Game machine with automatic judging function

Abstract: A game machine with an automatic judging function according to the present invention is used to play a game in which a winner is determined according to predetermined rules of the game by moving pieces (2) having their own characters across a game board, e.g., a checkerboard (10). The game machine includes classified pieces (2) whose characters cannot be known by an opponent, a checkerboard (10) with sensors (20) for detecting the rank characters of the pieces disposed thereon, and a judging unit for automatically determining the winning piece on the basis of the rank characters of the pieces when they encounter on the game board. Accordingly, a game player can enjoy a game by inferring the rank characters and future moves of opponent's pieces.

Description: The present invention relates to a game machine with an automatic judging function for playing a game which is proceeded by moving pieces across areas provided on a game board. Chess is an example of a game which is played by alternately moving a plurality of pieces across a game board. Chess basically employs several types of piece, as well as a checkerboard across which these pieces are moved. Chess is a game for two players who take turns to move pieces on the checkerboard. A checkerboard is a check patterned board with 8 files x 8 ranks, i.e., sixty-four black and white squares, each of which is located next to squares of different colour. Each of the pieces used in chess is either of dark or light colour. Each of the players begins a game with 16 pieces disposed on their own starting squares. These 16 pieces are classified into 6 types and consist of one King, one Queen, two Rooks, two Bishops, two Knights, and eight Pawns. The game progresses by one of the players moving one piece from a pre-occupied square to another square or by a player advancing his piece to the square occupied by an opponent's piece and at the same time removing the opponent's piece located at that square. Each type of piece can be moved in a particular way which is ruled by the character of piece concerned, such as King or Queen. For example, a King can move in any direction by one square and can remove the opponent's piece if located in that square. A rook can move up and down and to the right and left over any desired number of squares and remove the opponent's piece if located on the route of its movement. The game is won by the player who attacks the opponent's King and corners it in a position from which escape is impossible, which is called "checkmate". The game is finished when one of the players checkmates the opponent's King. Chess is enjoyed popularly in the world. Games which are similar to chess include the Japanese "shogi" game. Shogi resembles chess very closely with a few differences in the rules, such as the number of pieces and the movement of the pieces. However, in both of these games, the checkerboard is only used to locate the pieces. Further, the pieces employed in chess or shogi have their own shape or symbols which represent the category to which they belong, so that each player can recognize the piece character, e.g., movement, of every piece on the board. A piece of one side can be removed not by an opponent's piece which is higher in rank but by an opponent's piece which is advanced to the square occupied by that piece. In US 4089529 a board game for two people is described in which the rank of each of the pieces in the game is unknown to the opponent. With this board game, the pieces are moved across a board and opposing pieces are compared to determine which has the higher rank. The rank of each piece is indicated by means of the position of a flange on the base of the piece. A comparison of the ranks of two opposing pieces is determined by means of a multi-level slide mechanism actuated by means of engaging cogs which have on upper surfaces asymetrically located posts which engage with the flanges on the base of the pieces. An object of the present invention is to provide a game machine which is capable of automatically comparing the rank of pieces by a judging unit when a player puts an opponent's piece whose character is not known to him in check with his piece whose character is known only to him so as to enable the players to infer the character of the opponent's piece from the results of the judgement. To achieve the above-described object, the present invention provides a game machine for playing a game by moving pieces across a game board comprising a plurality of groups of pieces, each group having one or more pieces, with each piece having means for indicating a rank determined according to the rules of the game, the rank of each of the pieces being known to only one player of the game when in use; a game board defining a plurality of areas; a sensor unit for detecting the means for indicating a rank and determining the ranks of the pieces; a judging unit for comparing the ranks of pieces determined by the sensor unit; and an information unit for displaying the result of the comparison performed by the judging unit; characterised in that the sensor unit is made from a conductive switch and has a plurality of sensors for determining the rank of a piece, in that the judging unit includes an electronic judging circuit for discriminating the ranks of the pieces and determining the results of the discrimination; and in that the