Abstract:
Disclosed is an amusement device having a board or other field and game-pieces movable over said board or field by contestants according to pre-set rules.

Description:
CROSS-REFERENCE TO RELATED APPLICATIONS 
       [0001]    See Application Data Sheet. 
       STATEMENT REGARDING FEDERALLY SPONSORED RESEARCH OR DEVELOPMENT 
       [0002]    Not applicable. 
       BACKGROUND OF THE INVENTION 
       [0003]    1. Field of Invention 
         [0004]    The following relates generally to amusement devices having a board or other field and game-pieces movable over said board or field by opposing players according to pre-set rules. 
         [0005]    2. Background of the Invention 
         [0006]    Typically, board-games within the genre of the present application involve a turn-by-turn contest between opponents who each control the movement of a set of hierarchal game-pieces, one game-piece at a time, throughout a playing board or field. Normally, the field has a finite number of locations where game-pieces may be positioned, and opposing game-pieces are captured (i.e., removed from the board or field) by moving an allied game-piece to a terminal location occupied by said opposing game-piece. Generally, game-pieces are strategically positioned, captured, sacrificed, and exchanged until an opponent&#39;s hierarch game-piece is captured and the capturer is declared the winner. 
         [0007]    One short-coming of games presently known in this art is that the layout of the field or board remains the same throughout any given contest. In other words, the finite locations within the field whereon game-pieces may be positioned remain the same throughout a game. Such a non-changing layout leads to monotony in game-play and imposes a ceiling on the game-strategy. Some have attempted to solve this problem by blacking-out locations on a board whereby game-pieces may not occupy or move past the blacked-out locations. See U.S. Pat. No. 1,056,526 (the central location on the field is blacked-out). While such a feature may modify the board, the field locations for game-piece positioning are not dynamic and the problem of a strategy ceiling is not solved. Still, others have attempted to solve this problem by introducing additional contestants into the game whereby contestants are eliminated until two remain, and wherein the game-pieces of the eliminated contestants become immovable and black-out the locations which they occupied at elimination of their controller. See U.S. Pat. No. 3,963,242. Such a solution is inadequate because during the contest, the board layout remains the same to the participating contestants, just as before. 
         [0008]    Another shortcoming of games presently known in this art is that a contestant&#39;s game-pieces may only be captured or removed from the board or field at the election of the opponent. Adding an additional option wherein a contestant may electively capture or remove allied game-pieces would provide a beneficial component for strategizing victory, and increase the intellectual stimulation of the game. 
         [0009]    Yet another shortcoming of games presently known in this art is that contestants may only move or manipulate allied game-pieces. There is a need for an additional option wherein a contestant may electively move or manipulate opposing game-pieces. This option would provide an additional component for strategizing victory, and increase the intellectual stimulation of the game. Furthermore, such a feature would bring the element of sabotage to bear on the opposition&#39;s game-play strategy. 
         [0010]    Yet still, another shortcoming of games presently known in this art is that each game-piece typically has a predetermined move path that does not change adequately throughout the game. There is a need for a game feature of additional option wherein game-piece movement or move path is dependent on other game elements, for instance the frequency by which a game-piece is utilized, would increase the intellectual stimulation of the game. 
         [0011]    Another shortcoming of games presently known in this art is that typically only one allied game-piece may be moved at a time, rather than at least two simultaneously. Movement of one game-piece at a time slows the speed of the game and prevents any single move from being more valuable than any other move of the same game-piece. Furthermore, there is a need for an additional option wherein more than one game-piece may be moved simultaneously. 
         [0012]    Another shortcoming of games presently known in this art is that game outcomes frequently depend only on the capturing of one game-piece. For instance, a winner in chess is only determined by capturing the opponent&#39;s king. Games of this type may end in a draw or stalemate. It is not desirable to have outcomes where no one is declared a winner. 
       SUMMARY OF THE INVENTION 
       [0013]    Accordingly, it is an object of the present application to provide a board game wherein the area for game-piece movement is effectively dynamic. 
         [0014]    It is a further object of the present application to provide a board game wherein a contestant&#39;s game-pieces may be electively captured or removed from the board or field at the election of the opponent or the contestant. 
         [0015]    Yet another object of the present application is to provide a game wherein contestant may capture, remove, move, or manipulate allied game-pieces as well as the opponent&#39;s game-pieces. 
         [0016]    Yet another object of the present application is to provide a game wherein each game-piece may have a predetermined move path that does not change throughout the game, or a sequence of possible moves which depend on the frequency by which the particular game-piece has been utilized during game play. 
         [0017]    Yet another object of the present application is to provide a game wherein more than one allied game-piece may occupy any one of the finite locations within the board or field. 
         [0018]    Yet another object of the present application is to provide a game wherein more than one allied game-piece may be moved at a time. 
         [0019]    Yet still, another object of the present application is to provide a game wherein game outcomes may be determined by means other than which player captured the opponent&#39;s hierarch game-piece. 
         [0020]    Other objectives of the invention will become apparent to those skilled in the art once the invention has been shown and described. The manner in which these objectives and other desirable characteristics can be obtained is explained in the following description and attached figures in which: 
     
    
     
       BRIEF DESCRIPTION OF THE FIGURES 
         [0021]      FIG. 1  is a top view of the hexagonal field  100 , defined by columns  1  through  11  and rows A through U of hexagons  101 . 
