GAME APPARATUS

Abstract: Game apparatus comprising a chart or board (10) having marked thereon a grid of playing areas (12) each located contiguous to one or more other playing area, a device or devices for obtaining scores fortuitously, a course (25) marked on the grid, a plurality of tokens (26) to be moved by players of the game apparatus along the course (25) from playing area (12) to playing area (12) subject to the scores fortuitously obtained.

Description: TITLE GAME APPARATUS DESCRIPTION The present invention relates to a game apparatus for particular use in playing a game involving tactics and strategy commonly used in sailing. FIELD OF THE INVENTION In general skill and strategy in sailing yachts or the like competively is only obtained in actual yacht racing conditions on the sea or by watching such races in progress or by way. of recorded medium. ' SUMMARY OF THE INVENTION The present invention provides a game apparatus for use in developing and exercising at least a part of the skill and strategy required in a yacht race. In accordance with the present invention there is provided a game apparatus characterised in that it comprises a chart or board having marked thereon a grid of playing areas each located contiguous to one or more other playing areas, a device or devices for obtaining scores fortuitously, a course, superimposed on the grid, a plurality of tokens to be moved by players of the game apparatus along the course from playing area to playing area subject to the scores fortuitously obtained. The game apparatus preferably comprises means to keep a record of progress of the tokens about the course. Also, the playing areas are preferably arranged such that at least half of the playing areas are surrounded by other playing areas. BRIEF DESCRIPTION OF THE DRAWINGS The present invention will now be described, by way of example, with reference to the accompanying drawings, in which:- Figure 1 is a plan view of a board of a game apparatus in accordance with the present invention; Figure 2 is an upper perspective view of a token of the game apparatus in accordance with the present invention; " and Figures 3 and 4 show respective front and rear views of one- of a plurality of cards in accordance with the present invention conveniently referred to as a locker card; DESCRIPTION OF THE INVENTION In Figure 1 there is shown a board 10 having marked thereon a grid of playing areas in the form of rectangular regions 12. In Figure 1, the rectangular regions 12 are in the form of squares. The board 10 may have marked on it areas configured to realistically represent a land mass 14, sand bars 16, reefs 18, marker buoys 20, an open expanse of water 21, a wrecked ship 22, a start line 23 and a finish line 24. The land mass 14, the sand bars 16, the reefs 18 and the wrecked ship 22 represent fixed obstacles. It is envisaged that other obstacles such as moveable obstacles may be located or arranged about the board 10. The marker buoys 20 are laid out to indicate a course to be followed similar to a course of sailing comprising a plurality of legs, such as, for example 6 or 8 legs. The course may be an Olympic type course such as that used in 12 metre yacht racing. In the apparatus of the present exemplary embodiment there are three triangularly spaced apart indicia 20 superimposed on the grid representative of the marker buoys 20. .The marker buoys 20 each have associated with them a . means to indicate the direction in which they are to be rounded and thus indicate the direction of the course of sailing to be followed for each of the legs. Where any one of the buoys 20 are rounded more than once there is further means provided to distinguish between different legs of the course about the buoys 20. The course extends between or indicates a notional path between the buoys 20. The course is superimposed on the grid. As shown in Figure 1, a suitable means to indicate the direction of the course about the marker buoys 20 are enumerated arrows 25. Each player has, in use, a token 26, shown in Figure 2, which may be moved about the board subject to a fortuitously obtained score, such as a score obtained from a device or devices being, for example, two dice- thrown- and/or subject to instructions given by selecting a card from one or more decks of cards described hereinafter. The tokens 26 are intended to be of yacht shape and capable of removable location in any of the squares 12 of the board 10, although it is to be understood that any shape of token that is capable