means for indicating a rank on each piece comprises one or more separate rank bits dependent upon the rank of the piece, the maximum number of rank bits on any one piece corresponding to the number of sensors. Using the game machine with the automatic judging function according to the present invention, a game is played by moving pieces whose characters are kept secret to an opponent across a game board. When two pieces of friend and foe encounter one another on the same area of the game board, the characters of these pieces are detected by the sensors, and the detection signals of the sensors are discriminated by the discrimination circuit such as an electronic circuit. The resultant data are automatically compared in accordance with the rules of the game. In consequence, the players can enjoy the game by inferring the characters of the opponent's pieces as well as the course of a game from the results of the judgement obtained each time pieces encounter one another on the game board. The game played with the game machine according to the present invention can be thus very exciting. Embodiments of the present invention will be described hereinafter with reference to the accompanying drawings and tables. The tables are attached to the end of this description of the preferred embodiments. Fig. 1 is a perspective view of a piece employed in a embodiment of the present invention; Fig. 2 is a cross-sectional view of the main parts of checkerboard employed in the embodiment of the present invention, showing the relationship between a piece and a space; Fig. 3 is a plan view of an area; Figs. 4 and 5 are cross-sectional views, showing modified examples of a space; Fig. 6 is a block diagram of a circuit employed in the embodiments of the present invention; Fig. 7 is a perspective view of a checkerboard employed in the embodiment; Fig. 8 is a perspective view of a checkerboard employed in another embodiment; and Fig. 9 is a cross-sectional view, showing the relationship between a piece and a space in the other embodiment of the present invention. Referring to Figs. 1 and 2, a piece 2 has a front side and a back side. The piece 2 has also one or two rank bits 4 on the bottom thereof. The individual rank character of pieces 2 is discriminated by the positions and/or the number of rank bits 4. More specifically, the pieces are divided into the four categories of rank character shown in Table 1: piece (A) having neither left nor right bit, piece (B) having only a left bit 4L as viewed from a back side, piece (C) having only a right bit 4R, and piece (D) having both bits 4L and 4R. Two rank bits 4L and 4R are used for the classification shown in Table 1. However, the use of three, four and five rank bits allow for classifications into eight, sixteen and thirty-two different categories, respectively. The bottom of the piece 2 is also provided with a position bit 6. The position bit 6 has a smaller height than the rank bits 4 so as to enable a sensor unit to detect the rank bits 4L and/or 4R without misalignment. That is, detection of all the rank bits 4 can be confirmed by the detection of the position bit 6 having a smaller height. Use of the position bit also serves to specify the location of the piece concerned. A certain naming, such as "King", representing individual rank character of a piece 2 is so indicated on the back side of a main body 8 of the piece 2, that the rank character thereof cannot be peeped by an opponent player. All the pieces belonging to one player in the game have the same color and configuration except for the bottom bit arrangement and back side naming. It is therefore impossible for the any side of game player to know the characters of the opponent's pieces from their external appearance. Preferably, the pieces 2 are made of synthetic resin. In a embodiment which is shown in Figs. 2 and 3, a checkerboard is employed as a game board. Next, the essential parts of a checkerboard will be explained with reference to Figs. 2 and 3. Fig. 2 is a cross-sectional view of one end portion of a checkerboard 10, showing the relationship between the piece 2 and the checkerboard 10. As shown in Fig. 2, the checkerboard 10 is laminated board formed by laminating an electric insulating sheet 13 having a thickness of several microcentimeters (the thickness being enlarged for ease of illustration in Fig. 2) onto the top of an intermediate plate 11 made of a synthetic resin with a cover 15 made of a synthetic resin being coated onto the electric insulating sheet 13. The cover 15 has recessed spaces 14 into which the pieces 2 are fitted to occupy. The sheet 13 has a two-layer structure in which two insulating thin films are bonded to each other with sensor unit 20 connected to a circuit pattern (not shown) interposed therebetween. The sensor unit 20 have spacers 16 for controlling the "On/Off" of the sensors formed therein. A printed circuit board 17 is mounted on the rear surface of the intermediate plate 11. The printed circuit board 17 has a connector 19, which is connected to a wiring harness 13A formed by collecting conductive circuits of the sheet 13. The printed circuit board 17 has an electronic parts mounting space 21 in which electronic parts such as ICs, capacitors and resistors are mounted. A battery box 25 connected to the printed circuit board 17 through a lead line 29 is mounted on a bottom plate 23. The bottom plate 23 is screwed on the