           [0022]      FIG. 2  is a top view of the hexagonal field  100  depicted in  FIG. 1 , and shows basic movement paths and styles of the game. 
           [0023]      FIG. 3  depicts a selected segment of the field  100  and illustrates generally the removal of rival game-pieces. 
           [0024]      FIG. 4   a  depicts the field  100  and illustrates the initial positioning of the game-pieces during a contest.  FIG. 4   b  depicts the movement of the particular game-pieces.  FIG. 4   c  depicts the movement of the foxy vix&#39;n  211  game-piece, while  FIG. 4   d  depicts the movement of the donkey oatey  212  game-piece. 
           [0025]    Table  5  is an example of a game play record which may be used during any given contest to record important game information. 
           [0026]      FIG. 6  depicts game piece upgrades. 
       
    
    
     DETAILED DESCRIPTION OF PREFERRED EMBODIMENTS 
       [0027]    Overview. In general, the game of the present application is suitably a recreational and competitive one-on-one contest between players who each alternatingly and strategically manipulate respective sets of hierarchally valued game-pieces. The game-pieces are movable, turn-by-turn according to pre-set parameters, over a field. Each respective contestant begins with a set of twenty-four game-pieces, distinguishable by color (usually light versus dark) and preferably consisting of different game-piece classes. Each game-piece class is hierarchally distinguished by shapes, and usually features its own respective movement styles/capabilities, upgrade/modifying potential, and game importance. Allied or rival game-pieces are respectively and electively captured (i.e., removed from the game-board) as a consequence of game-piece movements. However, points are only earned by endangering the rival hierarch game-piece for capture. A game ends when an adversary&#39;s hierarch game-piece cannot avoid capture in a single move after the first threat of capture, or when the contestant with the fewest points concedes. Ultimately, a win is awarded to the contestant having the most points. 
         [0028]    The Field of Play.  FIG. 1  is the top view of a field of play  100  which signifies a predetermined area that confines the game and which determines a finite number of potential game-piece positions. As depicted by this figure, the field  100  is generally hexagonal and defines a pattern of ninety-one tessellated hexagons  101 , situated whereby six of the tessellated hexagons  101  occupy each side of the hexagonal field  100 . During a game, all active game-pieces must be positioned on a hexagon  101 , and generally, the contestants manipulate the location of their game-pieces, per turn, by moving pieces between a start hexagon  101  and a terminal hexagon  101 . Subject thereto, each hexagon  101  may, in the atypical game-play scenario discussed later below, accommodate two or more allied game-pieces. 
         [0029]      FIG. 1  also illustrates the coordinate system for the specific identification of each of the ninety-one hexagons  101  within the field  100 . More specifically, each hexagon  101  is suitably identified with a respective point on the coordinate plane. The numbers  1  through  11 , moving from left to right in  FIG. 1 , identify respective hexagon  101  columns; and, the letters A through U, moving from top to bottom in  FIG. 1 , identify respective hexagon  101  rows. Accordingly, any number and letter combination falling within the stated ranges identifies a specific hexagon  101 . For example, the center hexagon  101  corresponds to  6 K. This coordinate system allows players to fully articulate game-piece movement within the field  100 , including possible computer programming commands. It is contemplated that this game is susceptible to board play or play via computer means. 
         [0030]    General Game-Piece Movement. As stated above, the game of the present application contemplates the strategic manipulation of the game-pieces over the field  100 , between a start hexagon  101  and terminal hexagon  101 . The start hexagon  101  is determined by the pre-move location of the game-piece. The terminal hexagon  101  is essentially defined by two components: movement style; and, movement duration. The movement style suitably dictates how a game-piece moves from hexagon-to-hexagon  101 . The movement duration dictates how far (i.e., how many hexagons  101 ) a game-piece travels during a single move. As discussed below, the different classes of game-pieces have different restrictions regarding movement style and movement duration. 
         [0031]      FIG. 2  depicts the field  100  as previously shown in  FIG. 1  and illustrates the basic game-piece movement styles with arbitrary movement durations. As illustrated by the figure, game-piece movement and position manipulation are confined to the field  100 , wherein essentially three general types of hexagon-to-hexagon  101  movements are permissible depending on game-piece classification. In other words, during a contest, players will alternatingly manipulate the positions of their game-pieces (usually one at a time but sometimes more than one at a time) generally according to the below stated conventions. 
         [0032]    The first type of game-piece movement, illustrated by  FIG. 2 , is “across lines,” wherein game-pieces move in a single direction to a terminal hexagon  101  across the mutual sides of the traversed hexagons  101 . In the figure, the “across lines” movement is typified by a game-piece moving five hexagons  101  from start  6 A to terminal  11 F (line XL to XL′) or a game-piece moving three hexagons  101  from start  4 C to terminal  41  (line x 1  to x 1 ′). The second basic game-piece movement, illustrated by  FIG. 2 , is “along lines,” wherein game-pieces move to a terminal hexagon  101  in a single direction along the point-to-point line of non-adjacent hexagons  101 . In the figure, the “along lines” movement is typified by a game-piece moving four hexagons  101  from start  8 S to terminal  4 G (line AL to AL′) or a game-piece moving two hexagons  101  from start  7 R to terminal  3 R (line a 1  to a 1 ′). Finally, the third basic game-piece movement, illustrated in the figure, is “shallow angled,” wherein game-pieces move “along lines” or “across lines,” but change direction by a single shallow angle mid-move. For example, in the figure, the “shallow angled” movement is typified by a game-piece moving three hexagons  101  from start  5 T to  2 Q and two hexagons  101  from  2 Q to terminal  2 M (line SA to SA′ to SA″), or a game-piece moving one hexagon from start  1 J to  3 J and two hexagons from  3 J to terminal  5 P (line sa to sa′ to sa″). 