of arrangement in one of the squares 12 could be used. Typically, once two scores have been obtained by the throwing of the dice the player must move his token 26 in one direction the value of one of the scores and then at right angles move his token 26 the value of the other score. The tokens 12 are thus moved from square 12 to square 12. The tokens 26 may not be moved diagonally between squares 12 and the two scores may not be taken in one direction. That is the tokens 26 are preferably moved in an alternately salient and re-entrant manner. Preferably, one of the tokens is moved saliently a number of squares 12 equal to one of the squares and re-entrantly a number of squares 12 equal to the other one of the scores. If a double is thrown -the player may move his token 26 three times whereby each of the moves is equal to the face value of one of the dice. In which case the first two moves are to be taken as described hereinabove and the third move may be taken in any of the four directions backward, forward, left or right. The apparatus of the present invention may also comprise a plurality of movable obstacles conveniently referred to as strategy blocks which may be in the form of a rectangular chip. The strategy blocks may be of a different colour to other components of the apparatus and are preferably arranged to be capable of removable location in any one of the squares 12 of the board 10. However, the strategy blocks, in use, may not, under the preferred rules of the game, be removed from or relocated on the board 10 during the course of a race. A race, as conducted on the game apparatus of the present invention, constitutes the moving of the tokens 26 about the marker buoys 20 subject to the dice throw, the instructions from the cards and the obstacles as ' described herein from the start line 23 about the course and over the finish line 24. The strategy blocks are to be used by the players and strategically located at player discretion to either enhance that player's position or hamper another player. Under preferred rules of performing the game apparatus the competing tokens 26 may only be approached up to a distance of one square 12. That is, no token 26 may occupy at any time asquare 12 adjacent another token 26. In other words the tokens 26 must have a one square 12 buffer zone around them in which no other token 26 may legally approach. Also, a token 26 may not jump another token 26 or any of the fixed obstacles or strategy blocks or at any time pass through the buffer zone of another token 26. However, if a token 26 were to land directly upon another token 26 a hit is declared and the locations of the two tokens are exchanged to the locations thereof immediately prior to the hit. The apparatus preferably comprises a progress means arranged to provide an indication of the progress of the token 26 about the course. The board 10 may have a progress means such as a progress board 28 marked on it. The progress board 28 is divided into squares 30 arranged in rows and columns to keep a . progressive score of the legs of the course completed by each player. As a leg is completed a piece corresponding to each competing piece is moved across the progress board 28. In the present embodiment there is shown a progress board 28 comprising 6 columns indicating a course of 6 legs. It is understood that a different number of legs could be used, such as, for example 8 legs. The apparatus of the present invention also preferably comprises a deck of cards referred to as locker cards. One of the deck of locker cards is shown in Figures 3 and 4 and has reference numeral 32. The locker cards 32 comprise a store of challenge (port) locker cards and a store of strategy (starboard) locker cards each store comprising a plurality of cards, such as, for example 26 or 27 cards. The locker cards 32 each have an indicative front surface 34, as shown in Figure 3, and a rear surface 36, as shown in Figure 4. The locker cards 32 each have on their front surface 34 rectangular regions 38. Each of the rectangular regions 38 is intended to have printed within it a representation which corresponds with the fortuitously obtainable scores. For example, where dice are used to obtain scores fortuitously the regions 38 may, for the purposes of challenge locker cards, have dots printed on them corresponding to odd numbers obtainable from the dice. That is, each of the regions 38 may have printed on it dots corresponding to one number of the dice. Similarly, the strategy locker cards have