Abstract:
A board game is provided that includes a game board, game board enhancement pieces, game pieces and a rule set. The game board has a plurality of similarly shaped pieces configurable for connection to construct a variety of game playing surfaces. The game board enhancement pieces are configured to alter the game board through rule modifications or changes, physical barriers, elevated surfaces, depressed surfaces, or a combination thereof. The game pieces rest on the playing surface. The rule set is supplied either in print or via digital application or internet connection, and is modular to alter the game board and/or play of the board game.

Description:
[0001]    This application claims priority under 35 USC 119(e) to U.S. Provisional Patent Application No. 61/857,280 filed on ______. The entire disclosure of U.S. Provisional Patent Application No. 61/857,280 is hereby incorporated herein by reference. 
     
    
     FIELD OF THE INVENTION 
       [0002]    This invention relates to a method of board game rules wherein the rules are modular and the game can be played with different rule subsets that result in different complexities of the game. The invention can be used in any combination of rule subsets such that the age range of the game (based on complexity) can be adjusted or manipulated with the addition or subtraction of rule subsets. Additionally, the modularity of the board game rules extends to the modularity of the board itself. The board game tiles can be used in any quantity and can be set in any formation desired so long as the board shapes along the edges are matched in any direction. Furthermore this invention intends to link both the physical board game rule set to malleable requirements in the rule set through the Internet. The variability allows for further malleability of experience when playing a physical board game by supplementing the physical board game experience with a flexible rule set provided through an online experience. This invention is applicable to board games, online board games, and digital board games. 
       BACKGROUND OF THE INVENTION 
       [0003]    Conventional board games with modular boards require a prescribed board formation or a relationship between the number of board tiles to the number of players. While many game boards are fixed there are some game boards that have a low level of modularity, however the modularity of the boards is directly related to the rule set. While this board modularity offers some variability in game play it does not offer the ability to alter the way the game is played nor does it offer the ability to change the scope of the game being played. 
         [0004]    In addition to the conventional fixed game boards and conventional modular game boards, the rules of conventional board games have rule sets that are fixed or may have slight variations however the variations are based on the initial rule set. These variations add some flexibility to the rules and functionality of the game but retain the foundations of the functionality of the game throughout play. While these variations do allow for some flexibility of age range they do not allow the flexibility of a modular rule set. 
         [0005]    It is an object of the present invention to utilize a modular board only peripherally related to the rule set and utilize a modular rule set (comprised of multiple rule subsets) to extend the life of a board game as well as extend the age range that can play the board game. It is also an object of this invention to leverage the modular rule set to allow a multitude of game play experiences that will allow the complexity and depth of experience to be regulated. Additionally, the final object of this invention is to leverage the flexibility of digital content to continually evolve the nuances on the rule sets to keep the board game ever changing so that, if desired, no two games played shall ever have the same rules. 
       SUMMARY OF THE INVENTION 
       [0006]    The method and the system of this invention center around modularity, with both the board and the rule sets, and malleability of the rule sets through the use of digital updates provided through an online connection to revised rule sets. 
         [0007]    In this particular system example, I have chosen seven tiles to create the board though more, or less, can be used. This speaks to the modularity and versatility of the use of tiles for board construction. Depending on how the players want to play the game, and the desired duration, the players can add, remove, or position tiles so they can maximize or minimize game playing space. One unique feature about this is that the board size and shape are unrelated to the rule sets meaning that any size or shape of board can be used with any of the rule sets listed in the overall game rules. 
         [0008]    The next component that has a shared modularity is the overall game rules. For this particular system example I have 8 rule sets, which can be used for game play in any combination. Additionally, these rule sets are complimentary to each other but do not build upon each other meaning that the game can be played with any or all of the rule subsets or the rule subsets can be combined in any fashion to create the overall game rules. Further to this, the rule set can be changed each time before the game is played which allows for a different gaming experience each time the game is played. 
         [0009]    To further enhance the modularity of the game an online interaction can be used to supplement the various rule sets. This allows subtle modifications to the rules once the game has been created, purchased, and has been played. These rule modifications can be slight changes to the objectives within each rule subset, or they can be additional rule subsets. This feature not only allows for post production updates to the board game but can also link the board game to real world changes (such as in the example system used in this application) and lends a more dynamic feel to otherwise static physical games. 
         [0010]    While not all components of this invention are applicable to all board games there are elements here that can be utilized on almost any board game to advance the sophistication of board games. The present invention being claimed advances the static nature of board games to make them more dynamic. Further to this it allows for a previously non-existent flexibility within the game so that rule sets can be included or excluded based on the knowledge and sophistication of the players. This brings a longevity previously unavailable to physical games and allows them to leverage the power of digital online updates in the same way that many computer and video games do currently. 
     