         [0033]    Unlike movement style (which involves the path of the game-piece), movement duration (the number of hexagons  101  traveled by a game-piece) is influenced by many considerations. First, the start hexagon  101  of the moving game-piece is a factor since a game-piece is confined by the perimeter of the field  100 . Accordingly, any game piece may only have a movement duration which results in a terminal hexagon  101  within the field  100 . Second, in general, game-pieces may not move through hexagons  101  which are occupied by rival game-pieces (but discussed later below are game-piece classifications which “jump” or move over game-pieces in the move path). Therefore, a moving game-piece&#39;s movement duration generally must either: produce a terminal hexagon  101  whereon the rival game-piece is located (this results in game-piece capture as discussed below); or, produce an unoccupied terminal hexagon  101  in between the start hexagon  101  and the rival game-piece on the given move path. Third, some game-piece classifications have mandatory movement durations, as discussed below. Fourth, game-piece movement may not generally move past or through a neutral knocker  102  game-piece discussed further below. Finally, a contestant&#39;s game strategy will affect the movement duration of any given move. 
         [0034]    General Game-Piece Capture. In general, non-moving allied and rival game-pieces may be strategically captured (i.e., removed from the field  100 ) as the result of game-piece movements. The mechanisms for capturing rival versus allied game-pieces are different than those for capturing allied versus allied game-pieces. Additionally, with a few exceptions discussed below, both allied and rival game-pieces may not be removed as the result of one turn (i.e., only allied or only rival game-pieces can be removed on any one turn). 
         [0035]      FIG. 3  depicts a selected segment of the field  100  and illustrates generally the mechanism for capturing rival game-pieces. Rival game-pieces are captured when positioned at the terminal hexagon  101  of an allied game-piece. As seen in  FIG. 3 , the light game-piece  102  captures the rival dark game-piece  103  by moving to from  4 C to terminal  6 A ( 4 C× 6 A). Whenever, in the rare circumstance, two or more allied game pieces occupy the terminal hexagon  101  of a rival, all allied game-pieces are captured. 
         [0036]    During any given move, a contestant may select a route whereby the capturing of a rival game-piece(s) is avoided. However, a rival game-piece may not typically be “jumped” (i.e., passed-over) by an allied game-piece move path. Instead, the move must either terminate at the rival game-piece or at a terminal hexagon  101  preceding the rival game-piece in the move line (i.e., a shorter movement duration). Subject thereto, some game pieces may “jump” rival game-pieces. 
         [0037]    Allied game-pieces may be captured in a number of ways. First, an allied game-piece may be electively removed from the field  100 , as a turn, instead of repositioning a game-piece. Second, some or all allied game-pieces that are within the move line or at the terminal hexagon  101  of the moving game-piece may be removed as part of the turn. The move line is the line created by extending the move path to either: the field  100  perimeter; a rival game-piece; a non-removable allied game-piece (discussed below); or the neutral knocker  102  (discussed below). During a move, allied game-pieces at the terminal hexagon must be captured. Within the move line, allied game-pieces between the start and terminal hexagons  101  must be captured. By contrast, allied game-pieces within the move line but not between the start and terminal hexagons  101  may be captured at the election of the moving player. Finally, some game pieces “jump,” instead of capture, the allied game-pieces between the start and terminal hexagons  101 . 
         [0038]      FIG. 3  illustrates the removal of allied game pieces. As seen in  FIG. 3 , the three dark game-pieces  104  occupying  2 E,  6 E and  10 E, are in the move line (in this instance, the E row) of another dark game-piece  105  as it moves from start  4 E to terminal  10 E. This move typically results in mandatory removal of the dark game-pieces  104  occupying  6 E and  10 E. The moving player may elect to, but need not, remove the dark game-piece  104  occupying  2 E as part of the same move. 
         [0039]    Rival and allied game pieces may not be removed as part of the same turn. Accordingly, with a few exceptions discussed below in connection with game piece classification, removing one or more allied game-pieces during a turn prevents the capture of a rival game-piece. In other words, a contestant must select a move path whereby allied game-piece removal is avoided in order to capture a rival game-piece. 
         [0040]    Game-Piece Classifications. Each set of rival and allied game-pieces feature a number of different classifications. Game-piece classification determines game-piece initial positioning, movement style, movement duration, allied game-piece removal capabilities, upgrade potential (the ability to have abilities modified), and strategic value. The classification of any given game-piece is preferably identifiable via the shape of the game-piece, since each classification has at least one distinguishing shape. The game of the present application has eight basic game-piece classifications and the characteristics of each class are depicted in  FIGS. 4   a  through  4   d.  It should be noted that, while the game-pieces may feature stylized names and shapes, for purposes of this application the important consideration is the function and the play attributes of the various pieces. In other words, the styles of the pieces are not necessarily intended as a limitation of the scope of this application. 
