Apparatus and method of playing a medieval military conflict board game for two to four players

A board game for two to four players provides a simulation of conflict between opposing monarchies in a medieval European culture. Players each control several different types of playing pieces, with the pieces each having different movement patterns on the board. Chance elements are also provided by the random drawing of cards and casting of dice, with the dice having different numbers of faces arranged in regular polyhedral configurations. Plural pieces may be moved by a player in a single turn, according to the total number of spaces determined by the casting of the appropriate die. Playing pieces may have differing levels of strength, and those levels may vary during the course of the game. Conflict between two opposing pieces may involve multiple turns by the two opposing players, depending upon the pieces and their respective strengths. Trades of various articles may also be made between allied pieces controlled by any one given player. The object of the game is to conquer the opposing players'kingdom(s), by capturing or defeating their playing pieces and king(s).

FIELD OF THE INVENTION 
The present invention relates generally to board games, and more 
specifically to a board game apparatus and method of play including 
playing pieces having different patterns of movement and levels of 
strength. The game also includes elements of chance determined by the 
casting of dice having different numbers of faces, and also by the drawing 
of cards containing instructions which affect the play of the game. 
BACKGROUND OF THE INVENTION 
Many persons enjoy playing games of various sorts during their leisure 
time; various relatively simple games have been known virtually since the 
beginnings of civilization. With the advance of time, however, many game 
players have devised more complex games and rules of play for existing 
games, to add further mental challenge to the play. 
Another frequently recurring theme with games is the simulation of a 
particular period or culture, either historical or mythical, or perhaps 
some combination of the two. A relatively simple example of the above is 
the game of chess, which simulates opposing monarchies in conflict. More 
recently, the theme of conflict has been used in board games of various 
types in which more modern warfare has been simulated. Earlier historical 
periods have been used as background for various role playing games, but 
little has been done to expand upon the general concept of the game of 
chess, adding chance means, prolonged battles, and other features, in a 
simulated medieval European culture. 
Accordingly, a need will be seen for a board game apparatus and method of 
play, which includes playing pieces having different patterns of movement, 
as in the game of chess, but which includes further features, such as 
chance means provided by dice of different configurations and cards having 
different instructions thereon. The game should loosely simulate the 
medieval European period, having allusions to royalty, feudal society, and 
the social hierarchy thereof, as well as mythological creatures and 
powers. In addition to the different movement patterns provided by the 
different playing pieces, different levels of strength and prolonged 
battles between playing pieces should be provided, adding further 
challenge to the game. The combination of skill required for expert play 
of the game, in addition to the chance elements provided, enable players 
of lesser skill levels to have some chance of success in the game against 
more expert players. 
DESCRIPTION OF THE PRIOR ART 
U. S. Pat. No. 1,679,652 issued to James M. Dalrymple on Aug. 7, 1928 
describes a Checker Game Board having a generally octagonal configuration 
and using checker playing pieces. The game also uses conventional playing 
cards comprising the conventional four suits, for play. While slight 
variations in moves are permitted, akin to those permitted in checkers, no 
significant move variations (i.e., moves directly along ranks and files, 
etc.) are permitted, as in the present game. No disclosure of different 
levels of strength of the pieces, prolonged battles, use of the diagonal 
corners of the board, or of chance means comprising dice of different 
configurations, is disclosed by Dalrymple. 
U.S. Pat. No. 4,244,579 issued to Luis B. Campos on Jan. 3, 1981 describes 
a Board Game utilizing a square board having a spiral path thereon for 
play. Game pieces are restricted to movement along the spiral path, unlike 
the present game. Movement of the game pieces is determined purely by 
chance means, and is dictated strictly by the toss of dice and/or the 
drawing of cards. Capture of opponents playing pieces is permitted, as in 
the present game, but the opportunity for capture is determined solely by 
chance, unlike the present game. While the point values awarded for 
capture are determined by the value of the captured and capturing pieces, 
no variation in strength of those pieces during play is provided by 
Campos, as is provided by the present game. 
U.S. Pat. No. 4,373,731 issued to Dennis J. C. Whiteman et al. on Feb. 15, 
1983 describes a Board Game having a rectangular game board with only two 
mirror image playing areas representing geographical areas, thereon. 
Different playing pieces having different movement patterns are provided, 
as well as chance means affecting the play of the game. The game board is 
considerably different than the present game board, and no disclosure is 
made of any means of altering the strength of any of the playing pieces, 
or prolonged battles between pieces, as provided in the present game. 
U.S. Pat. No. 4,415,160 issued to Herbert J. Lamb on Nov. 15, 1983 
describes a Game Apparatus in which only two playing pieces (one white 
knight and one black knight) are permitted to move for each of four 
players. Each of the player's two playing pieces are identical to one 
another. Most of the outcome of the game appears to be determined by 
chance, rather than player determination of piece movement, as in the 
present game. 
U.S. Pat. No. 4,687,206 issued to Christopher D. Cordry et al. on Aug. 18, 
1987 describes a Global Domination Board Game simulating modern nuclear 
warfare on an intercontinental scale. According to the rules of the Cordry 
et al. game, it is possible that no player wins the game, depending upon 
the degree of simulated destruction occurring during play. The game 
depends heavily upon random means determined by the drawing of cards, for 
the outcome of play. While the relative strength of opposing sides may 
vary, the strength of individual pieces remains constant. No prolonged 
battles between individual opposing pieces is disclosed, as provided by 
the present game. Also, Cordry et al. use a simulated period of elapsed 
time during the course of play of their game, unlike the present game. 
U.S. Pat. No. 4,927,157 issued to Clayton Riihiluoma et al. on May 22, 1990 
describes a Chess-Like Board Game Apparatus And Method Of Playing The 
Same, comprising a two level playing board with each board having fewer 
than the standard number of playing positions thereon. A reduced number of 
standard chess pieces, using standard chess movement patterns, is provided 
for each of two players. A cubical die is used to designate by chance, the 
specific playing piece to be moved (if any) at a given turn. The pieces 
retain their relative strength levels throughout the game, and no 
prolonged battles between individual playing pieces occur. 
U.S. Pat. No. 4,982,965 issued to Wolodymyr Y. Dozorsky on Jan. 8, 1991 
describes a Strategic Military Type Board Game similar to chess, with each 
of two players having control over a variety of pieces having various 
patterns of movement. No prolonged battles between pieces, provision for 
more than two players, nor chance means is disclosed by Dozorsky. 
U.S. Pat. No. 5,150,908 issued to J. Albert Codinha on Sep. 29, 1992 
describes a Military Conflict Board Game wherein the game board represents 
a schematic global map with a rectangular peripheral playing path. Two 
basically different types of playing pieces are used, with one type being 
restricted to movement about the peripheral path, and another type being 
restricted to placement on the central map area of the board. No 
disclosure is made of the playing pieces changing strength during the 
course of play, or of prolonged battles between two opposing pieces, as 
provided by the present game. 
French Patent Publication No. 886,460 to Maurice Clauzier and published on 
Oct. 15, 1943 describes a game simulating phases of a naval battle or the 
like. The game board is slightly elliptical, and represents the 
Mediterranean Sea and immediately adjacent land areas. The Clauzier game 
provides for only two players, and no disclosure is made of any variation 
in the strength of individual playing pieces nor of prolonged battles 
between any two opposing playing pieces, as in the present game. 
British Patent Publication No. 2,002,640 to Anthony M. Read and published 
on Feb. 28, 1979 describes a War Game Apparatus simulating trench warfare 
over a limited area. While the ranges of at least some playing pieces are 
not revealed to the opposing players until those pieces are put in play, 
there is no variation in the strength of the playing pieces during the 
course of play, as in the present game. No prolonged battles between 
individual opposing pieces nor chance means are disclosed by Read, as 
provided in the present game. 
Finally, British Patent Publication No. 2,070,446 to Michael J. Taylor and 
published on Sep. 9, 1981 describes a War Board Game using some of the 
playing pieces (and their movement patterns) from the game of chess. 
Additional pieces are provided, simulating modern military weaponry. The 
basic game, however, is more closely related to chess than to the present 
game, and does not provide for chance means or prolonged battle between 
two opposing pieces, as provided in the present game. 