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         [0011]    A clear understanding of the key features of the invention summarized above may be had by reference to the appended drawings, which illustrate the method and system of the example invention, although it will be understood that such drawings depict particular embodiments of the invention and, therefore, are not to be considered as limiting its scope with regard to other embodiments which the invention is capable of contemplating. Accordingly: 
           [0012]      FIG. 1  is a photo showing the entire game laid out in one of many possible board layouts and is shown utilizing all available rule subsets. 
           [0013]      FIG. 2  is an illustration detailing the malleability of the board in several configurations. While any of these, and more, are acceptable, there is no prescribed method of board configuration nor is there a prescribed number of tiles needed. 
           [0014]      FIG. 3  is color-coded selection of rule subsets. For each rule subset there is an additional playing component that can be used in the game. This image links the rule subset to the additional components for use in the game. 
           [0015]      FIG. 4  is a continuation of color-coded rule subsets. Like the previous figure, for each rule subset there is an additional playing component that can be used in the game. This image links the rule subset to the additional components for use in the game. It is also of note that the online portion that allows for the malleability of game play rules is also itself a rule subset. This is called out in the photo similar to the other rule subsets. 
           [0016]      FIG. 5  is a proposed screen for the online interaction that would modify the rule sets. As shown in the photo, this splash page not only includes the ability to choose your rule modifications through a real-world link, but also includes a randomize option as well as a history of the last modification used. 
           [0017]      FIG. 6  is another screenshot showing the specifics of the rule subset modifications. As shown in the image, more than one subset is modified and the modifications are linked to the rule subsets that are being modified through the use of color. 
       
    
    