         [0041]    1. The Drone  200 . Each set of allied and rival game-pieces suitably features a single drone  200 . The drone  200  is identified by the shape of a flying cross, as depicted in the  FIGS. 4   a  and  4   b . The drone  200  is the hierarch game-piece, and game-play centers around collecting points by placing the opposing drone  200  in danger of capture. As seen in  FIG. 4   a , the drone  200  is initially positioned at the point of the field  100  behind all other game-pieces (light= 6 U; Dark= 6 A; or, vice versa). As illustrated by  FIG. 4   b , a drone  200  may move one hexagon  101  in any direction “across lines” or “along lines.” The drone  200  is not upgradable. Movement of a drone  200  may result in the capture of rival or allied game-pieces. However, a drone  200  can neither be captured by the movement of an allied game-piece nor be captured in lieu of game-piece movement. 
         [0042]    2. The Nix  201 . Each set of allied and rival game-pieces suitably feature eleven nix  201 . The nix  201  may be identified by the shape of a circle or obtuse triangle, as seen in  FIGS. 4   a  through  4   d.  The nix  201  are the front line of defense for the allied drone  200 , or short-range infantry for endangering the rival drone  200 . As seen in the  FIG. 4   a , the nix  201  are, at the outset of the game, opposingly positioned to the rival game-pieces, one per column in front of the other allied game-pieces ((light= 1 N,  2 O,  3 P,  4 O,  5 P,  6 Q,  7 P,  8 O,  9 P,  10 O,  11 N; Dark= 1 H,  2 G,  3 F,  4 G,  5 F,  6 E,  7 F,  8 G,  9 F,  10 G,  11 H; or, vice-versa). 
         [0043]    As illustrated by  FIG. 4   b , a nix  201  may generally only move one hexagon  101  (or two as a first move) columnarly “across lines” toward the opponent (i.e., forward,  1 N to  1 L). However, the nix  201  may only capture a rival game-piece(s) at one hexagon  101  away in a forward “shallow angle” (for example  1 N× 2 M in  FIG. 4   b ). As part of the same turn which achieves advancement of the nix  201  to the rival end of any column (for example,  1 H to  1 F in  FIG. 4   b ), or any time thereafter, each individual nix  201  may either be: (1) upgraded to any other allied game-piece; (2) swapped locations with an un-captured allied game-piece; (3) traded for a captured allied monad combined with an allied morx  300  (discussed below); or (4) traded for an allied morx  300  which may be combined with any un-captured allied monad (discussed later below). 
         [0044]    3. The Monads: the Engineer  202 , the Scientist  203 , and the Politician  204 . Each set of allied and rival game-pieces suitably feature seven monad game-pieces. For example, the light and dark game-piece sets of the present embodiment feature two engineers  202 , two scientists  203 , and three politicians  204 . The engineer  202 , the scientist  203 , and the politician  204  are usually identified, respectively, by the shape of a spark plug, a cone, and a top hat, as seen in  FIGS. 4   a  and  4   b . The monads are primarily long-range offensive (i.e., attack) units for capturing rival game-pieces. Monads generally have minor defensive value for reasons discussed further below. As seen in the  FIG. 4   a , the monads are initially positioned behind the nix  201  at the respective corners of the field  100  in the same relative positions as, but not mirrored to, the rival monad game-pieces (dark may=engineers  202  at  2 E and  7 B, scientist  203  at  3 D and  7 D, politician  204  at  4 C,  8 C and  11 F; and, light may=engineers  202  at  5 T and  10 Q, scientist  203  at  5 R and  9 R, politician  204  at  1 P,  4 S and  8 S). 
         [0045]    As illustrated by  FIG. 4   b , a monad, for example the depicted engineer  202 , may move one or more hexagons  101  in any direction “along lines” (for example  9 L to  1 L;  9 L to  11 F;  9 L to  10 O; or, etcetera). Monads follow standard capture procedure and do not “jump” game-pieces. As mentioned above, the monads have minor defensive value since the “along lines” movement does not allow the monad game-pieces to endanger rival game-pieces in the hexagon  101  immediately adjacent to their position. For example, the engineer  202  depicted in  FIG. 4   b  on  9 L cannot capture the rival nix  201  on  10 K. The monad game-pieces are upgradeable to an astrix  400  as discussed below. 
         [0046]    4. The Pirouette  205  and the Bureaucrat  206 . Each set of allied and rival game-pieces suitably feature one pirouette  205  and two bureaucrat  206  game-pieces. The pirouette  205  and the bureaucrat  206  are usually identified, respectively, by the shape of a twirling top and a square, as seen in  FIGS. 4   a  and  4   b . These game-pieces are long-range offensive units for endangering the rival game-pieces, but these game-pieces are also strong defensemen for reasons discussed below. As seen in the  FIG. 4   a , the single pirouette  205  and the two bureaucrats  206  are initially positioned behind the nix  201  and among the monads, in the same relative positions as, but not mirrored with, the equivalent rival game-pieces (dark may=pirouette  205  at  5 D and bureaucrat  206  at  1 F and  10 E; and, light may=pirouette  205  at  7 R and bureaucrat  206  at  2 Q and  11 P). 