None of the above noted patents, taken either singly or in combination, are 
seen to disclose the specific arrangement of concepts disclosed by the 
present invention. 
SUMMARY OF THE INVENTION 
By the present invention, an improved board game is disclosed. 
Accordingly, one of the objects of the present invention is to provide an 
improved board game which reflects elements of medieval European culture 
and military conflict. 
Another of the objects of the present invention is to provide an improved 
board game which includes a game board and other apparatus providing for 
two to four players. 
Yet another of the objects of the present invention is to provide an 
improved board game which includes plural playing pieces for each player, 
which playing pieces have different patterns of movement and which may 
have different relative strengths at different time during the course of 
play of the game. 
Still another of the objects of the present invention is to provide an 
improved board game which requires players to determine he movement of the 
various playing pieces in their control, but which also includes chance 
elements affecting the outcome. 
A further object of the present invention is to provide an improved board 
game in which individual opposing playing pieces may become involved in 
prolonged battle, involving a plurality of turns by each player to resolve 
the outcome of the particular battle. 
An additional object of the present invention is to provide an improved 
board game in which predetermined board positions are selected by each 
player for certain elements of play, and which predetermined positions are 
not disclosed to other players until they come into play. 
Another object of the present invention is to provide an improved board 
game in which a player may move a plurality of that player's pieces during 
a single turn, in accordance with the total number of movement spaces 
randomly provided at that turn. 
Yet another object of the present invention is to provide an improved board 
game in which a player may trade certain articles between allied playing 
pieces under the control of that player. 
Still another object of the present invention is to provide an improved 
board game which chance elements comprise both randomly selected cards and 
randomly cast dice, with the dice comprising different regular polyhedral 
shapes and configurations. 
A final object of the present invention is to provide an improved board 
game for the purposes described which is inexpensive, dependable and fully 
effective in accomplishing its intended purpose. 
With these and other objects in view which will more readily appear as the 
nature of the invention is better understood, the invention consists in 
the novel combination and arrangement of parts hereinafter more fully 
described, illustrated and claimed with reference being made to the 
attached drawings.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT 
I. Game Equipment 
Referring now to the drawings, the present invention will be seen to relate 
to a board game for a plurality of players and including elements of 
conflict in a medieval European cultural theme. FIG. 1 discloses a plan 
view of the game board 10 of the present game. The game board is a 
substantially square shape, with four sides 12 through 18 of equal length 
and four corners 20 through 26 at the juncture of each two sides. Each of 
the corners 20 through 26 (designated as "First Kingdom" through "Fourth 
Kingdom" in FIG. 1) encompasses a right triangular area with the 
respective hypotenuse 28 through 34 extending from the midpoints of the 
respective two adjacent sides, e.g., the hypotenuse boundary 28 of the 
first player corner 20 extends from the midpoint of the fourth side 18, 
diagonally across the board to the midpoint of the first side 12. Each 
corner 20 through 26 is controlled by one player of the game, and the set 
of playing pieces controlled by each player are placed in that player's 
corner area to start the game. (Alternatively, two players may face one 
another, with an alternative playing piece starting array.) 
The remaining portion of the game board 10 thus comprises a substantially 
square central common playing area 36 defined by the hypotenuse 28 through 
34 of each of the triangular player corners 20 through 26. This common 
playing field or area 36 is divided into a plurality of individual playing 
spaces or squares 38, with a fraction of those spaces 40 including numbers 
thereon, the purpose of which is explained further below. In the 
embodiment of FIG. 1, the individual playing spaces 38 and 40 comprise a 
matrix of fifteen by fifteen spaces, totaling 225 spaces. A total of fifty 
seven numbered spaces or positions 40 are provided, with the numbers 
disposed in a symmetrical array on the central playing field 36. The 
spaces 38 and 40 are in an orthogonal array relative to the hypotenuse 
individual player area borders 28 through 34, and thus are disposed 
diagonally relative to the board sides 12 through 18. Other configurations 
of spaces may be used as desired comprising either greater or lesser 
numbers of unnumbered and numbered spaces, and different ratios of 
numbered spaces to unnumbered spaces, as desired. 
Each of the triangular individual player areas or corners 20 through 26 is 
of a like configuration, and provides a number of designated playing 
spaces for the starting array of playing pieces controlled by the 
respective player of that corner area. Accordingly, a discussion of the 
features of the player corner 20 comprising the "First Kingdom" area 
follows, with the understanding that this area is identically configured 
to the other three triangular individual player areas or corners 22 
through 26 of the board 10. 
A total of six complete diagonal rows of playing position spaces, 
designated as rows 42 through 52, are provided in each of the corner areas 
20 through 26, with the first row 42 adjacent the hypotenuse border 28 of 
the first individual player area corner 20 and the last row 52 comprising 
a single complete space at the apex of the corner area 20. The rows 42 
through 52 respectively contain thirteen, eleven, nine, five, three, and 
one full space(s) each. (The diagonal half spaces at the ends of each of 
the rows 42 through 52 are not used.) 
The first two rows 42 and 44, closest to the hypotenuse border 28, are not 
used during initial setup, but may be used for play once the game has 
started. The third row 46 is used for setup of the starting array of the 
first row of playing pieces, comprising a plurality of "warrior" pieces 54 
and a single "captain" piece 56. These "warrior" and "captain" pieces 54 
and 56 are "outside the wall," designated by a "wall and gate" row 58, 
which is not used in play except to pass through a limited area thereof. 
No playing pieces are allowed to remain on the wall/gate row 58. 
It will be noted that the third row 46, providing for the warrior and 
captain playing pieces 54 and 56 in their starting array, is divided 
laterally, with different designations of pieces un either side of the 
division. This is to provide for play of the game by two, three, or four 
players. In the case of three or four players, a lesser number of pieces 
is used to avoid congestion on the board 10 during play. In such case, the 
starting array of the lower portion of the row 46 is used, wherein a 
captain piece 56 is centered in the row with two warrior pieces 54 placed 
to each side thereof (W1 and W2 to one side, and W3 and W4 to the opposite 
side) with each piece 54/56 separated by an open space from one another. 
Additional pieces are used for play by only two players, as designated by 
the alternative player piece starting array of the upper portion of the 
divided row 46. Here, four warrior pieces 54 (W1 through W4) are placed on 
the first four spaces of the nine space row 46, and another four warrior 
pieces (W5 through W8) are placed on the last four spaces of the row 46. 
The center space is used for the captain piece 56. 
The next usable row of player positions or spaces, row 48, is "behind the 
castle wall" from the first three rows 42 through 46, and playing pieces 
thereon (and on the remaining rows 50 and 52) are "in the castle" to start 
play. As in the case of the warrior and captain row 46 discussed above, 
the five space "cleric" and "knight" row 48 provides for alternative 
quantities and positioning of playing pieces, depending upon whether two, 
three, or four players are playing the game. In the case of three or four 
players, where fewer pieces are used, a single "cleric" piece 60 is 
initially placed in the center of the row 48, with one "knight" piece 62 
to either side thereof (Kn1 and Kn2). When only two players are involved, 
additional pieces may be used, hence the provision on the second half of 
the divided row 48 for three knight pieces 62 (Kn1, Kn2, and Kn3) to be 
placed upon the five space row 48 with a space between each, and two 
cleric pieces 60 to be placed un the spaces remaining between the three 
knight pieces 62. 
The fifth row 50 contains only three playing positions, with the leftmost 
used as the starting point for a "rogue" piece 64, and the rightmost as 
the starting point for a "wizard" piece 66. These same two pieces 64/66 
are used in the same starting array by two, three, or four players. 
Finally, a king playing piece 68 is initially placed on the single place 
of row 52. 
As noted above, one row 58 serves as a limited barrier across the 
individual player area. This row 58 designates a "castle wall" and "moat" 
area nominally seven playing spaces in length, having a central "gate" or 
"drawbridge" area 70 which is three positions wide. All playing pieces 
must enter and exit the "castle" area comprising the final three rows 48 
through 52, by this three position wide "gate" area 70; movement of pieces 
directly across or over the wall portion of the barrier row 58 is not 
allowed. 
