Board game apparatus

Aldea November 4, 1

Patent Grant 3917272

U.S. patent number 3,917,272 [Application Number 05/487,494] was granted by the patent office on 1975-11-04 for board game apparatus. Invention is credited to Jose S. Aldea.


United States Patent 3,917,272
Aldea November 4, 1975

Board game apparatus

Abstract

A game to be played by two opposing players comprising in combination, a game board formed by 58 connected hexagonal spaces arranged symmetrically in a generally rectangular shape, with nine hexagonal spaces arranged staggeredly to the front of each player, and six hexagonal spaces arranged in columns on each of the opposed sides of the board, twenty-two hexagonal spaces arranged in staggered rows on each side of the board being shaded to define positional rows for each player, a group of fourteen staggeredly arranged unshaded hexagonal spaces between the opposed positional rows of each player, and 44 pieces designated as houses, 22 pieces for each player and positioned in their respective positional rows for forward, sideward, or backward movement to an adjacent unoccupied or occupied hexagonal space.


Inventors: Aldea; Jose S. (Quezon City, RP)
Family ID: 19933007
Appl. No.: 05/487,494
Filed: July 11, 1974

Foreign Application Priority Data

Jul 12, 1973 [RP] 14816
Current U.S. Class: 273/260; 273/258; 273/290; 273/239; 273/288
Current CPC Class: A63F 3/00697 (20130101); A63F 3/02 (20130101); A63F 2009/205 (20130101)
Current International Class: A63F 3/02 (20060101); A63F 9/20 (20060101); A63F 003/00 ()
Field of Search: ;273/131

References Cited [Referenced By]

U.S. Patent Documents
3724856 April 1973 Welch
Primary Examiner: Lowe; Delbert B.
Attorney, Agent or Firm: Sughrue, Rothwell, Mion, Zinn & Macpeak

Claims



What is claimed is:

1. A game to be played by two opposing players comprising in combination, a game board formed by 58 connected hexagonal spaces arranged symmetrically in a generally rectangular shape, with nine hexagonal spaces arranged staggeredly along the edge of the board in front of each player, and six hexagonal spaces arranged in column on each of the opposed sides of the board, the 22 hexagonal spaces arranged in staggered rows in front of each player being shaded to define positional rows for each player with a group of fourteen staggeredly arranged unshaded hexagonal spaces between the opposed positional rows of each player, forty-four pieces designated as houses, 22 pieces for each player and positioned in their respective positional rows for forward, sideward, or backward movement to an adjacent hexagonal space, each of said pieces comprising a rectangular block having on one side thereof a replaceable slide member having suitable indicia thereon.

2. A game as defined in claim 1 wherein the twenty-two pieces alloted for each player are provided with twenty-two replaceable slides, two slides each being marked with the word "guard" and the numbers one to nine, and one slide each being marked with the words "blank" and "brain," respectively.
Description



The present game is a new and captivating game whose main arena is the mind of the two players and secondarily the board and pieces. The game, in itself, is simple to understand but its scope is as wide as the unlimited field of the mind. A player has to project, fake, recall, and bluff his way through from one challenge after another to win the game. Like chess, the present game requires presence of mind and retentive memory. Due to the nature of the game, it relaxes and freshens up a tired mind and body. The present game, therefore, has its main object to develop and soothe both mind and body, and to give insight into the mechanism of the mind, and its value extends to our everyday life.

The present game is played between two players with a combination of a board having 58 connected hexagons and 22 movable pieces alloted for each player, called "houses," with insertable, attachable, detachable, and transferable marked slides. At the start of the game, the players respectively insert and/or attach independently their alloted marked slides in the houses, and arrange said houses at random on the positional rows, with the marked slides facing the player and not shown to the opposing player in the game. A player moves, alternately with the other player, a house in any direction from one hexagon to an adjacent unoccupied hexagon or to a hexagon occupied by house of the other player, resulting in a challenge which induces a series of counter-challenges between the two players. The beauty of the game revolves mainly on the challenge and counter-challenges because a player can declare any alloted mark for his house in an attempt to capture the house of the other player, regardless of whether or not said house has the same mark as declared, and in succeeding counter-challenges, the same player declares another mark for the same house. The effect is amusing, jolting, and confusing, particularly to the opposing player. Rules are adhered to which decide the winner in a challenge and counter-challenges. Generally, a house of higher rank captures a house of lower rank but there are certain reverses in the rules of the game wherein a house of lower rank captures a particular house of higher rank. When the "brain house" of a player reaches unchallenged any of the four bases of the opposing player or when the "brain house" of the opposing player is captured, or when a block is formed by a player connecting a base of the opposing player, the game is won.