         [0047]    As illustrated by  FIG. 4   b , a pirouette  205  or bureaucrat  206 , for example the depicted bureaucrat  206 , may move one or more hexagons  101  in any direction “across lines” (for example  4 E to  4 C;  4 E to  9 J;  4 E to  1 H; or, etcetera). The pirouette  205  and bureaucrat  206  follow standard capture procedure and do not “jump” game-pieces. As mentioned above, these game-pieces have major defensive capabilities and value since the “across lines” movement permits the endangerment of rival game-pieces in the hexagons  101  immediately adjacent to their position. For example, the bureaucrat  206  depicted in  FIG. 4   b  on  4 E may capture the rival pirouette  205  on  5 D. 
         [0048]    5. The Tor Mentor  207 . Each set of allied and rival game-pieces suitably feature one Tor Mentor  207 . The Tor Mentor  207  is usually identified by the shape of a bottle opener, as seen in  FIGS. 4   a  and  4   b . This game-piece is the most capable game-piece. As seen in the  FIG. 4   a , the Tor Mentor  207  is initially positioned behind the nix  201  and next to the allied drone  200  (light= 7 T; and, dark= 5 B). As illustrated by  FIG. 4   b , the Tor Mentor  207  may move one or more hexagons  101  in any direction “across lines” or “along lines” (for example  3 P to  3 D;  3 P to  7 D;  3 P to  11 P;  3 P to  6 S;  3 P to  4 S;  3 P to  2 Q; or, etcetera). The for mentor  207  follows standard capture procedure and does not “jump” game-pieces. As mentioned above, these game-pieces have the most capabilities since the “across lines” and “along lines” movement permits the endangerment of game-pieces on all the hexagons  101  within the Tor Mentor&#39;s  207  radial vicinity. 
         [0049]    6. The Foxy Vix&#39;n Donkey Oatey  210 . Each set of allied and rival game-pieces suitably feature one Foxy Vix&#39;n Donkey Oatey  210 . The Foxy Vix&#39;n Donkey Oatey  210  is a split personality game-piece whose personalities manifest at different times of the game, depending on different facts and circumstances discussed below. The Foxy Vix&#39;n personality  211  is usually identified by the shape of a downwardly pointing triangular head, while the Donkey Oatey personality  212  is usually identified by the shape of an upwardly pointing tail, as seen side-by-side in  FIGS. 4   a  and  4   b . As depicted in  FIG. 4   a  the Foxy Vix&#39;n Donkey Oatey  210  is usually initially positioned on the player&#39;s left side, behind the nix  201 , and among the monad and bureaucrat  207  game-pieces (light= 3 R; and, dark= 9 D). 
         [0050]    a. The Foxy Vix&#39;n  211  Personality. A foxy vix&#39;n  211  may move in any direction straight “across lines,” or “shallow angled” “across lines.” Subject thereto, the foxy vix&#39;n  211  “jumps” non-moving game-pieces and may only capture rival or allied game-pieces at her terminal hexagon  101 . Furthermore, the movement duration for foxy vix&#39;n  211  is preset and depends on the number of times foxy vix&#39;n  211  has previously been moved since the most recent appearance of the foxy vix&#39;n on the field  100 . The foxy vix&#39;n&#39;s  211  first movement is one hexagon  101 ; second, two hexagons  101 ; third, three hexagons  101 ; fourth, four hexagons  101 ; and, five hexagons for any move thereafter. To facilitate player recognition of the mandatory movement duration for each foxy vix&#39;n  211  move, a game play record may be kept wherein the number of previous foxy vix&#39;n  211  moves, up to at least the first five movements, is preferably logged. As an added benefit of the record, a contestant may state his or her desired move before executing it so the opposing player may judge the propriety of the move.  FIG. 5  is an example of such a game record. 
         [0051]    As seen in  FIG. 4   c , the foxy vix&#39;n  211  “jumps” game-pieces, whereby only game-pieces on her terminal hexagon  101  are removed or captured. Although foxy vix&#39;n  211  must remove rival game-pieces occupying foxy vix&#39;n&#39;s  211  terminal hexagon  101 , the foxy vix&#39;n  211  may elect to share its terminal hexagon  101  with an allied astrix  500 , donkey oatey  212 , or donkey oatey  212  on a supported game-piece(all discussed further below), rather than removing the game-pieces from the field  100 . Once together on the same hexagon  101 , both the foxy vix&#39;n  211  and the other companion pieces (discussed below) may electively move simultaneously in a single turn so long as neither game-piece violates its respective movement parameters. It should be noted that a foxy vix&#39;n  211  and companion game-piece (discussed below) moving in concert may remove both allied and rival game pieces during a single turn. This mechanism does not violate the previous rules stated above since the foxy vix&#39;n  211  is deemed to capture the rival piece at the terminal hexagon  101  and the astrix  400  (discussed below) is deemed to capture the allied pieces in the move line. 
         [0052]    To illustrate foxy vix&#39;n movements,  FIG. 4   c  depicts one possible sequence of six moves:  2 Q× 2 O;  2 O- 4 O;  40 × 4 I;  4 I- 5 B;  5 B- 6 K; and,  6 K× 8 S. 
         [0053]    b. The Donkey Oatey  212  Personality. Like the foxy vix&#39;n  211 , a donkey oatey  212  may move in any direction straight “across lines” or “shallow angled” “across lines.” The donkey oatey  212  may not capture rival game-pieces except for those at the donkey oatey&#39;s  212  terminal hexagon  101 . However, unlike the foxy vix&#39;n  211 , donkey oatey  212  may, but need not, remove allied game-pieces within its move line. Also unlike foxy vix&#39;n  211 , the donkey oatey  212  takes all possible move paths to its terminal hexagon  101 , simultaneously. Accordingly, any allied game-pieces may be electively removed along all possible donkey oatey  212  move paths. 