Finally, the board 10 includes four elongate movement counters 72 through 
78 disposed about the periphery of the board 10. Each of the movement 
counters extends from one end to the opposite end of the respective 
hypotenuse which separates the corresponding individual player corner area 
from the common central playing area 36 of the board 10, and around the 
outer corner of that individual player area. Thus, in the case of the 
"First Kingdom" corner 20, the movement counter 72 begins with a first 
position adjacent the midpoint of the fourth side 18, and continues around 
the outer side of the corner 20 to a thirtieth position adjacent the 
midpoint of the first side 12. Thus, each movement counter defines two of 
the three sides of the respective triangular individual player area, with 
the respective hypotenuse of that area defining the third side. These 
movement counters 72 through 78 provide a means for each player to keep 
track of the number of positions moved by his/her player piece(s) during a 
turn. The present game allows a player to move more than one piece and a 
total movement by all pieces during that turn of up to thirty positions. 
Hence, a player may move one piece ten positions, whereupon a marker is 
used along that player's peripheral movement counter to remind the player 
of the number of allotted positions already used on that turn. 
As noted above, each player controls a plurality of playing pieces having 
different designations, patterns of movement, and other characteristics. 
FIGS. 3A through 3D provide schematic representations of the movement 
patterns of these various pieces across the common central playing area 36 
of the game board. (It will be noted that the various pieces are 
represented symbolically, with the actual appearance of each piece not 
disclosed. The present game lends itself to play using pieces having 
virtually any appearance, with the movement patterns and other 
characteristics provided by the rules of the present game being critical.) 
FIG. 3A discloses the movement pattern of the king, captain, and warrior 
playing pieces 68, 56, and 54 across the central portion 36 of the game 
board. (The same movement pattern is permitted within the individual 
player areas or corners 20 through 26, being limited only by the 
peripheries of the field of playing spaces 38 and the barrier row 58 
within each of the areas 20 through 26.) Each of these pieces 54, 56, and 
68 may move up to six spaces in any direction along a rank 80, file 82, or 
diagonal 84 row of spaces 38, as desired and in accordance with the other 
limits of the board 10 and rules. (It will be noted that the terms "rank, 
" "file," and "diagonal" are in reference to the rectilinear borders of 
the central playing area 36 shown in FIGS. 3A through 3D, and not in 
reference to the sides 12 through 18 of the board 10, as the central 
playing field 36 is diagonally disposed on the board 10.) Once any of the 
above warrior, captain, or king pieces 54/56/68 begins a move in one of 
the permitted directions, no change of course is permitted, i.e., if the 
piece begins to move diagonally, the final position for that move must be 
along the same diagonal line. 
FIG. 3B discloses the movement pattern for a wizard piece 66. The wizard 
piece 66 may move up to eight spaces along any rank 80 or file 82, but 
cannot move diagonally. (The central area 36 of the board comprises a 
matrix of fifteen by fifteen spaces 38, as noted above. Thus, a wizard 
piece 66 starting from the center space of the central area 36, as in FIG. 
3B, could move from the central area 36 and into the first row of any of 
the individual player corner areas 20 through 26, which areas are omitted 
from FIGS. 3A through 3C for clarity. Such maximally extended final 
positions 80a and 82a are shown in broken lines in FIG. 3B.) 
However, wizard pieces 66 are permitted an additional degree of movement 
over that permitted for the warrior, captain and king pieces 54/56/68 
discussed above, in that wizard pieces 66 are permitted to change 
direction once (and only once) on any move. Thus, in the example of FIG. 
3B, a wizard piece 66 may start from the center position on the board, as 
shown, move three spaces upward along a file 82, and then change direction 
and move a maximum of another five spaces along a rank 80b (shown in 
broken lines and circles as an alternative of the continuous upward file 
movement in solid lines and dots) to achieve the maximum permissible eight 
spaces or positions of movement for a wizard piece 66. Numerous other 
variations on the above pattern are permissible, e. g., seven spaces along 
a rank or file, with a 90 degree turn for the last space; movement over a 
lesser number of spaces, with a 90 degree turn, totaling from two to eight 
total spaces moved; or movement along a rank or file of from one to eight 
spaces, with no change of direction. It will be seen that, given the 
change of direction option, a wizard piece 66 may cover a substantial 
portion of the board 10 in a single move. 
FIG. 3C discloses the movement patterns for cleric and rogue pieces 60 and 
64. The cleric/rogue patterns are quite versatile, with each piece 60/64 
being permitted to move a maximum of six positions horizontally, 
vertically, or diagonally, as shown by the ranks 80, files 82, and 
diagonals 84 extending from the starting position of the area 36 of FIG. 
3C. In addition, the cleric and rogue pieces 60/64 may change direction as 
many times as desired. An example is shown by the broken line path 84a, 
wherein the piece 60/64 has moved one space diagonally, turned left to 
move one space laterally along a rank, turned again to the right to move 
three spaces vertically along a file, and turned twice more to the right, 
to move one space to the right along a rank and one more space downward 
along a file. Again, none of the playing pieces are required to use the 
maximum allotment of movement spaces or turns, but may move a fewer number 
of spaces and make a lesser number (or no) turns, as desired. However, the 
above described example shown by the path 84a may be advantageous to a 
cleric or rogue piece 60/64 in a congested area of the board, as jumping 
other pieces (whether an opponent's or one's own) is not permitted, and 
such a movement path may enable a piece to circumnavigate other pieces. 
The final playing piece movement pattern to be discussed is that of the 
knight 62, as shown in FIG. 3D. Knights 62 may move up to ten spaces along 
ranks 80, files 82, or diagonals 84. (It will be seen that in most 
situations, the maximum number of positions will be unavailable due to the 
edges of the board being reached before the maximum limit is reached, as 
indicated by the broken line diagonal positions 84a. Other broken line 
rank positions 80a represent travel into individual "kingdoms," not shown 
in FIG. 3D, off the common center area.) 
However, there is an additional restriction on the knight pieces 62, in 
that they are not permitted to proceed from the first three rows 42/44/46 
of an individual player's area or "kingdom," across the "gate" area 70 of 
that area, and into the "castle" area comprising the final three rows 
48/50/52 of an opponent's individual player area, in a single turn. 
Rather, the player must stop his/her knight 62 at the opponent's gate 
threshold row 46, and await his/her next turn to proceed across the "gate" 
or "drawbridge" 70, and into the "castle" rows 48/50/52 of the opponent. 
This is shown by the portion of the knight movement path 82 shown with 
open circles in the appropriate spaces in the "castle" rows 48/50/52 and 
designated as path 82b, in FIG. 3D. 
In addition to the above described movement patterns for the various 
playing pieces, all of the various pieces are provided with randomly 
selected variable strength levels, and most are also provided with 
randomly selected variable skill levels, which levels are selected by 
chance means at the beginning of the game. These levels, as well as other 
attributes of the playing pieces, are variable during the course of play. 
The game status-board or "battle board" 86 of FIGS. 2A and 2B provides a 
means of keeping track of these variable levels for each piece for each 
player of the present game. Each of the players of the present game is 
provided with his or her own status board 86, whereby he/she may maintain 
a record of the current status of these variables for each piece during 
the course of play, by means of the pegs 88 provided. The pegs 88 are 
inserted into the appropriate peg holes, represented by the solid dots 90 
in the various areas of the status board 86, during play to maintain the 
playing piece status record and other factors relating to the present 
game. 
The upper row of the status board 86 of FIGS. 2A and 2B provides for the 
recording of the status of the king, rogue, wizard, and three knights (if 
only two are playing; only two knights are used for a three or four player 
game). The lower right portion of the board 86 (FIG. 2B) provides for the 
recording of the status of the two clerics (or one, if three or four 
persons are playing), the captain, and the four or eight warriors used in 
the game. A skill level row 92 is provided for each piece except the 
warrior pieces 54, with the skill levels of the king, rogue, and knights 
being randomly set from one to six and those of the wizard and clerics 
being randomly set from one to four at the beginning of the game. The 
captain skill level is permanently set at two, while the warriors are not 
provided with any particular skill level. The function of these skill 
levels is explained further below. 