The game has six variations or six complete games to offer, namely:

1. House of Wit "Selection"

2. House of Wit "Rambles"

3. House of Wit "Selection-Rambles"

4. House of Wit "Restricted Selection"

5. House of Wit "Restricted Rambles"

6. House of Wit "Restricted Selection-Rambles"

All the above six variations are played with a board having 58 hexagons and 22 houses with transferable marked slides alloted for each player, and the same operations and rules, with variations per game as follows:

1. House of Wit "Selection" - The 22 marked slides are inserted and/or attached with equal distribution of the marked slides into "house type A" and "house type B." The "brain slide" and the "blank slide" are, however, interchangeable and must always be on opposite types of houses in the game.

2. House of Wit "Rambles" - All the 22 marked slides are transferable from one house to any other house without equal distribution of the marks of the slides into the two types of houses, hence, disregarding "house type A" and "house type B."

3. House of Wit "Selection-Rambles" - A variation whose one complete game is a combination of two sets, namely: "House of Wit Selection" and "House of Wit Rambles."

4. House of Wit "Restricted Selection" - The same as "House of Wit Selection" with one difference: With the use of bars, a player is restricted to making two successive alternate moves for the same house, unlike in "House of Wit Selection" in which there is no limit to the number of alternate moves for the same house.

5. House of Wit "Restricted Rambles" - The same as "House of Wit Rambles" with one difference: In this game variation, a player uses bars and is restricted to making two successive alternate moves for the same house.

6. House of Wit "Restricted Selection-Rambles" - A game combination of two sets, namely: "House of Wit Restricted Selection" and "House of Wit Restricted Rambles.

IN THE DRAWINGS

FIG. 1a is a plan view of the playing board having 58 hexagon spaces;

FIG. 1b shows one form of hexagon space;

FIG. 1c shows an alternate form of hexagon space;

FIG. 2a is a perspective exploded view of a large house and slide;

FIG. 2b is a perspective exploded view of a small house and slide;

FIG. 3a is a view of a modified house and slide similar to that shown in FIG. 2b;

FIG. 3b is a view of another modified house and slide similar to that shown in FIG. 2a; and

FIG. 4 is a perspective exploded view of a combined house and slide and a bar adapted to be placed on the house.

GAME OPERATIONS OF BOARD AND PIECES:

With reference to FIG. 1a, the game is played on a board having 58 connected hexagons with each hexagon 1 forming the board, as illustratively enlarged in FIG. 1b, having six equal sides. A modification of the shape of each hexagon 2 forming the board is also illustratively enlarged in FIG. 1c, wherein two sides, horizontal to the two players, are equally wider than the other four equal sides. The measurement of each hexagon forming the board is such that it can be occupied adequately by two pieces called "houses". Referring further to FIG. 1a, the game operation of the shaded connected hexagons 3, totalling 22 hexagons 3 on each side of the board represents the "positional rows" where the two players respectively position their houses at random before the start of the game. First rows 4, each side having four hexagons 4, are the "bases" and the target of each opposing player because a "brain house" of a player reaching unchallenged any of the four bases 4 of the opposing player wins for him the game. First row 4 and second row 5 comprising together nine hexagons are the "jumpers rows," hence, a house of any of the two players situated inside a hexagon within these rows could jump two steps directly in front when the immediate frontal hexagon is vacant.

Referring to FIGS. 2a and 2b, the movable pieces of the game, shaped like short rectangular bars similar to mah-jong pieces in appearance are called "houses" and are divided equally into two types: "house type A" 6 and "house type B" 7. As illustrated, "house type A" 6 is larger than "house type B" 7. A modification of the size of the two types of houses is illustrated in FIGS. 3a and 3b wherein "house type A" 8 has the same size as "house type B" 9 but is striped or decorated differently to have distinction. Referring further to FIGS. 2a, 2b and 3a, 3b, on the back of each of the twenty-two houses alloted for a player are sidings 10 or magnets on which are insertable, attachable, detachable, and transferable, the marked slides 11. The marked slides 11, which are thin, flat and rectangular in shape, are marked with alloted words and numbers representing the ranks of the houses when inserted and/or attached. Two slides each are marked with the word "Guard" and the numbers: 1, 2, 3, 4, 5, 6, 7, 8, and 9; while one slide each is marked with the words: "Blank" and "Brain" , making a total of 22 marked slides for the 22 houses alloted for one player. In playing the "House of Wit Selection," a player inserts and/or attaches independently but equally distributed his alloted marked slides into the two types of houses. The "brain slide" and the "blank slide" are insertable and/or attachable into the two types of houses but both slides must always be in opposite types of houses. Playing the "House of Wit Rambles," a player is at liberty to insert and/or attach any marked slide to any house disregarding equal distribution of the alloted marks of the slides into the two types of houses, thereby, disregarding "house type A" and "house type B".