         [0054]    The donkey oatey  212  follows mandatory movement durations, per turn, which are preset and depend on the number of times donkey oatey  212  has previously been moved since its most recent appearance on the field  100 . Donkey oatey&#39;s  212  first and second movements are both electively one or two hexagons  101 ; its third, four hexagons  101 ; fourth, three hexagons  101 ; its fifth, five hexagons  101 ; its sixth, six hexagons  101 ; its seventh, four hexagons  101 ; its eighth, eight hexagons  101 ; its ninth, six hexagons  101 ; its tenth, five hexagons  101 ; eleventh, three hexagons  101 ; twelfth, four hexagons  101 ; thirteenth, two hexagons  101 ; and fourteen, begin a repeat of the sequence starting at the third move. To facilitate player recognition of the mandatory movement duration for each move, a game play record may be kept wherein the number of times the donkey oatey  212  has been moved is preferably logged. Furthermore, the players could state their desired move before executing it whereby the opposition may check the record and judge the propriety of the stated move before execution thereof. An example of such a game-play record has been provided in  FIG. 5 . 
         [0055]    A consequence of mandatory movement durations beyond five hexagons is that positioning the donkey oatey  212  game-piece near the center of the field before such lengthy moves could potentially result in a donkey oatey  212  stalemate. A donkey oatey  212  stalemate results where no terminal hexagons  101  are available to accommodate the mandatory move duration of the game-piece. For instance, a donkey oatey  212  at start  6 K on its sixth, eighth, or ninth move has no potential terminal hexagons  101  and must remain indefinitely on  6 K. A donkey oatey  212  stalemate may be broken in a number of ways discussed below. 
         [0056]    During movement as seen in  FIG. 4   d  and unlike the foxy vix&#39;n  211 , the donkey oatey  211  “jumps” rival game-pieces during a move. Allied game-pieces in its move path, on the other hand, may be electively jumped or captured along all possible move paths. The donkey oatey  212  must take rival game-pieces at the terminal hexagon  101 . Donkey oatey  212  may electively share a terminal hexagon  101  with an allied game-piece whereby both game-pieces may move in concert in subsequent turns, so long as neither game-piece violates their respective movement rules. Otherwise, the pieces must be moved separately over multiple turns. 
         [0057]    To illustrate donkey oatey  212  movements,  FIG. 4   d  depicts one possible sequence of fourteen moves:  2 Q- 2 O;  2 O- 4 O(× 3 N,  3 P, and  6 O);  4 O- 6 U;  6 U× 9 R;  9 R- 11 J;  11 J- 11 F;  11 F- 7 B;  7 B- 3 D;  3 D- 7 P;  7 P× 10 G;  10 G- 5 F(× 7 D);  5 F- 7 J;  7 J- 3 H;  3 H- 1 F(× 2 G); and,  1 F- 1 J. As seen in the figure, on the first turn, donkey oatey  212  electively moves to terminal  2 O with an allied engineer  202 , and they both move simultaneously on the second ( 2 O- 4 O) and third turns ( 4 O- 6 U), but follow different move paths (engineer  202  dotted; donkey oatey  212  dashed). The companion engineer  202  may electively be removed or left at terminal  6 U after the third turn. Conversely, on the ninth move ( 7 P× 10 G) the allied engineer  202  at donkey oatey&#39;s  212  terminal hexagon  101  was electively removed. As illustrated in the figure by the second ( 2 O- 4 O) and third ( 4 O- 6 U) turns, and among many of the other moves depicted, the donkey oatey  212  game-piece passes over all move paths (typically two separate paths) to its terminal. Allied game-pieces may be removed from all move lines as discussed above. During the second turn ( 2 O- 4 O), for example, the engineer&#39;s  202  movement line allows the allied nix  201  at  6 O to be removed from the field  100 , but the donkey oatey&#39;s  212  movement line allows elective removal of the allied pirouette  205  at  3 P and for mentor  207  at  3 N. 
         [0058]    The movement sequence for donkey oatey  212  stated above is generally absolute, but there are two exceptions. First, if the donkey oatey  212  and the drone  200  occupy the same hexagon  101 , the game-pieces may, in some cases, be moved in concert according to the move rules of the drone  200 . Second, different movement rules also apply when the donkey oatey  212  occupies the hexagon  101  which also supports the Neutral Knocker  102  (discussed below). These moves are discussed further below. Moreover, these moves may resolve a donkey oatey  212  stalemate (also, a nix  201  may swap hexagons  101  with a stalemated donkey oatey  212  after advancing to the end of its column, as discussed above). 
         [0059]    In addition to its movement abilities outlined above, donkey oatey  212  has passive features which influence the other game-pieces. For instance, a rival game-piece occupying an allied terminal hexagon  101  may not be removed if the rival donkey oatey  212  is occupying a hexagon  101  anywhere in the movement line (i.e., the move may not be made). 
         [0060]    It should be noted that the donkey oatey  212  and other game pieces moving in concert may remove both allied and rival game pieces during a single turn. This mechanism does not violate the previous rule stated above, since one piece is deemed to capture the rival piece at the terminal hexagon  101  and the other piece is deemed to remove the allied pieces in the move line. 
