may communicate with the circuit. If desired, other numbers
of movers or playing pieces may be allowed for each player. Usually
there will be from two to eight home base sections and each of
these will contain from three to five positions communicable
through a path from one such position to the circuit, with a
corresponding number of movers or game pieces. In some variations
plural communications of the home bases with the circuit may be
allowed but such form of the game is not usually preferred. The
circuit may have from four to 30 stop positions thereon and will
usually contain from one to five crossover paths which may have
from one to 10 stop positions thereon. The rules of the game are
the same when more players participate but it will be apparent that
the method of play may involve a plurality of players teaming up or
combining against another player to immobilize his movers. When one
player is immobilized and others are still in the game, the losing
player's pieces may be removed from the gameboard or may be
maintained in place. Generally, it is preferred to follow the
latter course because otherwise trapping becomes more difficult as
the number of available spaces becomes increasingly greater than
the number of movers. Although the variations of the invented game
to permit playing by more than two players are useful and
interesting the game is considered to be at its most enjoyable in
the illustration given herein for two players, with a minimum of
pieces to be moved and a minimum number of stop positions for
them.
It will be evident that an important feature of the present game is
in the provision of a crossover between nonadjacent positions on
the circuit. This increases the mobility of the movers and allows a
greater variation in the number of combinations of moves to trap an
opponent or secure the release of one's own pieces. Additional
non-circuit stop positions on paths communicating adjacent circuit
positions may be provided but are not necessary and usually are not
preferred.
In the playing of the game allowances may be made for differences
between players' abilities by giving handicaps. These may take the
form of earlier moves, preferred starting positions, a decreased
number of pieces for the opponent, etc. However, such handicaps are
not usually required because it has been found that by practice in
playing the game even the very young are often able to win over
their older competitors.
A great advantage of the present game is in its simplicity. Yet,
the great number of combinations of moves that may be made and the
different variations of endings keep the game ever interesting.
Also, the average game is finished in from 1 to 5 minutes so that
it holds the interest of the players throughout.
Frequently, in the game illustrated in the drawing, the object is
to win and no specific scoring is made except, possibly, to award a
point for winning a game when a series of games is being played.
However, variations on the present game can be made in which each
game is scored. Scoring can be by moves made (the fewer required to
win the higher the score) or by the positions of the winning and/or
losing pieces at the end of the game. Thus, each of the positions
on the home bases, circuit and crossover may be given a value,
usually numerical, at the beginning of the game and an object will
be to obtain the highest possible score, which score might be the
difference between the sum of the numbers on the final positions of
one player and the sum of the numbers of the final positions of the
other player, with the difference, as a positive number, being
awarded to the winner. In other cases, the numbers may be randomly
assigned at the beginning of the game with neither player knowing
what they are. This can be done by having the numbers face down on
markers or indicators that are located on top of the various stop
positions or adjacent to them and onto or next to which the movers
are subsequently placed. If desired, each player can, without the
knowledge of the other player, assign values to certain positions
before the start of the game and in such situations the players may
intentionally move onto such positions or avoid them so as to
obtain a better score.
To keep the game intact during play and to avoid unintentional
movement or loss of pieces due to motion of the gameboard, as when
the game is being played in a moving vehicle, means are provided to
retain the various game pieces on the gameboard at the selected
stop positions. Such means may be magnetic game pieces and/or
gameboard. The gameboard may be of plastic or other suitable
substances with a magnetic material or magnetizable material
present only at the various stop positions. Instead of magnetic
materials, other means for holding, such as electrostatically
chargeable materials and preferably, hooked multifilament plastic
materials, such as that sold under the trade name Velcro, may be
employed. In such cases, the use of values or other indicia for
each of the stop positions may be desirably combined with the use
of holding means for the game pieces. As is shown in FIG. 3, the
board 19 on which stop position 47 is located is of a synthetic
organic plastic, such as polystyrene, with a magnet 53 at stop
position 47. It has held to the top of it a steel marker 55 with,
on the undersurface thereof, a value mark or number. Because it is
steel, the upper surface thereof is a means for holding steel,
ferrous or magnetic game pieces, such as piece 11, in place
magnetically. It will be noted that marker 55 has a broader base
than the game piece 11, allowing ready removability of the game
piece from it during playing of the game, when desired, without
disengaging the marker from the gameboard, after it is moved onto
the circuit thereof in a first move by piece 11, until the end of
the game when it is desired to add up the score. Different means
for holding the marker to the gameboard and the game piece to the
marker may be employed or these may be of the same type, usually
either magnetic or Velcro (Trade Mark). A magnetic gameboard,
magnetic bottom on the marker, Velcro (Trade Mark) top on the
marker and Velcro (Trade Mark) bottom on the game piece may be
used, for example. If desired, markers may be separately fastened
to the gameboard adjacent to the stop positions by the means
described so that the movers may be held directly to the gameboard,
rather than to the markers. The game may be played without the use
of the markers, if desired, and the movers may be held to the
gameboard at the stop positions.
For scoring by moves made, pegboards 60 and 64 are supplied, the
former being for Black and the latter for White. Holes 61 and 65
are provided in them and pegs 63 and 67 are inserted to record the
moves made. A single peg may be used in each board instead and
advanced with each move. Scores (not shown) may be indicated
alongside the boards, with higher scores accompanying fewer moves
to the game ending. In the game illustrated in the drawing Black
has won because he has completed his ninth move and White is unable
to move. The pegboards or other scoring or move recorder may be
above the gameboard surface or set in the board, as may be the
various circuits, paths, stops, etc., illustrated.
The invention has been described with respect to specific
embodiments thereof but it is evident that it is not to be limited
to these because one of skill in the art will be able to utilize
substitutes and equivalents without departing from the spirit or
scope of the invention.
* * * * *