Immediately below the skill level row 92, a "battle bonus" table 94 is 
provided. Pieces involved in battle are provided with a bonus to be added 
to the random number generated to determine the battle outcome during 
play, which procedure is explained further below. The battle bonus is not 
directly variable or selectable by the players, but corresponds directly 
to the given skill level randomly determined for each given piece. Thus, a 
king having a skill level of five, would receive a bonus of six added to 
whatever count the player randomly cast during a "battle" phase of the 
game involving the king. A knight having a skill level of three, would 
receive a battle bonus of three added to the randomly determined count 
during a battle phase involving that knight. Other battle bonuses are 
determined in a similar manner. The captain receives a fixed battle bonus 
of two, while the warriors receive no battle bonus at any time. Other 
values may be set as desired. 
Another variable provided for each of the playing pieces is the "life 
level" 96, which determines the strength of each of the playing pieces 
during battle. These strength or life levels are initially set according 
to the randomly determined skill levels set at the beginning of the game. 
In accordance with the exemplary skill levels described above for the king 
and knight, a king having a randomly determined skill level of five would 
initially have a peg 88 placed in the life peg field 96 at position twenty 
eight, which position is numbered immediately to the right of the 
corresponding peg hole and which corresponds to the five level number 
immediately to the left of that peg hole. A knight initially receiving a 
skill level of three, would have a peg 88 placed opposite the "three" 
number immediately to the left of the appropriate peg hole, which will be 
seen to correspond to a life or strength level of twenty one for that 
knight. These "life levels" or strength levels will vary when the piece is 
in battle with an opposing piece. The above values are exemplary of the 
present embodiment; other values may be provided as desired. 
The wizard/cleric pieces 66/60 each have another attribute, wherein they 
may cast "spells" to attempt to gain advantage in play. The status board 
86 includes "spell bonus" tables 98 ranging from three through six for the 
wizards 66 and from one through four for the clerics 60. The level of 
strength provided for such "spell casting" is determined when the skill 
level is randomly determined, with the spell bonus level being set at the 
corresponding position immediately below the skill level/battle bonus set 
for that piece. Thus, a wizard having a skill level of two, would 
automatically be given a battle bonus of zero and a spell bonus of four. 
"Spell casting" by cleric/wizard pieces is explained further below. 
immediately below the skill level, battle bonus, spell bonus, and life 
status level of the wizard position on the status board, is a "gem chest" 
position 100 and a "Wizard's Power Gems" position 102. When any of the 
wizard pieces 66 optionally "cast a spell" during the course of play, they 
must use a given number of simulated "power gems," as explained further 
below. The "gem chest" 100 and "power gem" 102 areas of the status board 
86 provide a means for each player to keep track of the number of such 
"power gems" used from whichever source, during the course of play. No 
actual articles representing "power gems" are exchanged during play, but 
tables or other means are provided which list the number of "power gems" 
used in any given transaction. The appropriate peg 88 is repositioned 
accordingly in the "gem chest" and/or "Wizard's Power Gems" area(s) 
100/102. 
Each player also controls a "guardian," which is provided with a 
predetermined battle bonus and corresponding "life peg" strength level, 
which level is recorded in the guardian life peg area 104 immediately 
below the corresponding guardian's battle bonus 106. For example, a player 
may randomly draw a card assigning him/her a "hydra" guardian. According 
to the battle bonus table immediately below the names of the various 
guardians on the status board 86, a "hydra" or a "sabertooth tiger" 
guardian is automatically given a battle bonus of five, and starts with 
the maximum number of "life peg" or status level points in the group 
immediately below that guardian, e.g., twenty eight, under the plus five 
battle bonus number. A player drawing a "dark wizard" or "dark knight" 
guardian card would have a battle bonus of five for the wizard (which also 
has a "spell bonus" of five) or eight for the knight, and would start 
"battle" with a "life peg" level of sixteen. 
The status board 86 also includes a plurality of slots 108, providing for 
the insertion of the edge of a "magic item" card 110 therein. The magic 
card slots 108 provide for the information on the face of such a card 110 
to be continuously visible only to the player corresponding to that 
particular board 86, while other players may only see the back of the 
magic card 110. These magic cards 110 are explained further below, in a 
discussion of the play of the game. 
Three different decks of cards are provided with the present game, as 
described further below. During the setup of the game and before the start 
of play, each player of a three o four player game is randomly dealt three 
magic item cards 110 (or four such cards 110 for a two player game), and 
randomly draws one guardian card 112, one ancient relic card 114, and 
three lair cards 116. Examples of the backs of these cards 110 through 116 
are shown in FIGS. 4A through 4D. In addition to the above magic item, 
guardian, ancient relic, and lair cards 110/112/14/116, each player is 
also provided with a plurality of defeated playing piece markers 118, an 
example of which is disclosed in FIG. 6. One marker 118 is provided for 
each playing piece, and generally conforms to the size and shape of one 
position or space 38/40 on the board 10. 
A total of fifty seven lair cards 116, numbered consecutively from one 
through fifty seven and corresponding to the numbered positions 40 on the 
common central playing area 36, are provided with the game. The random 
selection of three of these cards 116 by each player determines the 
position of that player's guardian during initial play, with the other two 
positions being reserved as backups in the event a battle with that 
player's guardian occurs. 
Each playing piece used in the present game also has a defeated playing 
piece marker 118 for that specific piece. Thus, a set of game pieces 
designated as K (King), R (Rogue), Wiz (Wizard), Kn1, Kn2, Kn3 (Knights 
one through three, for a two player game with the third knight in play), 
C11, C12 (Clerics one and two, with the second cleric in play for a two 
player game), Cap (Captain), and W1 through W8 (Warrior number one through 
Warrior number eight, for a two player game, with only Warriors number one 
through four being used for a three or four player game) have a like 
marked set of defeated player piece markers 118. An example of such a 
marker is the W8 (Warrior number eight) marker 118 of FIG. 6. These 
markers 118 are used to mark the last position of a playing piece defeated 
during the course of play. This is important in the present game, as 
specific defeated pieces may include various attributes, and/or may be 
revived during play. Thus, it is important to mark their last position(s) 
on the board 10. This procedure is explained more thoroughly in the 
discussion of the play of the game following further below. 
The magic item, guardian, and ancient relic cards 110, 112, and 114 
respectively of FIGS. 4A, 4D, and 4B each include some form of 
instruction, assistance, penalty, or other factor affecting play, on the 
faces thereof. The three tables immediately following, provide a 
disclosure of the various instructions and factors on each of these cards 
110, 112, and 114. It will be understood that the instructions and other 
factors listed in the following tables are exemplary, and that additional 
cards, having additional instructions, assistance, penalties, and/or other 
factors, may be provided as a part of the present game, if desired. 
TABLE I. MAGIC ITEM CARDS 
SWORD (long): Battle bonus of piece changes to +3. Clerics and Wizards 
cannot use this item. 
SWORD (strong): Battle bonus of piece changes to +4. Clerics and Wizards 
cannot use this item. 
SWORD (red): Battle bonus of piece changes to +5. Clerics and Wizards 
cannot use this item. 
SWORD (crude): Add two to weapon's Life Peg damage. Clerics and Wizards 
cannot use this item. 
SWORD (razor): Add four to weapon's Life Peg damage. Clerics and Wizards 
cannot use this item. 
SWORD (broad): Battle bonus of piece changes to +5. Add one to weapon's 
Life Peg damage. Clerics and Wizards cannot use this item. 
SWORD (double edge): Battle bonus of piece changes to +3. Add one to 
weapon's Life Peg damage. Clerics and Wizards cannot use this item. 
MACE (breaker): Battle bonus of piece changes to +3. Wizards cannot use 
this item. 
MACE (crusher): Battle bonus of piece changes to +3. Add two to weapon's 
Life Peg damage. Wizards cannot use this item. 
BATTLE-AX (savage): Battle bonus of piece changes to +6. Add one to 
weapon's life peg damage. Only Warriors and Captains can use this item. 