cover 15. Legs 27 made of rubber are mounted on the bottom surface of the bottom plate 23. Fig. 3 shows one of the areas provided on the top surface of the checkerboard 10. In an area 12, two spaces 14A and 14B are provided in opposed relation so that the both sides of players can set to encounter their pieces in the same area. In this embodiment, each of the spaces 14A and 14B has its own sensor unit 20. More specifically, the space 14A has sensors P00, P01 and P02 at positions corresponding to the bits, 6, 4L and 4R, and the space 14B has also sensors P10, P11 and P12. Lead lines 29A, 29B, 29C; 29D, 29E and 29F drawn from the sensors P00, P01, P02; P10, P11 and P12 are collected into the wiring harness 13A shown in Fig. 2. The cover 15 has boundary lines 12A defining the areas 12 on the game board. The sensor unit 20 for the space 14A in each of the areas includes the spacers 16 for controlling the on/off of the sensors which is achieved by a player to use finger pressure, as well as the sensors P00, P01 and P02 which are made from a conductive switch, as shown in Fig. 2. The opposite space 14B in each area has the same construction. For example, when a player locates a piece having the bit 4R and the confirmation bit 6, which is referred to as piece (C), in the space 14A and then applies a slight amount of finger pressure to that piece (C), the sensor P01 turns on while the sensor P02 remains off. Some more application of the finger pressure turns on the sensor P00, from which the characteristic data of the piece are sent to a circuit. In the foregoing embodiment, the piece 2 has bits, and conductive switches are incorporated in the sensor unit. However, magnets may be used in place of the bits. In this case, the sensor portion should be of the type which detects the magnetism of the magnet. Alternatively, the characteristic data of each piece may be detected by the use of an optical sensor. In the embodiment shown in Fig. 2, the spaces 14 are formed as the recessed portions into which the pieces 2 are set. Alternatively, the spaces may be formed as flat or projecting form, like the modified embodiments shown in Figs. 4 and 5. In the case of the flat space shown in Fig. 4, each space 14 is defined by edges 31 formed on the periphery thereof. Next, the flow of a electronic signal from the sensor unit 20 will be described with reference to Fig. 6, which is a block diagram of an electronic circuit. When a player locates a piece 2A in a space 14A and then pushes it until the sensor P00 turns on by means of the position bit 6, the characteristic signals of the piece 2A which are detected by means of the bits 4 as well as the position signal from the sensor P00 which identifies the position of the space 14A are input to and stored in a discriminating unit 22. At the same time, the position signal from the sensor P00 is input to a confirmation unit 24, and is then transmitted through a information unit 26 to the players by means of audio 33B and/or visual display 33A. Next, another player moves a piece 2B to the space 14B of the same area 12 and then pushes it until the position sensor P10 turns on. This allows the data on the piece 2B to be sent to the discrimination unit 22. Since the data on the piece 2A located in the space 14A has been stored in the unit 22, two different data are input to a determination unit 28 and are compared with each other to determine which piece, 2A or 2B, is higher in rank. The results of the judgement are transmitted to the players through the information unit 26 by means of audio 35B and/or visual display 35A. The defeated piece, or both of the pieces when they are of a equal rank, are removed from the board according to the rules of the game, and the game proceed. When a player moves a piece, he turns on the position sensor of the area occupied by the piece before movement, then advances the piece, and turns on the position sensor of the area to which the piece arrive to identify the area to which the piece is advanced as well as the piece moved. In this embodiment, a transfer circuit 30 may be connected to the information unit 26 so that the characteristic data can be transferred to an external computer 37 through an interface 32. In this way, the game or a simulation of the game can be played through an external computer 37, enabling the game to be played with the computer 37 or with a remote opponent over a telephone line. Fig. 7 shows another example of the checkerboard 10. The surface of the checkerboard 10 shown in Fig. 7 is divided into two regions and an intermediate area. Each of the regions is divided into twenty-four areas, that is, forty-eight areas 12 are defined on the surface of the checkerboard 10 shown in Fig. 7. Each of the areas 12 has the spaces 14A and 14B so that the both players can set their pieces in the same area. In this case, each of the spaces has its own sensor unit 20. The intermediate area has routes 34 on which the pieces can be moved. Each of the regions has a goal 39. The game is over when a predetermined type of piece reaches the opponent's goal 39. The checkerboard shown in Fig. 7 is also provided with confirmation lamps 36 which display the turning on of the position sensors, lamps 41 used to determine which piece is higher in rank, lamps 43 for displaying the winner of the game, a transfer terminal 38 used when the game is played through an external computer, an adapted 45 used