         [0061]    c. Alternating Between Foxy Vix&#39;n  211  and Donkey Oatey  212 . The foxy vix&#39;n donkey oatey game-piece  210  is a split personality—the foxy vix&#39;n  211  (heads); and, the donkey oatey  212  (tails). Each personality has different attributes and characteristics. To determine which personality manifests first, a coin may be tossed at the beginning of the game with heads and tails of the coin representing the respective personality. Throughout the game, the personalities may alternate, or change, based on various events. For example, personality may switch after: the passing of a pre-set amount of time (periodic personality switching); the happening of an event (such as the removal of an opponent&#39;s game-piece from the field  100 ); or the placement of the foxy vix&#39;n donkey oatey  210  within a certain section of the field  100 —for instance, the left half of the field  100 . Any of these factors may be incorporated as the only means for switching personality or one of many means for switching personality during a given contest. 
         [0062]    7. Neutral Knocker  102 . The neutral knocker  102  is a single game-piece with loyalty to neither the light nor the dark game-piece sets. The neutral knocker  102  is usually identified by a hexagonal pillar, as depicted in  FIGS. 4   a  through  4   d,  and may be moved by either player, at least once per game. The role of the neutral knocker  102  is to occupy a single hexagon  101  on the field  100  whereby both rival and allied game-piece movements are blocked passively thereby. In other words, non-neutral game-pieces may not occupy or “jump” (from any of the  12  directions either “across lines,” or “along lines”) the neutral knocker  102  and its occupied hexagon  101 . 
         [0063]    The neutral knocker  102  renders the playing field  100  dynamic, since the accessible terminal hexagons  101  for any given game-piece change with neutral knocker  102  movements. In other words, the accessible hexagons  101  for any given game-piece movements are usually different after neutral knocker  102  movement than before. Although initially placed at the center of the board  6 K, the neutral knocker  102  may be moved a preset number of times per player per contest, (for example, one move apiece). The neutral knocker  102  may neither capture nor be captured. The neutral knocker  102  is not usually upgradeable, as previously defined. 
         [0064]    The neutral knocker  102  influences the movement of the other game-pieces. First, any movement line of any game-piece except donkey oatey  212  and foxy vix&#39;n  211  will effectively terminate at the neutral knocker  102  (i.e., game-pieces beyond the neutral knocker  102  may not be captured and desirable destination hexagons  101  beyond the neutral knocker  102  are not viable). Second, the neutral knocker  102  affects donkey oatey  212  movement when the neutral knocker  102  and the donkey oatey  212  occupy the same hexagon  101 . For example, if the neutral knocker  102  has not previously been moved by either contestant, both it and the donkey oatey  212  may be moved to any of the unoccupied hexagons  101  on the field  100 , thereby disregarding and temporarily suspending the movement sequence of the donkey oatey  212 . For another example, if the neutral knocker  102  is being moved for the second time while associated with the same donkey oatey  212  as the first neutral knocker  102  move, there are two possibilities: (1) where there has been no interim separation between the two game-pieces (neutral knocker  102  and donkey oatey  212 ) since the first neutral knocker  102  move, the move must follow both the donkey oatey  212  and neutral knocker  102  move rules; and, (2) where there has been interim separation between the two game-pieces since the first neutral knocker  102  move, both game-pieces may be moved to any empty hexagon  101  as if the first neutral knocker  102  move. Finally, if the neutral knocker  102  and the rival donkey oatey  212  occupy the same hexagon  101 , an allied move may transfer the neutral knocker  102  to a hexagon  101  supporting the allied donkey oatey  212  while simultaneously removing the rival donkey oatey  212  formerly sharing the hexagon  101  with the neutral knocker  102 . 
         [0065]    8. Donkey Oatey  212  Aspects: Morx  300 . A morx  300  is an aspect of the donkey oatey  212 . Each set of allied and rival game-pieces suitably feature six morx  300  game-pieces: (1) the down-feather  301 ; (2) the up-feather  302 ; (3) the way-down-feather  303 ; (4) the bitten-feather  305 ; (5) the inverted feather  304 ; and, (6) the lightning-bolt feather  306  (see  FIGS. 4   a  and  6 ). These morx  300  are respectively identified by an upside down feather, a right side up feather, a stringy feather, a two-pronged feather, a side notched feather, and a lightning-bolt feather. The morx  300  are placed on host monads thereby upgrading a monad to one of six astrix  400 : a doodle  401 ; an odd  402 ; a noodle  403 ; and earful  404 ; and off  501 ; and, an offul  502  (see  FIG. 6 ). The mechanisms for upgrading a host monad into an astrix  400  are discussed further below. 
         [0066]    The morx  300  are not usually immediately available to the contestants. Rather, each morx  300  has a triggering event that activates the morx  300  for attachment to a host monad. The triggering events are as follows: the down feather  301  activates upon the first rival capture of an allied donkey oatey  212  or foxy vix&#39;n  211 ; the up-feather  302  activates upon the first rival capture of an allied doodle  401 ; the way-down-feather  303  activates upon the first rival capture of an allied odd  402 ; the bitten-feather  305  activates if elected to replace an allied nix  201  that has advanced to the end of its column; the inverted feather  304  activates after the first rival capture of an allied for mentor  207 ; and, the lightning-bolt feather  306  activates if elected to replace an allied nix  201  that has advanced to the end of its column. To create an astrix  400 , the morx  300  generally need not attach to a monad immediately upon activation because the upgrade can usually be accomplished during a subsequent turn, or even during the opponents turn. 