With reference to FIG. 4, a bar 12, which is shaped flat and rectangular and about the same size as the top 13 of the house 14, is placed on top 13 of a house 14 on every move and is to be removed when a move on another house is made. The bars are used when players are playing "House of Wit Restricted Selection" and "House of Wit Restricted Rambles." Each player is alloted three bars to be used as indicators of the number of moves made for a particular house. A maximum of two bars, one on top of the other, is allowed to be placed on top of a house indicating two successive alternate moves for the same house. Hence, with the use of bars, each player is restricted to two successive alternate moves for one house. After winning a challenge or counter-challenge, a player is allowed to make two successive alternate moves for the same house. The exception is when there is one house left on board for a player in which case he is permitted to make more than two successive alternate moves.

It will be understood that modifications can be made in the size, shape, and color of the board and pieces without departure from the original concept of the game apparatus to be used combinatively in the game "House of Wit."

General Operations and Rules of the Game:

1. The game is played between two players on a board having 58 connected hexagonal areas.

2. Each player is alloted, at the start of the game, 22 pieces called "houses" (44 houses for the two players) complete with insertable, attachable, detachable, and transferable marked slides broken down as follows:

Mark on No. of Number of Houses Slide Slides Type A Type B Total ______________________________________ "1" 2 pcs. 1 pc. 1 pc. 2 pcs. "2" 2 pcs. 1 pc. 1 pc. 2 pcs. "3" 2 pcs. 1 pc. 1 pc. 2 pcs. "4" 2 pcs. 1 pc. 1 pc. 2 pcs. "5" 2 pcs. 1 pc. 1 pc. 2 pcs. "6" 2 pcs. 1 pc. 1 pc. 2 pcs. "7" 2 pcs. 1 pc. 1 pc. 2 pcs. "8" 2 pcs. 1 pc. 1 pc. 2 pcs. "9" 2 pcs. 1 pc. 1 pc. 2 pcs. "Guard" 2 pcs. 1 pc. 1 pc. 2 pcs. "Blank" 1 pc.) "Brain" 1 pc.) 1 pc. 1 pc. 2 pcs. 22 pcs. 11 pcs. 11 pcs. 22 pcs. ______________________________________

3. Before the start of the game, each player inserts and/or attaches independently his alloted marked slides into the houses and arranges at random the houses in the positional rows. The marked slides inserted and/or attached must be facing the player and not shown to the opposing player. A lot is drawn to decide the player to make the first move.

4. A player moves alternately with the other player in any direction (forward, sideward, backward) a house from one hexagon to an adjacent unoccupied hexagon or from one hexagon to an adjacent hexagon occupied by a house of the opposing player. However, when the house is situated in the "jumpers rows," such house can be moved two steps directly in front into an unoccupied hexagon or into a hexagon occupied by a house of the opposing player, provided the immediately frontal hexagon to pass is unoccupied. When a player moves his house into a hexagon already occupied by a house of the opposing player, a "challenge" occurs.

5. Challenges and Counter-challenges:

a. A player challenges a house of his opponent by moving one of his houses inside a hexagon occupied by a house of the other player and declaring openly an alloted mark to capture the house of the other player, regardless of whether or not said house has the same mark. The other player has the following moves to select:

1. He "counter-challenges" by declaring openly any alloted mark for his house under attack; or

2. He concedes without declaring any mark thereby losing his house under attack by taking it off the board. He makes the next immediate move; or

3. He may not declare any mark but instead opens the declared house of the first player. If the house opened coincides with the mark as declared by the first player, he loses his house under attack and is further penalized whereby he loses an additional house in which case the rules on penalty apply. If the house opened does not coincide with the mark declared by the first player, the first player loses his declared house and is further penalized whereby he loses an additional house, in which case the rules on penalty apply.

b. When the other player counter-challenges by declaring a mark for his house under attack to capture the declared house of the first player, the first player has the following moves to select:

1. He counter-challenges by declaring a different mark to capture the declared house of the other player; or

2. He concedes and loses his declared house by taking it off the board. He makes the next immediate move; or

3. He opens the declared house of the other player in which case the rules on penalty apply.

c. When in a challenge or counter-challenge, a player declares a mark and the other player counter-declares the same mark, and neither player opens the house declared by the other, both houses are taken off the board. The player who first declares makes the next immediate move.

d. When a player challenges and the other player, instead of making a counter-challenge by declaring a mark for his house under attack, removes same thereby losing it, he can make a counter-challenge with another house of his by moving legitimately such house into the challenged hexagon and declaring any mark. The first player can declare another mark for his house now under counter-challenge.

e. When a player challenges or counter-challenges, and the other player, instead of making a counter-challenge with his house under attack, removes same and makes a counter-challenge with another house of his by declaring the same mark as declared by the first player, the first player has two alternative moves:

1. He opens the counter-challenging house of the other player in which case the rules on penalty apply; or

2. He removes his declared house together with the declared house of the other player. He makes the next immediate move.

f. The limit to the number of times the two players can make a challenge followed by a series of counter-challenges for their respective houses occupying the same hexagons are as follows:

1. First player challenges with his house by declaring any mark, then

2. Second player counter-challenges with his house under attack by declaring any mark, then

3. First player counter-challenges with the same house by declaring another mark than he first declared, then

4. Second player counter-challenges with his same house by declaring another mark than he first declared. After the above challenge and series of three counter-challenges between the two players, the first player either:

1. Concedes defeat by removing his house under counter-challenge; or

2. Opens the house declared by the second player in which case the rules on penalty apply.

6. The following enumerated houses with marked slides of one player capture the houses of the other player in a challenge and counter-challenge and vice versa, namely:

House No. 1 captures House No. 2 to House No. 9;

House No. 2 captures House No. 3 to House No. 9;

House No. 3 captures House No. 4 to House No. 9 and Guard House;

House No. 4 captures House No. 5 to House No. 9 and Guard House;

House No. 5 captures House No. 6 to House No. 9 and Guard House;

House No. 6 captures House No. 7 to House No. 9 and Brain House;

House No. 7 captures House No. 8 and House No. 9 and Brain House;

House No. 8 captures House No. 9 and Brain House;

House No. 9 captures House No. 1 and Brain House;

Guard House captures House No. 1, House No. 2, House No. 6 to House No. 9;

Blank House captures House No. 1 to House No. 9 and Guard House;

Brain House captures House No. 1 to House No. 5, Guard House and Blank House.

7. When "House No. 1" and "House No. 9" are both declared by the two players in a challenge and/or counter-challenge, the first marked house declared loses.

8. The "Blank House" cannot be declared in a challenge but when challenged, captures all marked houses except the "Brain House."

9. The game is drawn as follows:

a. When a player challenges by declaring his "Brain House," and his opponent counter-challenges by declaring his "Brain House" and neither player opens the declared house of the other player;

b. By agreement after 20-moves of play.

10. The game is won in various ways, to wit:

a. When a player captures the "Brain House" of his opponent;

b. When the "Brain House" of a player occupies unchallenged any of the four bases of his opponent;

c. When the penalty house taken by a player in the "Brain House" of his opponent;

d. When a player forms a block connecting a base of his opponent;

e. When the opponent resigns.

11. Rules on Penalty:

The player takes as penalty the nearest house of his opponent directly facing any of the six sides of the penalty hexagon. When there are two or more opponent's houses equally far facing any of the six sides of the penalty hexagon, the winning player takes as penalty the houses of his opponent in the following order:

First, the house of his opponent directly in front of the penalty hexagon; if there is none,

Second, the house of his opponent in the right oblique side of the front of the penalty hexagon; if there is none,

Third, the house of his opponent in the left oblique side of the front of the penalty hexagon; if there is none,

Fourth, the house of his opponent in the right oblique side of the back of the penalty hexagon; if there is none,

Fifth, the house of his opponent in the left oblique side of the back of the penalty hexagon; if there is none,

Sixth, the house of his opponent facing the back of the penalty hexagon;

Seventh, if there is none facing any of the six sides of the penalty hexagon, none of the opponent's houses is penalized.

12. A player forms a "block" when his houses occupy a minimum of five hexagons connected in a straight line provided one hexagon occupied is situated in the positional rows of the opposing player. When a player forms a block in a single straight line to the other player, such block is called a "file block." When a straight block is formed obliquely left or right, it is called a "rank block." When a file block is formed by a player, his opponent cannot make a challenge to any of the houses aligned in the block except the first house nearest the player forming the block. When a "rank block" is formed by a player, his opponent cannot make a frontal challenge; he has first to move his house inside the back of the "rank block" before he can make a challenge to any of the houses forming the block. The exception for an opponent to make a challenge at will regardless of whether or not there is a block, is when he declares his "brain house."

All the enumerated "General Operations and Rules of the Game" are applicable to the six variations offered by the game "House of Wit." Additional operations and rules applicable per variation of the game are as follows:

1. House of Wit "Selection" - Rule No. 3 is modified as follows: "Before the start of the game, each player inserts and/or attaches independently his alloted marked slides into "house type A" and "house type B," equally distributing the marks of the slides into these two types of houses. "Brain slide" and "Blank slide" are interchangeable from one type of house to the other but must be opposite in the two types of houses in the game. The marked slides inserted and/or attached must be facing the player and not shown to the opposing player. A lot is drawn to decide the player to make the first move."

An additional rule for Rule No. 10 is as follows: f. A game is won by a player when his opponent inserted and/or attached two slides having the same mark in one type of house. Also, the game is won when the "brain slide" and the "blank slide" are inserted and/or attached in the same type of house.

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