regions 38 which may have even numbers of dots printed therein. Interposed between the regions 38 there may be arranged words indicative of the type of locker card32. For example, the challenge locker cards may have the words "challenge" and "locker" and/or "port" printed between the regions 38. Similarly, the strategy locker cards may have the words "strategy" and "locker" and/or "starboard" printed between the regions 38. The rear surface 36 of the locker cards 32 are intended to contain instructions to be performed by a player who selects it. Typically, one of the challenge locker cards is to be drawn if a player throws an odd double or may be selected if a player throws a "little 12" (a 1 as one score and a 2 as the other score) . Typically, one of the strategy locker cards is to be drawn if a player throws an even double or may, as an alternative be selected if a player throws a "little 12". Once a locker card 32 is drawn the player must complete the instructions given thereon, such as, for example, instructions given on the rear surface 36 and then replace the card at the base of the appropriate store of locker cards 32. The stores of cards 30 and 32 are conveniently located on the board 10 in ruled areas 40 and 42 respectively, as shown in Figure 1. The challenge locker cards may have instructions printed on their rear surface 36 including any of the following exemplary instructions:- YOUR YACHT IS PINCHING INTO THE WIND. On your next turn throw only one dice and make a Starboard or Port ' tack for best position. STEERING GEARFAILURE LEAVES YOU FLOUNDERING. Move back to nearest card square and take a card. EXCELLENT MANOEUVRING SEES YOU GAIN SPEED. Have an extra throw of one dice. THE WIND HAS DIED AND BECOME FLUKEY, FORCING YOU TO LOSE GROUND. Move back six squares. WINDS IN YOUR FAVOUR. Move five squares forward. MAKE A STARBOARD TACK ON YOUR NEXT TURN. YOU HAVE FAVOURABLE WINDS. Have another throw of the dice. MASTMAN SLIPS IN FOXHOLE. Throw only one dice next turn. OFFICIAL CRAFT HAS STRAYED INTO COURSE ENVIRONS FORCING YOU TO TAKE EVASIVE ACTION. Turn about and move back four squares. - 9 - SPECTATOR CRAFT ON YOUR PORT SIDE FORCES YOU TO MAKE A STARBOARD TACK. Throw dice again and move the value of the highest dice score to Starboard. CREWMAN OVERBOARD FORCES YOU TO TURN ABOUT. THROW DICE AND MOVE BACK. Miss a turn while recovery of Crewman is made. CURRENT DRAG UNDER-ESTIMATED. Move forward three squares. CONDITIONS SUIT YOUR YACHT. Have another turn and move to best position. SCHOOL OF WHALES AHEAD. Move six squares Port or Star¬ board as avoiding manoeuvre. PORT GUYROPE FOR THE GENOA HAS WORKED LOOSE RESULTING IN LOSS OF SPEED. Move back four squares. DUE TO CHANGE IN WIND DIRECTION YOU ARE IN IRONS AND FLOUNDERING. Miss a turn. SPINNAKER HAS TORN AND REQUIRES CHANGING. Miss a turn while TAILORS make repairs and BOWMAN changes sails. STEEL PIN HOLDING SAIL HAS SNAPPED AND EFFECTIVE SAIL AREA REDUCED. Move backwards to nearest card square (do not take a card) and throw dice again. MASTMAN VERY QUICK IN CO-ORDINATING TRIMMING. Have an extra throw of one dice. PRESENT SAILING CONDITIONS FAVOUR YOUR YACHT. Move ahead with an extra throw of the dice. YOU HAVE HIT SUDDEN WIND GUSTS NOT IN YOUR FAVOUR. WHILST HELMSMAN MAKES ADJUSTMENTS YOU LOSE GROUND. Throw dice again and move back highest dice score. TOO SLOW IN CHANGING SAILS. Move back five squares. THE HYDRAULIC JUMPER STRUT HAS BENT 90°. Miss a turn while replacement is made. TACTICIAN ANTICIPATES WIND CHANGE. Move ahead the value of your last throw of the dice. PRESENT WIND FAVOURS YOUR YACHT. Throw one dice and move ahead. STEERING GEAR FAILS, BUT QUICK WORK OF HELMSMAN RESULTS IN ONLY MINIMAL LOSS OF GROUND. Move back three squares "ALBATROSS CARD" RETAIN THIS CARD. THIS CARD MAY BE SURRENDERED TO COUNTER ANY PENALTY INCURRED. ONCE USED, RETURN TO THE RELEVANT LOCKER. NOT VALID TO COUNTER A HIT. The strategy locker cards may have instructions printed on their rear ' surface 36 including any of the following exemplary instructions:- SUDDEN WIND GUST FILLS THE SPINNAKER. Throw again. WIND STRONG FROM THE PORT SIDE. WHILST MAINSAIL TRIMMER MAKES ADJUSTMENTS YOU LOSE GROUND TO STARBOARD. Throw only one dice and move to Starboard next turn. YOU HAVE THE WIND ASTERN AND ARE RUNNING FREELY. Have another turn. GOOD UNDERSTANDING BETWEEN NAVIGATOR AND TACTICIAN HAS YOUR YACHT CLOSE-HAULED. Take another turn. EXCELLENT TACKING MANOEUVRE BLANKETS YOUR NEAREST OPPONENT. Throw dice again and continue for