         [0067]    a. Combining Morx  300  With Monads: Astrix  400  That Follow Foxy Vix&#39;n  211  Rules but Donkey Oatey  212  Movement Sequence.  FIG. 6  depicts the upgrade of a monad to an astrix  400  via a morx  300 . Four of the six astrix  400 , follow donkey oatey movement sequences, but foxy vix&#39;n  211  movement rules. The morx  300  may move away from its host game-piece if, as a turn and following the move rules, another monad occupies the terminal hexagon  101 . If the morx  300  transfers to a new host game-piece, the astrix  400  abilities shift with the morx  300 . 
         [0068]    i. The Doodle  401 . The doodle  401  is the result of a monad/down feather  301  combination (see  FIG. 6 ). Upon activation, the down feather  301  may then, or later, be placed on any un-captured monad. The resultant doodle  401  follows foxy vix&#39;n  211  rules, but donkey oatey  212  movement sequencing, starting as if the fourth donkey oatey  212  move. 
         [0069]    ii. The Odd  402 . The odd  402  is the result of a monad/up-feather  302  combination (see  FIG. 6 ). Upon activation, the up feather  302  may then, or later, be placed on any un-captured monad. The resultant odd  402  follows foxy vix&#39;n  211  rules, but donkey oatey  212  movement sequencing, starting as if the third donkey oatey  212  move. 
         [0070]    iii. The Noodle  403 . The noodle  403  is the result of a monad/way-down-feather  303  combination (see  FIG. 6 ). Upon activation, the way-down-feather  302  may then, or later, be placed on any un-captured monad. The resultant noodle  403  follows foxy vix&#39;n  211  rules, but donkey oatey  212  movement sequencing, starting as if the fifth donkey oatey  212  move. 
         [0071]    iv. The Earful  404 . The earful  404  is the result of a monad/bitten-feather  305  combination (see  FIG. 6 ). Upon activation, the bitten-feather  302  must immediately be placed on its host game-piece and the exchanged nix  201  must be removed from the field  100 . The resultant earful  403  follows the rules of the noodle  403 . 
         [0072]    b. Combining Morx  300  with Monads. Astrix  400  that follow Tor Mentor  207  Rules.  FIG. 6  depicts the upgrade of a monad to an astrix  400  via a morx  300 . Two of the six astrix  400 , follow for mentor  207  rules. The morx  300  may move away from its host monad if, as a turn and following the move rules, it will land on another monad occupying its terminal hexagon  101 . If the morx  300  transfers to a new host game-piece, the astrix  400  abilities shift to that new host game-piece. 
         [0073]    i. the Off  502 . The off  502  is the result of a monad/inverted-feather  304  combination (see  FIG. 6 ). Upon activation, the inverted-feather  302  may then, or later, be placed on any un-captured monad. The resultant off  502  follows for mentor  207  move rules. 
         [0074]    ii. The Offul  503 . The offul  503  is the result of a monad/crooked-feather  306  combination (see  FIG. 6 ). Upon activation, the crooked-feather  306  must immediately be placed on its captured or un-captured host monad and the exchanged nix  201  must be removed from the field  100 . The resultant offul  503  follows the rules of the off  502 . 
         [0075]    Obtaining a Victory. In the game of the present application, victory may be achieved in one of two ways: (1) strategizing a “perfect fix” on the first threat of capture to the opponent&#39;s drone  200  (see below); and, (2) if a “perfect fix” is not possible on the first threat of the opponent&#39;s drone  200 , by collecting more points than the opponent. 
         [0076]    A “fix” is the endangerment of a rival drone for capture. When such a configuration is attained by a contestant, the “fixing” contestant typically informs the “fixed” contestant. An imperfect fix occurs where the endangered drone  200  has the ability to escape in a single additional move. A “perfect fix” is the result of any game-piece configuration throughout the field  100  which results in an opposing drone  200  necessarily occupying a terminal hexagon  101  of the allied game-pieces, despite the opportunity for an additional move. Fixing the opponents drone  200  is the only manner by which points are earned. 
         [0077]    1. A Point Victory. Points are generally used to determine the victorious contestant. One point is usually awarded for “perfect fixes” (i.e. where the drone  200  necessarily occupies a terminal hexagon  101  of the rival game pieces). Four-elevenths of a point is generally awarded for non-perfect “fixes” (i.e., where the drone  200  is endangered, but may move away or may be protected from the endangerment). Seven-elevenths of a point is awarded if the imperfectly fixed contestant elects to end the game rather than attempt an escape. Points may be tabulated on a game-play record. TABLE 5 is an example of such a sheet. 
         [0078]    2. The Perfect Fix On the First Drone  200  Endangerment. Obtaining a perfect fix is an absolute victory if accomplished on the first endangerment of a drone  200  for capture. Victory results in the stated scenario since game movement will thereby terminate, and only the fixing party will have earned a point. 
         [0079]    Although described and depicted in the various embodiments and figures recited herein, other embodiments of the game of the present application will become apparent to one skilled in the art based on the disclosure above and advancements board game technology. In other words, the recited embodiments and figures are not intended to serve as a limitation on the invention.