BATTLE-AX (savage II): Battle bonus of piece changes to +6. Add three to 
weapon's life peg damage. Only Warriors and Captains can use this item. 
STAFF (striking): Battle bonus of piece changes to +5. Add three to 
weapon's life peg damage. Only Wizards and Clerics can use this item. 
STAFF (damage): Add five to weapon's life peg damage. Only Wizards and 
Clerics can use this item. 
SHIELD: Subtract one from weapon's life peg damage number, from hits on a 
piece with shield. This also applies to spells. Wizards cannot use this 
piece. 
RING OF LIFE: Piece holding this card gains one life peg count per turn in 
which the piece does not move (not to exceed original life peg count for 
the piece). 
BAG OF POWER GEMS: Contains ten Power Gems. Cannot be replenished during 
game. Only Wizards may use this item. 
The guardian cards 112 provide specific information as to the relative 
"damage" which may be done to an opposing playing piece which attacks (or 
is attacked by) such a guardian. Each card 112 is specific to a particular 
guardian, and not only assigns that particular guardian to the player who 
randomly draws the card, but also provides that player with the 
information needed to use the guardian during the course of play. A table 
listing the attributes and characteristics of the guardian cards 112 is 
immediately below: 
TABLE II 
______________________________________ 
GUARDIAN CARDS 
______________________________________ 
DARK KNIGHT: Begins game with sixteen life peg points and 
+8 battle bonus, per Battle Board. 
DARK WIZARD: Begins game with sixteen life peg points and 
+3 battle bonus, per Battle Board. Dark Wizard also possesses a 
+5 spell bonus and an unlimited amount of power gems. The 
Dark Wizard vanishes with all his gems, when defeated. 
SERPENT: Begins game with twenty four life peg points and +4 
battle bonus, per Battle Board. Life peg damage to opponent 
(strength level) is determined by casting of battle die, as 
follows: 
Battle Roll Total 
Life Peg Damage 
9-15 2 
16-20 4 
21-26 7 
27+ 9 
TWO HEADED GIANT: Begins game with twenty four life peg 
points and +4 battle bonus, per Battle Board. Life peg damage to 
opponent (strength level) is determined by casting of battle 
die, as follows: 
Battle Roll Total 
Life Peg Damage 
9-15 4 
16-20 6 
21-26 10 
27+ 12 
SABERTOOTH TIGER: Begins game with twenty eight life peg 
points and +5 battle bonus, per Battle Board. Life peg damage to 
opponent (strength level) is determined by casting of battle 
die, as follows: 
Battle Roll Total 
Life Peg Damage 
9-15 4 
16-20 6 
21-26 10 
27+ 12 
HYDRA: Begins game with twenty eight life peg points and +5 
battle bonus, per Battle Board. Life peg damage to opponent 
(strength level) is determined by casting of battle die, as 
follows: 
Battle Roll Total 
Life Peg Damage 
9-15 4 
16-20 6 
21-26 8 
27+ 10 
DRAGON: Begins game with thirty two life peg points and +6 
battle bonus, per Battle Board. Life peg damage to opponent 
(strength level) is determined by casting of battle die, as 
follows: 
Battle Roll Total 
Life Peg Damage 
9-15 3 
16-20 5 
21-26 7 
27+ 9 
CYCLOPS: Begins game with thirty two life peg points and +6 
battle bonus, per Battle Board. Life peg damage to opponent 
(strength level) is determined by casting of battle die, as 
follows: 
Battle Roll Total 
Life Peg Damage 
9-15 3 
16-20 5 
21-26 7 
27+ 9 
______________________________________ 
The operation of the instructions contained in the above guardian cards is 
explained in the portion of the present disclosure relating to the rules 
of play of the present game, further below. As in the case of the magic 
cards of Table I, the above guardian cards are exemplary, and more or 
fewer cards, with different instructions and/or attributes, may be 
provided. No tangible token or other article is provided for the 
guardians, as their locations are not to be disclosed to other players 
unless an opposing piece terminates a move on a numbered position which 
happens to be the "lair" of a guardian. The guardians guard "ancient 
relics," which attributes are provided in a plurality of ancient relic 
cards 114; thus, as for the guardians, no tangible token is required for 
the ancient relics. Table III following provides a list of the ancient 
relics of the cards 114: 
TABLE III. ANCIENT RELIC CARDS 
RAZERBAC SWORD: Battle bonus of piece changes to +7. Add three to weapon's 
life peg damage. Clerics and Wizards cannot use this item. 
HOLY SWORD: Battle bonus of piece changes to +8. Add three to weapon's life 
peg damage. Only Kings and Knights may use this item. 
SAVAGE SWORD: Battle bonus of piece increases according to life peg damage 
lost in that battle. (e.g., piece holding Savage Sword loses five life 
points in a battle round, receives five battle bonus points for the next 
battle round, not to exceed a total of ten battle bonus points.) Battle 
bonus awarded during battle, drops to zero at end of any one battle. 
Clerics and Wizards cannot use this item. 
SAVAGE MACE: Battle bonus of piece increases according to life peg damage 
lost in that battle. (e.g., piece holding Savage Mace loses five life 
points in a battle round, receives five battle'bonus points for the next 
battle round, not to exceed a total of ten battle bonus points.) Battle 
bonus awarded during battle, drops to zero at end of any one battle. 
Wizards cannot use this item. 
DEFENDING MACE: Battle bonus of piece changes to +5. Subtract two from 
weapon's life peg point damage to opposing piece. Wizards cannot use this 
item. 
STAFF OF POWER STRIKE: Increases battle bonus of piece by five points. If 
twenty six or more is cast using the battle die, subtract six more life 
points of damage from the opposing piece. Only Clerics and Wizards may use 
this item. 
STAFF OF GEMS: Wizard holding this article may cast spells without 
expending power gems. However, if the count on the die cast for a spell 
exceeds twenty nine when using this relic, the staff will explode and 
cause eight life points of damage to the wielding Wizard. Only Wizards may 
use this item. 
RING OF DISSPELL: The piece holding this relic is totally unaffected by any 
spell. 
When pieces move or engage in battle, or when Cleric or Wizard pieces are 
used to "cast spells," a thirty sided die 120 (FIG. 5A) is used to 
determine the outcome, with one for each player. This die is a regular 
tetrahedron, having thirty rhomboid shaped faces. Only one side of the die 
120 is shown in FIG. 5A. The procedure is explained in the rules of play, 
further below. 
Other dice used in the present game comprise a plurality of regular 
tetrahedral dice 122 (shown in perspective in FIG. 5B) and a plurality of 
conventional cubical dice 124 (shown in FIG. 5A). These dice are used to 
determine the skill levels, battle bonuses, spell bonuses, and strength 
level (as indicated in the "life peg" area of the status board for each 
player) for each of the playing pieces. Preferably, six cubical and four 
tetrahedral dice 124/122 are provided, to provide for the random selection 
of one of the six skill levels for the king, rogue, and three knights and 
the four skill levels for the wizard and two clerics used in the game as 
played by two players, with the lowest number of each set of cubical dice 
124 and tetrahedral dice 122 being discarded during this phase of the game 
setup. A lesser number of the two types of dice 122/124 are used for three 
or four players, where only two knights and one cleric are used by each of 
the players. 
II. RULES AND METHOD OF PLAY 
The present game is played by two, three, or four players, using the game 
equipment discussed above. The game board 10 is set up, with each player 
positioning his/her playing pieces on his/her corresponding corner of the 
game board 10 according to the game piece layout of the third, fourth, 
fifth, and sixth individual player area rows 46, 48, 50, and 52 of the 
board 10. Two players will each control eight warrior pieces 54, three 
knight pieces 62, and two cleric pieces 60, while three or four players 
will each control four warrior pieces 54, two knight pieces 62, and a 
single cleric piece 60. Each player also controls a single king, rogue, 
wizard, and captain piece. The specific piece receiving any given randomly 
determined level is selected by each player as desired. Levels are 
recorded on the status board 86, using the pegs 88. 