when the checkerboard is connected to an external power source, a power switch 47, a power lamp 49 and so on. Alternatively, a battery can be used as the power source. Fig. 2 shows a sectional view taken along the line II-II of Fig. 7. The above-described pieces, the layout of the checkerboard, the shape of the areas, the rules of the game and the progress of the game are only examples, and various modifications are possible. Fig. 8 shows a second embodiment which is a simplified form of the first embodiment. In this embodiment, each of the areas 12 on the checkerboard 10 has the spaces 14A and 14B, but no sensor unit is provided in any of the spaces 14A and 14B. Sensor unit are provided only in a neutral zone 50. In this embodiment, when the two pieces of both sides encounter in one area 12, the players put these pieces in corresponding spaces 52A and 52B in the neutral zone 50 to judge which piece is higher in rank. The sensor unit may be preferably provided not only in the neutral zone 50 but also in the goals 39. This embodiment has a simple structure and is therefore inexpensive. Referring now to Fig. 9, the other embodiment according to the present invention is shown thereon. In this embodiment, the characteristic data on a piece is all input to the discriminating unit by the setting of that piece on the checkerboard. More specifically, a piece 60 has a click member 62, and a space 64 has an accepting recess 66 into which the piece 60 is inserted, as shown by an arrow in Fig. 9. The engagement of the click member 62 with the accepting recess 66 causes the sensor unit 20 to be pressed by the rank bits 4 provided on the bottom surface of the piece 60, and the sensor unit 20 is kept pressed while the piece 60 is set in the space 64. This embodiment therefore requires no position bit 6. Data on a piece can be input only by the movement of the piece, and the game can progress smoothly. An example of a game that may be played in the above-described embodiments will be described hereinafter. Each of the players starts with 23 pieces. These pieces are classified into 14 types of rank character from (A) to (P) as shown in Table 2. In each rank character, the number of pieces possessed by one player is the same as that possessed by the opponent player. Use of a piece with 4 rank bits enables the pieces to be classified into 16 categories at a maximum. AS shown in Table 2, the pieces which belong to each of the categories (A) to (P) have a rank character of that category. In Table 2, "o" represents a higher rank and "x" indicates a lower rank. Each of the players sets his pieces in the spaces of his own region on the checkerboard in such a manner that the rank characters of the pieces cannot be known by his opponent. The pieces may be moved up and down and to the right and left over one space in one example of the rules. In proceeding a game, a player presses a piece down until the confirmation lamp lights up to store the data on the piece, then he moves the piece to a space of the area to which he wants to advance, and presses the piece down again until the confirmation lamp lights up. These operations are not required in the second and third embodiments. When two pieces of both sides encounter in a certain area the sensor unit thereof output characteristic signals of the pieces located in that area, and the output signals are input to the discriminating unit to discriminate the rank characters of the pieces in check. The data on the pieces are compared by the judging unit according to the rank list shown in Table 2, and the results of the judgement are informed to both players by means of sound or light. A defeated piece is removed from the checkerboard by the player to which that piece belongs in such a manner that the rank character thereof is kept secret to the opponent. If the ranks of encountered pieces are even, both of them are removed by their owners. The players take turns during the game while inferring the rank characters of the opponent's pieces. The game is won by a player who locates a predetermined type of piece at an opponent's goal first. According to other modified rules, a game may also end when all of the pieces that belong to one player are removed from the checkerboard or when a special piece is defeated. The above-described applications are illustrated by way of example, and very interesting games utilizing a game machine according to the present invention may be created by changing the number of pieces, the rank characters, the advancing ability of the pieces, the rules of deciding the winner of a game, or naming the such as King, Queen, Pawn ...; Shogun, Samurai, Ninja ...;Zeus, Poseidon, Bacchus ...; etc. The game explained hereinbefore is played by two players. However, it may be enjoyed by three or more players, if the regions, the areas and spaces are modified accordingly. As will be understood from the foregoing description, in the present invention, the characters of the pieces that belong to both players can be compared and judged in a state where the character of the pieces cannot be known by an opponent. In consequence, the players can infer the characters of the opponent's pieces and the course of a game by locating the pieces whose characters are unknown to the opponent in the same area. Thus a game machine according to the present invention provides a lot of fun for game players. With or Without bit Symbol Left bit 4L Right bit 4R Piece (A) No No 00 Piece (B) No Yes 01 Piece (C) Yes No 10 Piece (D) Yes Yes 11 (A) (B) (C) (D) (E) (F) (G) (H) (J) (K) (L) (M) (N) (P) (A) / ○ ○ ○ ○ ○ ○ ○ ○ ○ x x ○ - (B) x / ○ ○ ○ ○ ○ ○ ○ ○ ○ x ○ - (C) x x / ○ ○ ○ ○ ○ ○ ○ ○ x ○ - (D) x x x / ○ ○ x x ○ ○ ○ x x - (E) x x x x / ○ x x ○ ○ ○ x x - (F) x x x x x / x x ○ ○ ○ x x - (G) x x x ○ ○ ○ / ○ ○ ○ ○ ○ x - (H) x x x ○ ○ ○ x / ○ ○ ○ x x - (J) x x x x x x x x / ○ ○ x x - (K) x x x x x x x x x / ○ x x - (L) ○ x x x x x x x x x / x x - (M) ○ ○ ○ ○ ○ ○ x ○ ○ x ○ / x - (N) x x x ○ ○ ○ ○ x ○ ○ ○ ○ / - (P) SAME RANK AS THAT THEREBEHIND