best position. BOAT TACKS IN FRONT OF YOU FORCING YOU TO TAKE EVASIVE ACTION. Throw one dice and move backwards. WINCH FAILURE CAUSES DELAY IN MAINSAIL TRIMMER SECURING MAIN SAIL. Throw only one dice on your next throw and tack to Starboard. SPINNAKER HAS RIPPED. Miss a turn while BOWMAN and TAILORS make running repairs. STRONG HEAD WIND HAS YOU POINTING INTO THE WIND RESULTING IN YOUR YACHT LOSING GROUND. Throw only one dice and tack to Starboard on your next turn. SHARP WORK BY GRINDERS IN MAKING SAIL ADJUSTMENTS. Have another throw of one dice. FINE MANOEUVRING SEES YOUR YACHT GAIN SPEED. Go to closest forward card square and play card. STEERING PULLEY HAS SHEARED. Miss two turns while repairs are being made. WINCH BREAKS DOWN. Miss a turn. FRESH WINDS IN YOUR FAVOUR. Have another turn. MAINSAIL LOOSE. Turn 'about and go back to nearest card square and play card. ONE OF THE SPINNAKER AFTERGUYS HAS SHEARED BUT QUICK WORK BY THE TAILOR HAS IT REPLACED IN RECORD TIME. Throw only one dice next turn. GUSTING WINDS UNSEAT THE HELMSMAN CAUSING LUFF IN THE SAILS. Move five squares Port or Starboard to correct. RIVAL SKIPPER TACKS TO COVER YOUR YACHT BUT QUICK ANTICIPATION BY TACTICIAN SEES YOU GAIN THE ADVANTAGE. ■ Have an extra throw of the dice. SEA CONDITIONS DO NOT SUIT YOUR YACHT. Miss a turn. ERROR ON MASTMANS' PART CAUSES YOU TO LOSE WAY. Move back to nearest card square and play card. SPECTATOR CRAFT FORCES YOU TO TAKE EVASIVE ACTION. Turn about and move back six squares. RIVAL YACHT 'BLANKETS' YOU, RESULTING IN LOSS OF WIND. Throw only one dice next turn. BOWMAN SECURES SPINNAKER-POLE IN RECORD TIME. Have an extra throw of one dice. BROKEN HALYARD CAUSES YOU TO LOSE WAY WHILE MASTMAN MAKES REPAIRS. Miss a turn. FORWARD STAY HAS SNAPPED. Miss a turn while repairs are made. BOWMAN SLIPS WHILE MAKING SPINNAKER-POLE CONNECTIONS. Miss a turn. "ALBATROSS CARD" RETAIN THIS CARD. THIS CARD MAY BE SURRENDERED TO COUNTER ANY PENALTY INCURRED. ONCE USED RETURN TO THE RELEVANT LOCKER. NOT VALID TO COUNTER A HIT. The plurality of squares 12 may comprise a number of squares designated as locker squares 44. The locker squares 44 are squares that may be landed on by a token 26, after which a locker card 32 from the store of challenge locker or strategy locker cards may be taken. One of the challenge locker cards are taken if the locker square 44 landed on has, for example, a red border with one red dot therein and one of the strategy locker cards 32 are taken if the locker square 44 landed on has, for example, a purple border with two purple dots therein. In use, the game apparatus of the present invention is played by a number of players, such as up to eight players. The object of the game is for the players to combine luck, skill and strategy, similar to that required in actual yacht racing conditions, to move the tokens 26 about the buoys 20 and obey the instructions given in the locker cards 32 and to be the first player to cross . his token 26 over the finish line 24 after completion of the course. The winner is the first player to cross the finish line 24 and preferably play is to continue until all pieces have crossed the finish line 24. To start play each player may throw the dice and the player with the highest score starts first with the player having the second highest score starting second and so on. It is understood that other methods for determining the order of play could equally be used. The players are to move their tokens 26 along the course about the buoys 20. However, the course only loosely defines the path between the buoys -20 which is to be followed by the tokens. Upon- throwing the dice each player in turn, crosses the start line 23 and proceeds toward the first one of the- marker buoys 20 on the first leg of the course. As shown in Figure 1, the first leg is in the direction of the arrow 25 enumerated with the numeral 1. The course superimposed on the board 10 is indicated about the buoys 20, by the enumerated arrows 25. It is intended that the course be followed by the tokens 26 in the direction indicated by arrows 25 of increasing number. That is, the tokens 26 may follow the arrow 25 enumerated 1 firstly, then the arrow 25 enumerated 2 secondly and so on until they cross the finish line 24 at the completion of the leg of the course indicated by the arrow 25 enumerated 6.. The moves of the tokens 26 which are allowable are as described hereinabove. In the course of play there may occur situations in which one of the tokens 26 must land upon