Each player is also randomly provided with three (for three or four 
players) or four (for two players) of the magic item cards 110 which 
determine with which of the hypothetical items of Table I that player 
begins the game; three lair cards 116, which will correspond to three of 
the numbered positions 40 in the central playing area 36 of the board 10, 
and one of which that player will select as a first position for his/her 
"lair"; one guardian card 112, which determines the specific "guardian" of 
Table II which will be located at the selected lair position; and one 
ancient relic card 114, which determines the hypothetical relic of Table 
III which will be guarded by the guardian. The cards 110, 112, 114, and 
116 issued to each player are concealed from other players, with the magic 
item cards 110 being inserted into the appropriate slots 108 of the status 
board 86, below the section of the board for the playing piece which will 
be controlling the "magic" of a given card 110. The above piece setup and 
card allocation is indicated generally as the first step 126, FIG. 7A. 
Play proceeds with the player of the "first kingdom" corner 20 moving 
first, with the second, third, and fourth kingdom corner 22, 24, and 26 
players following in that order. Each player in turn casts the thirty 
sided die 120, to determine the total number of positions he/she may move 
his/her playing pieces, as desired. The number is recorded on the 
appropriate peripheral movement counter 72/74/76/78 for that player. As an 
example, a player may cast a count of twenty three. This would allow any 
three of the warrior pieces 54 and/or the captain piece 56 in the third 
individual player row 46 immediately in front of the "castle wall" row 58, 
to move the maximum allowable six positions, with five positions remaining 
for one other piece. 
It will be seen that pieces "behind the wall" cannot move forward until 
warrior and/or captain pieces 54/56 are moved. however, as the present 
game allows moves by more than a single piece in one turn, a player may 
wish to move the central captain piece 56, thus allowing movement by other 
pieces "behind the castle wall" to move across the "gate" 70, and onto or 
toward the central playing area 36. It should also be noted that a player 
is not required to use all of the move spaces or positions rolled or cast 
with the die 120. A player may use a smaller number of move positions, 
spread among one or more pieces, but may not take more than the maximum 
allotment. For example, a player nay reach the edge of the board (or the 
edge of the central playing area 36, which cannot be crossed into 
individual player areas not being used in the game) before using the 
otherwise maximum allowable number of moves of the playing piece, or as 
cast on the die 120. The peg or other recording device is moved in the 
peripheral movement counter 72/74/76/78 as each move is accomplished on 
the board 10, thereby allowing players to keep track of the remaining 
number of available movement positions or spaces. 
The object of the present game is to "defeat" the king(s) of all other 
opponent(s) in the game. To do so, it will generally be necessary to 
"engage in battle" and "defeat" other playing pieces controlled by the 
opponent(s) in the game. "Battle engagement" is accomplished by 
deliberately moving a playing piece to the same specific playing position 
or space occupied by opposing playing piece, either within the central 
playing area 36 or within an individual playing area being controlled by 
one of the players of the present game. (Again, the two individual playing 
areas not in use when only two players are playing, are "off limits" for 
play.) 
Unlike chess and many other games, the mere act of moving a playing piece 
to a position occupied by an opposing piece, does not automatically result 
in the defeat of the opposing piece and its removal from the board. In the 
present game, the pieces are deemed to be "engaged in battle," with the 
outcome determined by the casting of the thirty sided die 120 and other 
factors, as recorded on the status board 86 for each of the battling 
pieces. A player may engage in only one "battle" in a turn, no matter how 
man pieces he/she moves. 
To determine the outcome of a battle, each of the two players whose pieces 
are engaged in the battle alternatingly cast the thirty sided die. The 
respective "battle bonuses" for the two engaged pieces are added to the 
respective number cast for each of he pieces, with the highest total 
winning that round of the battle. In all likelihood, this will not result 
in the defeat of either of the pieces, but only to a loss of "strength" or 
"life points" for the piece having the lower number during that round. 
Hence, it will be necessary to continue to cast the die 120, with the 
piece receiving the lower total for each round of the "battle" losing 
"life points" until being finally defeated (or retreating, as discussed 
further below). The loss of "life points" is shown on the "Weapon Damage 
Chart" of Table IV, immediately below: 
TABLE IV 
______________________________________ 
WEAPON DAMAGE CHART 
Winning Battle Roll Total: 
1-8 9-16 17-24 25+ 
Weapon Type: Life Points of Damage 
______________________________________ 
Staff 1 1 2 3 
Mace 1 1 3 5 
Sword 1 2 3 4 
Battle Ax 2 3 4 5 
______________________________________ 
As an example of the use of the above table, a knight and a cleric from 
opposing sides may be engaged in battle. A knight may receive up to six 
"skill level" points to start the game, while a cleric may receive a 
maximum of four, in accordance with the values provided on the status 
board 86 for each player's pieces. Assuming the knight and cleric have 
been provided with the maximum possible skill levels (which depend upon 
the respective numbers:s cast using the six and four sided dice 124 and 
122, as described above), they also receive a corresponding number of 
"life points," which might be considered to be analogous to a given level 
of strength. 
In the case of the knight, a peg 88 would be placed in the hole of the 
"life peg" field between the number 6 (designating the skill level) and 
the number 30 (designating the corresponding life point or strength 
level). The "life level" of the cleric piece is determined in a similar 
manner. Assuming the cleric piece received the highest possible count 
using one of the tetrahedral dice 122, a peg 88 would be placed in the 
appropriate hole in the cleric "life point" field of the status board 86, 
between the number four (corresponding to the skill level determined by 
casting the tetrahedral die 122) and the corresponding life level of 
twenty four. 
In each of the above examples, it will be seen that the maximum life level 
possible has been provided. It will be understood that lesser levels are 
more likely, depending upon the numbers resulting from the casting of the 
dice 122/124, arid the distribution and allocation of the numbers, and 
their corresponding skill levels and life or strength values or points, to 
the various pieces according to the desires of the players controlling 
those pieces. 
Continuing the discussion of the above example, let us assume that the roll 
of the thirty sided die 120 results in a count of twenty five for the 
knight, and twenty seven for the cleric. This would appear initially to 
give the cleric piece the win in that round of battle. However, one must 
also take into account the "battle bonus" provided on the status board 86. 
The battle bonus points awarded to each piece and added to each count of 
the die, are found immediately below the skill level established for that 
piece. Thus, the knight with a skill level of six, will have a battle 
bonus of six points to be added to the twenty five points resulting from 
the casting of the die for this battle round. The cleric also has a 
maximum battle bonus, but that maximum value is only three points for the 
cleric, as opposed to six for the knight. Thus, the final score for each 
piece for this round of the battle is twenty five plus six= thirty one for 
the knight, and twenty seven plus three= thirty for the cleric. The knight 
would thus win this particular round of the battle. 
When a piece loses a battle round as described above, "life points" are 
deducted from that piece in accordance with the "Weapon Damage" chart of 
Table III. A review of the battle board 86 shows that a knight begins the 
game with a sword as a weapon, while the cleric begins with a mace. A 
piece which is equipped with a sword, and which wins a round of battle 
with a score of thirty one (die plus battle bonus), will be seen to score 
the maximum number of damage points possible using the sword, i. e., four 
points. Thus, four "life points" are subtracted from the "life peg" field 
of the cleric engaged in battle, on the battle board for that player. The 
corresponding peg is moved accordingly from a "life peg" level of twenty 
four, to a level of twenty for the cleric for that round. 
The battle continues according to the above rules, until one of the two 
pieces chooses to retreat or Until the "life peg" level of one of the two 
pieces of the battle is reduced to, one or less. When this occurs, that 
piece is "defeated," and is removed from the board. If the defeated piece 
also had a "magic" item as indicated on a "magic" card 110 provided to 
that piece at some point in the game, the victorious piece may appropriate 
the "magic" item of the defeated piece for its own use, if desired. The 
appropriated item must be compatible with the victorious piece, e. g, if 
the cleric had been victorious in the above example, he could not use a 
"magic" sword of a defeated knight. The corresponding marker 118 for that 
specific piece, is placed on the position from which the defeated piece is 
removed. These steps are indicate as 128, 130, and 132 in FIGS. 7A and 7B. 