Claims: A game machine for playing a game by moving pieces across a game board comprising a plurality of groups of pieces, each group having one or more pieces (2), with each piece (2) having means for indicating a rank determined according to the rules of the game, the rank of each of the pieces (2) being known to only one player of the game when in use; a game board (10) defining a plurality of areas; a sensor unit (20) for detecting the means for indicating a rank and determining the ranks of the pieces (2); a judging unit (28) for comparing the ranks of pieces (2) determined by the sensor unit (20); and an information unit (26) for displaying the result of the comparison performed by the judging unit (28) characterised in that the sensor unit (20) is made from a conductive switch and has a plurality of sensors (PO1,PO2) for determining the rank of a piece (2), in that the judging unit (28) includes an electronic judging circuit (22) for discriminating the ranks of the pieces (2) and determining the results of the discrimination; and in that the means for indicating a rank on each piece (2) comprises one or more separate rank bits (4L,4R) dependent upon the rank of the piece (2), the maximum number of rank bits (4L,4R) on any one piece (2) corresponding to the number of sensors (PO1,PO2). A game machine according to claim 1, characterised in that the one or more rank bits (4L, 4R) are provided on the bottom side of the pieces (2), the pieces (2) being classified by rank by the presence and absence of the rank bits (4L, 4R) detected by the sensors (PO1, PO2). A game machine according to either of claims 1 or 2 characterised in that each of the pieces (2) further includes a position bit (6) on the bottom surface thereof, the position bit (6) being detected by the sensor unit (20). A game machine according to any one of the preceding claims, characterised in that the pieces (2) in the same group have the same appearance except for sides hidden from any opponent when in use. A game machine according to any one of the preceding claims, characterised in that the judging unit (28) is adapted to compare the ranks of two pieces (2) at any given time and to determine the piece (2) having the higher rank. A game machine according to any one of the preceding claims, characterised in that each of the areas of the game board (10) has a plurality of spaces (14A, 14B; 64) in which the pieces (2) can be set, a corresponding plurality of sensor units (20) being disposed in the spaces (14A, 14B; 64). A game machine according to claim 6, characterised in that each of the spaces (64) has an engaging portion into which the piece (2) is fitted, the engaging portion (66) being constructed such that the sensors (PO1, PO2) are pressed by the rank bits (4L, 4R) when the piece (2) is fitted into the engaging portion (60). A game machine according to any one of the preceding claims, characterised in that the upper surface portion of the game board (10) is formed by laminating an electric insulating sheet (13) with the sensor unit (20) and a conductive circuit formed therein on top of an intermediate plate (11), and wherein spaces (14A, 14B; 64) in which the pieces (2) are set are formed on the sheet. A game machine according to claim 1, wherein the sensor unit (20) protrudes from the upper surface of the game board (10). A game machine according to claim 1, characterised in that the electronic judging circuit (22) of the judging unit (28) further determines the results of a game according to the rules of the game which have been input in advance. A game machine according to any one of the preceding claims, characterised in that the conductive switch is turned on by means of rank bits (4L,4R) provided on the bottom surface of the pieces (2) when the piece (2) is located on the sensor unit (20) and is pressed. A game machine according to any one of the preceding claims, characterised in that sensor units (20) are provided in all the areas provided on the game board (10). A game machine according to any one of claims 1 to 11, characterised in that the sensor unit (20) is disposed on a neutral zone of the game board (10). A game machine according to any one of claims 3 to 13, further including a confirmation unit (24) for confirming that the position bit (6) is detected by the sensor unit (20). A game machine according to any one of the preceding claims, further including a telecommunication unit (30, 32) for exchanging the data on the course of a game or a simulation with an external data source.

Inventors: HAGIMORI SHIGENOBU, ISHII TAKASHI, MAGARA YUTAKA C O FUJI ELECTRO, HAGIMORI, SHIGENOBU, ISHII, TAKASHI, MAGARA, YUTAKA, C/O FUJI ELECTRONIC INDUSTRY
Applicants: FUJI ELECTRONIC IND, FUJI ELECTRONIC INDUSTRY CO., LTD.
Application year: 1990
Main classification: A63F3
IPC codes: A63F3