one of the fixed obstacles or one of the movable obstacles. In such a case the player is penalised by a predetermined amount. For example, if a player lands on one of the sand bars 16 he may have to miss two turns. If a player throws a 1 and a 2 together it may be referred to as a "little 12" and the player may do the following. Firstly, move his token 26 the one and two spaces in the above described manner and then choose any double from double 1 to double 6 inclusive. The player then moves his token 26 the amount of the face value of the dice, but not half again as is usually allowed. Once the token 26 has been moved the player may select the uppermost challenge locker or -strategy locker card depending on whether an odd double or an even double was chosen, or the player may play one of the strategy blocks. The strategy block may be placed on any playable square of his choice, thereby making the square unplayable for the remainder of the duration of the game. The strategy blocks may not be jumped. The strategy blocks may only be landed upon when there is no alternative. If a strategy block is landed upon the player may incur a predetermined penalty, such as the loss of a turn. It is preferred that strategy blocks not be located adjacent each other. That is, strategy blocks, preferably, have a buffer zone of 1 square around them in a manner similar to the pieces. Modifications and variations such as would be apparent to a skilled addressee are deemed within the scope of the present invention. For example, the players could be allowed to use more than one piece each. Also, to allow a series of games to be played points could be scored and accumulated for each race or game of the series, such as a series of seven races. Further, any course marked on the board 10 could be used.

Claims: CLAIMS 1. A game apparatus characterised in that it comprises a chart or board having marked thereon a grid of playing areas each located contiguous to one or more other playing areas, a device or devices for obtaining scores fortuitously, a course superimposed on the grid, a plurality of tokens to be moved by players of the game apparatus along the course from playing area to playing area, subject to the scores fortuitiously obtained. 2. A game apparatus according to claim 1, characterised in that the grid is a rectangular grid. 3. A game apparatus according to claim 1 or 2, characterised in that chart or board comprises areas designating fixed obstacles, the obstacles being arranged to partially obstruct the movement by the players of the tokens about the chart or board. 4. A game apparatus according to any one of the preceding claims, characterised in that it comprises a block arranged to be removeably located in any one of the playing areas, the block being an obstacle to the movement by the players of the tokens about the chart or board. 5. A game apparatus according to any one of the preceding claims, characterised in that the course superimposed on the grid is defined by three triangularly spaced apart indicia superimposed on the grid and representing marker buoys. 6. A game apparatus according to claim 5, characterised in that the course extends between or indicates " a notional path between the spaced apart indicia. 7. A game apparatus according to claim 5 or 6, characterised in that the course is only loosely defined between the indicia, the tokens being moved by the players between the indicia in a zig zag manner. 8. A game apparatus according to any one of the preceding claims, characterised in that it comprises a deck of cards, the cards being selectable by players in accordance with the scores fortuitously obtained and providing instruction to a player as to what action to take. 9. A game apparatus according to any one of the preceding claims, characterised in that it comprises progress means to indicate the progress of the tokens along the course. 10. A game apparatus according to any one of the preceding claims, characterised in that some of the playing areas are designated as locker regions arranged to correspond with the deck of cards, such that a card from the deck of cards is to be selected whenever one of the tokens lands on one of the locker regions.

Inventors: EVANS ROBERT JOHN, RYAN RAYMOND, TURNER MARK RAYMOND, EVANS, ROBERT, JOHN, RYAN, RAYMOND, TURNER, MARK, RAYMOND
Applicants: EVANS ROBERT JOHN, RYAN RAYMOND, TURNER MARK RAYMOND, EVANS, ROBERT, JOHN, RYAN, RAYMOND, TURNER, MARK, RAYMOND
Application year: 1985
Main classification: A63F3
IPC codes: A63F3