If a retreat is chosen, the retreating piece must have a winning "battle 
roll" of the thirty sided die 120, for that round. However, no "battle 
damage" is inflicted upon the opposing piece when a winning die cast is 
used for a retreat. Assuming such a numerically superior number is 
achieved, the player must roll the die 120 again to determine the number 
of spaces or positions over which the retreating piece may move (subject 
to the movement limitations of the specific piece and board limitations). 
If a piece is moved to a numbered position which happens to be a "lair" 
position selected by an opponent, the piece may "battle" with the 
"guardian" of that lair in an attempt to defeat the guardian and capture 
the "relic" being guarded at that position. The battle procedure is as 
discussed above in the cleric and knight example, except that the 
statistics (i.e., "life peg" level and "battle bonus") of the guardian 
involved in the battle are used to determine the ultimate outcome, rather 
than another of the pieces controlled by that player. A guardian cannot 
retreat (or move, conventionally), but the other piece may retreat 
according to the above described rules. If the guardian is "defeated," the 
winning piece is considered to have captured the "relic" (described on the 
corresponding relic card 114 issued at the beginning of the game) and may 
use it in accordance with the appropriate rules of play; this is similar 
to the confiscation by a victorious piece of any "magic" item which had 
earlier been provided to a defeated piece, discussed further above. 
When a battle with a guardian occurs, the lair position of that guardian is 
obviously known to all players at that point in the game. Accordingly, if 
the guardian is victorious, it is allowed to move to the second "lair" of 
that player. (Each player is provided with three numbered lair cards 
during the game setup, and may select the second lair position among those 
remaining.) If the second lair is exposed and the guardian is again 
victorious, it is moved to the third lair of that player, where it remains 
for the rest of the game, whether subsequently discovered again or not. It 
will be seen that the entire game may be played without a piece happening 
to come to rest upon a "lair" position. Thus, the engagement of a guardian 
in a battle, may or may not occur, and is indicated as an optional step 
134 of FIG. 7A. 
While all pieces except the warriors may be provided with battle bonus 
points, only the wizards and clerics (and dark wizard guardian) are 
provided with spell casting bonus points. The spell bonus levels for these 
pieces is determined during the setup for the game, in accordance with the 
skill level determined for those pieces. Thus, a wizard being allotted a 
skill level of three, would automatically have a spell bonus of five, in 
accordance with the status board. The procedure is identical to that used 
to establish the battle bonus points. These optional steps 136 (wizards) 
and 138 (regaining by clerics) are shown in FIG. 7A. 
A cleric or wizard piece may "cast a spell" to influence the outcome of a 
battle, as opposed to engaging in the battle directly. The procedure is 
identical to that described above, except that the "spell bonus" is added 
to the number cast with the thirty sided die 120, rather than the battle 
bonus. Cleric pieces have somewhat limited yet powerful capabilities, in 
that their "spells" are only used to "heal" or "regain" a defeated piece 
(i. e., one which has been removed from the board). In order for a piece 
to be "revived" by a cleric, (1) the cleric piece must be moved to a 
playing position immediately adjacent the marker of the defeated piece; 
(2) no earlier move by the cleric piece is permitted on that specific 
turn; and (3) no other playing piece of any side, may be resting upon the 
marker designating the piece to be regained. 
The player must announce the type of spell, according to the following 
Spell Damage Chart: 
TABLE V. SPELL DAMAGE CHART 
Wizard Battle Spells 
TELEPORT: Wizard may move through spaces occupied by other pieces, and to 
move two spaces farther than standard maximum. This spell may be used for 
retreating in battle. Three points are added to the number cast by the die 
for the spell. Two "power gems" are used for this spell. 
POWER STRIKE: Opposing piece loses eight "life points" of damage if spell 
is successful. Three "power gems" required. 
In addition, any of the Staff or Ring of Life Magic Items as provided on 
the Magic Item cards, may be used in battle by the wizard. 
Wizard Non-Battle Spells 
ANIMATE CHIP: Wizard may "animate" a marker or chip used to designate a 
defeated piece which is within one space of the wizard piece, and use it 
as a corresponding allied piece. Other attributes of the "animated" piece 
(life points and battle bonus) are identical to warrior pieces. Duration 
of spell is determined by casting the six sided die. Spell may be overcome 
by victorious opponent in battle with wizard. No further spells may be 
cast by wizard during such battle. Four power gems must be used for this 
spell. 
POWER STRIKE: May be cast if wizard is within two spaces of subject 
opposing piece. Piece loses eight life points of damage if spell is 
successful. Three power gems required. 
PIECE POSSESSION: Wizard may control an opposing piece within one space of 
the wizard. Spell is valid for one to six turns, depending upon outcome of 
six sided die cast. Six power gems required. 
LOCATE RELIC: Any lair within one space of the wizard must be revealed. The 
specific number and location of the lair is not revealed. Requires four 
power gems. 
Cleric Non-Battle Spells 
HEAL: Cleric may add six life points to any piece within one space of the 
cleric piece. 
REGAIN PIECE: Cleric may revitalize any defeated piece except king and 
wizard. Regained pieces have six life points added. 
In addition, any of the Mace, Staff, Shield, or Ring of Life Magic items as 
provided on the Magic Item cards, may be used in battle by the wizard. 
All successful spells, either by a wizard or by a cleric, and whether 
battle or non-battle, require a roll of at least twenty on the thirty 
sided die, in order to be considered successful. 
All "spells" performed by a wizard require the dispensing of certain number 
of "power gems." These "gems" cannot be regained, once they have been 
used. Each wizard begins the game with forty eight "power gems" (sixteen 
considered to be in the possession of the wizard during play, shown in 
area 102 of the status board 86, and another thirty two in a "gem chest," 
as indicated in area 100 of the board). A wizard may only carry a maximum 
of sixteen "power gems" at any one time (with the exception that a wizard 
having the "bag of power gems" magic item card of table I may have a total 
of twenty six "power gems" in possession). The use of these "power gems" 
is recorded by placing a peg 88 in the area 102 of the status board 86. 
When a wizard has used all of the "gems" in his possession (i. e., the 
"wizards PGs" area 102 indicates none remaining), the wizard may return to 
his starting position on the board 10, whereupon the pegs 88 in the "gem 
chest" and "wizard's PGs" areas 100/102 of the status board 86 are moved 
to indicate the transfer of "gems" to the wizard. When a wizard has 
depleted his supply, he may also "plunder" another wizard's "gem chest" by 
moving to the opposing wizard's starting position on the board. 
In addition to the above "magic spells," other pieces may make use of magic 
items as provided on the appropriate magic item cards 110 of FIG. 4A, and 
as listed in table I. The weaponry listed on the "ancient relic" cards 114 
of FIG. 4B may also be used, if captured from a defeated guardian in 
accordance with the rules discussed above. It should be noted, however, 
that each of the pieces is limited to the use of a specific weapon, or 
group of weapons, and is not allowed to make use of a weapon not of the 
same general type as that originally provided at the start of the game, 
and listed on the status or battle board 86. 
As an example, a wizard is limited to the use of a staff, and thus cannot 
use any of the magical swords, maces, and other magical weapons disclosed 
on many of the cards. However, where compatible weaponry is obtainable, 
the various pieces (and players controlling those pieces) may benefit from 
the additional powers provided by such magical weapons, relics, and other 
items. This is indicated generally in the optional step 140 of FIG. 7A, 
showing the steps involved in the method of play of the present game. 
Yet another of the provisions of the present game, is for a player to trade 
hypothetical weaponry, magic items, etc. between allied pieces under the 
control of that player. In order for a trade to take place, (1) the pieces 
involved in the trade must be moved to immediately adjacent positions or 
spaces on the board; and (2) pieces cannot trade weapons (either standard 
or magical) which are not compatible with the receiving piece. (e. g., 
while a warrior may use a cleric's mace, the cleric cannot accept a 
warrior's sword, so no such trade is permitted.) This optional provision 
is indicated as step 142 of FIG. 7A. 