     DETAILED DESCRIPTION OF THE INVENTION 
       [0018]      FIG. 1  shows the board game in its entirety. Shown here are multiple tiles arranged in an asymmetric order as well as the numerous rule subsets and their components all assembled in one game. While not all rule subsets are needed to play a game, this demonstrates how they all would work together. 
         [0019]      FIG. 2  depicts multiple configurations with different numbers of tiles used.  201  uses 7 tiles to create an unusual pattern, where  202  uses only 4 tiles to create a simple rectangle.  203  shows how there can be a very long board where  204  shows how it can be a very wide board.  205  demonstrates how tiles can be used to bridge gaps between other tiles on the board. The particular tiles in this embodiment are actually 8 inches by 10 inches with quadrilateral diamond shape spaces on the board, but the size of the tile and the shape of the spaces are not required for this invention. 
         [0020]      FIG. 3  begins detailed description of the specific execution of this invention. In this particular example, the subject of the board game is shark conservation.  FIG. 3  details several rule subsets of the game.  301  is the most basic subset of the rules and discusses the game in its most simplistic form.  302  refers to the modularity of the game board and specifies how the tiles should interact with each other (to ensure that the shapes are aligned between the tiles) and clarifies that the board shape is irrelevant to which rule subsets are used.  303  refers to the game pieces, endowing each game piece with unique abilities and board movement.  304  refers to chance cards. These are cards that are drawn based on piece location within a give board tile and include random turn based actions.  305  refers to an antagonist for the game. This subset not only adds the dynamic of an antagonist but also adds a piece to the game that interacts with the basic pieces. Rules for movement of this piece are included in the rule subset. 
         [0021]      FIG. 4  continues detailed description of the specific execution of this invention and details additional rule subsets of the game.  401  adds movement enhancements to the game. In this particular iteration the enhancements are cards that provide an extra turn when they come in contact with piece movement on a give board space however these obstructions could also be three-dimensional in nature rather than the 2D cardstock. Rules for placing these enhancements on the board, how long they last, their movement, and when they should be placed are included in the rule subset. Additionally, this subset can also interact with subset  405  for an added depth.  402  adds movement obstacles to the game. In this particular iteration the obstacles are cards that prohibit movement on a give board space however these obstructions could also be three-dimensional in nature rather than the 2D cardstock. Rules for placing these obstructions on the board, and when they should be placed, are included in the rule subset. Additionally, this subset can also interact with subset  405  for an added depth.  403  adds physical structures to the tile layout of the board. These physical structures interact with several of the rule subsets (specifically  305 ,  404 , and  405 ) and adjust movement on the board. Additionally, they can be used to provide linkages between tiles on the board or can be placed in the center of the tiles. Rules for placing these structures on the game board are contained in the rule subset.  404  refers to an added objective in the game. This particular example adds baby sharks for the mother sharks (the primary game pieces) to move back and forth across the board. Rules regarding the quantity and objective for these added pieces are contained within the rule subset. Additionally, this subset can also interact with subset  405  for an added depth.  405  details the online component, or the digital link to updated rules and rule subsets. The use of the online component is itself a subset of the rules and unnecessary to play the game, however utilizing this component can have subsequent effects on other subsets and can allow for an added dimension of game play. 
         [0022]      FIG. 5  captures a screen from the online interaction. While this could be a local application (updated via the internet or not) or a web based application, the important aspect of this component is how it modifies several of the rule subsets.  501  displays a map. In this particular example geography plays a part in the modification of rule subsets however this is not always the case. The important part of this screen shot is to provide options (in this case geographic) for how the rules will be adjusted.  502  allows a less visual approach to that of  501 .  503  allows for a random choice of location, which thereby affects the rule subsets.  504  accesses the last played settings of rule modifications.  505  links the last played settings to a geographic location. As with  501  (and  502 ) the geographical piece is not required but is present for this example. 
         [0023]      FIG. 6  captures a secondary screen from the online interaction. This screen would differ based on selections made to the previous screen ( FIG. 5). 601  again links back to the geography. As with  501 ,  502 , and  505  the geographical piece is not required but is present for this example.  602  is an example of rule subset modification. In this particular situation, the color is linked to the color of the rule subset that is being modified. This modification changes the rule subset (in  403 ) in quantity, from the number of players equal to the number of structures to a more finite number. While this particular example defines the quantity, this space could be used for any rule subset modification.  603 , like  602 , changes the rule subset in quantity and the color is linked to the rule subset that is being modified.  603  modifies the quantity of rule subset  401  from a player number quantity to a finite number. Like  602 , this particular example defines the quantity but this space could be used for any rule subset modification.  604  like  602  and  603 , changes the rule subset in quantity and the color is linked to the rule subset that is being modified.  604  modifies the quantity of rule subset  402  from a turn based chance system to a specific number based on geography. As with  501 ,  502 ,  505 , and  601  the geographical piece is not required but is present for this example and while this particular example defines the quantity, this space could be used for any rule subset modification.  605  modifies the quantity of rule subset  404  from chance system to a specific number based on current real-world fish populations. While this particular example defines the quantity, this space could be used for any rule subset modification and does not necessarily need to tie to real-world situations. 
         [0024]    In a preferred embodiment of this invention all modular components (rules and board) would be used as well as the integration of digital rule manipulation, however it is important to note that any one of these components could be used to further enhance traditional board games. The present invention defines multiple ways in which the invention can change and adapt to players age, experience level, time allowed to play, real world conditions, or any other need or whim, but with the common thread that this board game and its components are dynamic not static as many other board games on the market currently are. 
         [0025]    While the present invention has been described in terms of particular embodiments and applications, in both summarized and detailed forms, it is not intended that these descriptions in any way limit its scope to any such embodiments and applications, and it will be understood that many substitutions, changes and variations in the described embodiments, applications and details of the method and system illustrated herein and of their operation can be made by those skilled in the art without departing from the spirit of this invention.