The present disclosure thus far has provided four different means for the 
various pieces to be equipped with representations of weaponry or items 
having elevated or magical powers: (1) playing pieces may gain weapons or 
other items having elevated powers by means of the magic item cards; (2) 
victorious pieces may appropriate weapons or other items from defeated 
pieces previously provided with such weapons or items, so long as they are 
compatible with the limitations of the victorious piece; (3) they may gain 
such weapons or items by happening upon an opponent's "lair" and defeating 
the lair's "guardian" to capture the associated "ancient relic"; and (4) 
allied pieces (i.e., pieces being controlled by any one given player) 
having weapons or articles with special powers which are compatible with 
one another, may trade those weapons or articles. 
Another means of gaining such a weapon or article is provided by using the 
rogue playing pieces 64 to attempt to "steal" a magical article or relic 
from another playing piece, as indicated in the optional step 144 of FIG. 
7A. In order to "steal" the weapon or article of another playing piece, 
the rogue piece 64 must be moved to the same position 38 of 40 on the 
central area 36 of the board 10, as in initializing a "battle engagement" 
between pieces. The engaging rogue piece 64 may not have control of more 
than one such magical article or relic at a time (this is true of all 
pieces), and thus cannot attempt such a "theft" if the piece is already in 
control of such an article. Ally "theft" attempt must take place before 
any battle commences, and the player having the rogue piece must roll a 
count of at least twenty on the thirty sided die 120, in order for the 
"theft" to be considered successful. Should the "theft" be successful, the 
rogue piece 64 may use the "stolen" magical article or weapon against the 
opposing piece, in a subsequent battle. However, should the "theft" be 
unsuccessful, three additional points are awarded to the score of the 
opposing piece for the first round of battle. 
The rogue pieces 64 also have another ability beyond that of the other 
pieces of the present game: When a rogue piece 64 attacks an opposing king 
playing piece 68, the rogue piece may attempt to "assassinate" the king to 
win the game, or at least for the king allied to the rogue to gain control 
of the assassinated king's playing pieces for the remainder of the game 
(if three or more opponents are still playing). This is also indicated in 
the optional step 144 of FIG. 7A, generally describing the actions of the 
rogue playing pieces of the present game. 
An "assassination attempt" is essentially identical to the initial round of 
a battle engagement between pieces, except that the attempt must comprise 
a rogue piece attacking an opposing king piece; other combinations of 
pieces, or a king piece attacking a rogue piece, cannot comprise an 
assassination attempt. The thirty sided die is cast by the player 
controlling the rogue piece, with the odds for a successful 
"assassination" depending upon the "strength" or "life level" of the 
attacking rogue piece, in accordance with the following table: 
TABLE VI 
______________________________________ 
ASSASSINATION 
If Rogue Level 
of Strength Is: 
First Cast of Die Must Be At Least: 
______________________________________ 
1 29 
2 27 
3 25 
4 23 
5 21 
6 19 
______________________________________ 
The higher the "strength" or "life level" of the attacking rogue piece, the 
greater the odds for a successful assassination. The assassination attempt 
must be made on the first roll of the thirty sided die, before any 
conventional "battle" takes place. 
The present game also provides certain counter advantages to the king 
pieces 68 of each side. The kings have the potential ability to cause an 
attacking piece (any piece, not only opposing rogues) to become a 
"turncoat." If the king is successful, the opposing piece is transferred 
to control of the player of the successful king, to be used otherwise 
conventionally with the exception that the "turncoat" piece cannot ever 
again pass beyond the inner area (the fourth, fifth, and sixth individual 
player rows 48/50/52) within the "castle wall" 70. Thus, any "turncoat" 
attempt must occur within this area, and cannot occur on the common 
central area 36 or any individual player area beyond the "wall" 70. 
A turncoat attempt begins identically to any battle engagement between 
opposing pieces, with the king and opposing piece occupying the same 
position on the board. The process is indicated generally as optional step 
146 of FIG. 7A. The "turncoat" attempt must be made by the player of the 
king before any battle engagement is begun, and the king must be 
relatively "weak," i. e., may have no more than eleven "life points." Both 
players cast the thirty sided die 120, with the king receiving a bonus to 
add to (or subtract from) the number cast, in accordance with the 
following table: 
TABLE VII 
______________________________________ 
TURNCOAT ATTEMPT 
King Skill 
Type of Piece Attacking 
Level Cleric Knight Rogue All Other Pieces 
______________________________________ 
1 -2 -4 +1 0 
2 -2 -3 +1 0 
3 -1 -2 +2 0 
4 0 -1 +2 +1 
5 +1 0 +3 +1 
6 +2 0 +3 +2 
______________________________________ 
(NOTE: The king may have a relatively high skill level, and a relatively 
low "life point" level, due to reductions in strength due to previous 
"battles.") If the "turncoat" attempt fails, the opposing piece gains an 
additional four points to be applied to the "battle bonus" for that piece, 
on the next "battle round". 
As noted above, the present game provides for the revival or reinstatement 
of any of the playing pieces (excepting any king, wizard, or guardian 
piece) by an allied cleric piece. However, this reinstatement provision is 
of course not possible, if both clerics of a given side or set have been 
defeated and removed from the board, as this power of revival is only 
granted active cleric pieces in play. Accordingly, the king has the power 
to "promote" warrior or captain pieces to knighthood to replace a defeated 
knight, in the absence of any active allied cleric pieces in play. 
This promotion procedure requires that the warrior or captain piece have 
"proven himself" by engaging in at least one "battle" prior to the 
promotion attempt. A qualified warrior or captain piece is moved to a 
position or space adjacent to the corresponding king, whereupon the player 
controlling the "knight candidate" and king, casts the thirty sided die. 
If the resulting count is ten or more, the candidate piece is promoted to 
knighthood, and resumes the place of (one of) the defeated knight(s) on 
the status or battle board 86. As the defeated knight being replaced would 
by definition have a "life point" count of no more than one (otherwise it 
would not have been defeated and removed from the board), a six sided die 
124 is cast to determine the skill level (and corresponding "life level" 
and "battle bonus") of the new knight piece, and the portion of the status 
board 86 of the defeated knight is used to record these statistics for the 
new knight. The original, defeated knight piece is used physically on the 
board as the new knight. 
The game continues in accordance with all of the above described rules and 
procedures, with each player ultimately attempting to engage an opposing 
king in battle, and to defeat that king in battle. (This is generally done 
with the relatively straightforward battle procedure discussed above, 
rather than using a wizard piece to attempt to "cast a spell" on the king, 
as the king is granted relative immunity from spells, by requiring the 
wizard to score a number on the thirty sided die which is at least eight 
higher than number cast for the opposing king.) When a king is ultimately 
defeated (i. e., "life points" for the king reduced to a level of one or 
fewer), the king is considered to be "defeated" and is no longer in play. 
Assuming only two players are playing the present game, obviously the 
player having the sole remaining active king is the winner of the game, as 
indicated in step 148 of FIG. 7B. However, where four players are playing, 
the defeat of one king still leaves three opposing sides in play. Rather 
than "freezing" the positions of the pieces of the defeated king, or 
removing them from the board, the present game provides for the control of 
such pieces to be transferred to the player who had defeated the king. 
Thus, if player one defeated the king of player three, with players two 
and four remaining in the game, then player one would have control not 
only of all remaining player one pieces on the board, but would also 
control all remaining pieces (if any) which were originally controlled by 
player three. It will be seen that this could provide a substantial 
advantage to a player who has defeated the king of at least one other 
opponent. The above procedure is described generally in step 150 of FIG. 
7B, and continues until only one active king remains, with the player of 
that king being the winner of the game, as indicated in step 148 of FIG. 
7B. 
The above described board game apparatus and method of play will be seen to 
provide an absorbing and relatively complex game for two or four players, 
involving not only numerous elements of chance and different chance means, 
but also requiring considerable strategy for a player to be consistently 
successful. The game provides a reasonable simulation of medieval European 
political and military conflict, and will be seen to provide untold hours 
of entertainment for persons interested in such intriguing pastimes. 
It is to be understood that the present invention is not limited to the 
sole embodiment described above, but encompasses any and all embodiments 
within the scope of the following claims.