Abstract:
A board game can be played by persons of all ages, with minimal training. The board includes a path having a repeating sequence of coded spaces, a material storage area, and a set of home bases, each home base having indicia which correspond to the various coded spaces. Each home base is associated with a different player or team. The players or teams accumulate or lose game pieces, based on instructions received according to operation of a spinner. The first player or team to place game pieces on all of the spaces, belonging to that player or team, wins the game. The game allows players to develop intricate strategies for allocating and positioning game pieces. Also, players or teams may agree to become allies, enabling the game strategy to become as complex as desired.

Description:
BACKGROUND OF THE INVENTION  
         [0001]    The present invention is a board game that provides entertainment and challenge for a plurality of players, or for teams of players.  
           [0002]    Various games have been developed which involve movement of game pieces along a board. Some such games, for example the game of checkers, involve undifferentiated pieces that are moved according to specific rules. The game of chess is a board game in which there are a number of different kinds of pieces, and in which game strategies can become very complex. Other board games involve a central theme, for example, the buying and selling of real estate in the game of “Monopoly”.  
           [0003]    The present invention provides a board game which can be played and enjoyed by both adults and children. The game of the present invention can be made more complex by playing it in teams, and by developing specific strategies for winning. Yet the pieces used in the game are undifferentiated, and thus it is easy for even a very young child to grasp quickly the essential features of the game.  
         SUMMARY OF THE INVENTION  
         [0004]    The game of the present invention is played on a board which defines a path having a plurality of coded spaces. The coded spaces may have color codes, letters, numbers, distinctive patterns, or other indicia that differentiate the spaces from each other. There are preferably four distinct codes, corresponding to the preferred number of players (or teams), and the coded spaces are provided in a repeating sequence around the board. The board also includes a material storage area, or stockpile, and a plurality of home bases, each of the home bases having a code corresponding to one of the codes used on the spaces on the board. The game apparatus also includes a plurality of substantially identical game pieces.  
           [0005]    In playing the game, each player (or team) is assigned to a home base, and is therefore also associated with the corresponding set of coded spaces on the board. The object of the game is to be the first player to place a game piece on all of one&#39;s spaces on the board.  
           [0006]    The game is played with a spinner, or an equivalent device that generates random outcomes. The spinner can point to any one of five possible outcome, each outcome being associated with a different instruction. A first instruction comprises requiring a player to take a game piece from the material storage area, or from the player&#39;s home base, and to place the game piece on a coded space on the board belonging to that player. A second instruction comprises requiring a player to remove a game piece from one of that player&#39;s coded spaces, or from that player&#39;s home base, and to place the game piece in the material storage area. A third instruction comprises requiring a player to take a game piece from a coded space belonging to another player, or from a home base of another player, and to place the game piece on a coded space belonging to the first player. A fourth instruction comprises requiring a player to remove a game piece from a coded space belonging to the player, or from that player&#39;s home base, and to give the game piece to another player by placing the game piece on a coded space belonging to that player. A fifth instruction comprises requiring a player to choose from any of the instructions listed above, and to follow that instruction.  
           [0007]    By following the instructions set forth above, the players can accumulate game pieces, and place them on their spaces on the board. In a regular version of the game, the winner is the first player to place game pieces on all of his or her spaces on the board. In a short version of the game, the winner is the player having the most pieces on the board at the end of a predetermined time.  
           [0008]    The game of the present invention can easily be played by individual players, or by teams of players. By prearrangement, some players or teams may agree to cooperate with other players or teams, thereby enhancing the complexity of the strategy used in the game.  
           [0009]    The present invention therefore has the object of providing a board game.  
           [0010]    The invention has the further object of providing a game involving the placement of undifferentiated game pieces on a path having a plurality of coded spaces.  
           [0011]    The invention has the further object of providing a game which includes an element of chance, as well as requiring a degree of skill.  
           [0012]    The invention has the further object of providing an entertaining game which can be quickly learned and enjoyed by persons of virtually all ages.  
           [0013]    The reader skilled in the art will recognize other objects and advantages of the present invention, from the following brief description of the drawings, the detailed description of the invention, and the appended claims. 
       
    
    
     BRIEF DESCRIPTION OF THE DRAWINGS  
       [0014]    [0014]FIG. 1 provides a plan view of the board used to play the game of the present invention, and also showing an instruction card which reminds players of the game how to interpret the results received from a spinner.  
         [0015]    [0015]FIG. 2 provides a view similar to that of FIG. 1, but showing the arrangement of game pieces at the start of the game, i.e. with a plurality of game pieces in a central stockpile, and five game pieces on each home base.  
         [0016]    [0016]FIG. 3 provides a view similar to that of FIG. 2, but showing a situation in which the game has advanced, with some game pieces located in the stockpile, some on the coded spaces in the center of the board, and some on the home bases.  
         [0017]    [0017]FIG. 4 provides a view similar to that of FIG. 3, but showing the game in a still more advanced position, with more game pieces on the coded spaces, and fewer game pieces in the stockpile and on the home bases.  
         [0018]    [0018]FIG. 5 provides a view similar to that of FIG. 1, showing a theoretical arrangement of game pieces which would cause one player to win the game.  
         [0019]    [0019]FIG. 6 provides a plan view of a spinner used in playing the game of the present invention.  
     
    
     DETAILED DESCRIPTION OF THE INVENTION  
       [0020]    The game of the present invention is preferably played on game board  1  shown in the plan view of FIG. 1. In the preferred embodiment, the game board includes an annular path  3  having a plurality of coded spaces. The coded spaces comprise radial segments of the path, and together define the full annular path. The path surrounds a region  2  designated “stockpile”. The stockpile comprises a material storage area for a plurality of substantially identical game pieces, as will be described below. At the corners of the board are a plurality of regions  4 - 7 , each designated as a “home base”.  
         [0021]    Although an annular path is preferred, the game can be played with paths of other shapes, such as that of a square, a hexagon, etc.  
         [0022]    In the preferred embodiment, there are four home bases because the game is preferably played by four players, or four teams of players. In general, there should be at least two players, or teams of players, and not more than four players, or four teams of players.  
         [0023]    The coded spaces on the board are distinguished by indicia, which may be colors, patterns, letters or numbers, any combination of the above, or some other features. The home bases are provided with the same indicia, respectively, as are found on the coded spaces. As shown in FIG. 1, the various coded spaces are identified by the repeating sequence of numerals  1 - 4 . Numeral  1  designates spaces having a pattern corresponding to that of home base  4 . Numeral  2  designates spaces having a pattern corresponding to that of home base  5 . Numeral  3  designates spaces having a pattern corresponding to that of home base  6 . And numeral  4  designates spaces having a pattern corresponding to that of home base  7 . Each player (or team) is associated with one, and only one, such pattern.  
         [0024]    The annular path also includes a plurality of concentric circles  11  which divide the path into “lanes”. The preferred number of circles  11  is three, so as to divide the path into four lanes. Each lane is assigned to at most one player or team.  
         [0025]    Four spaces on the board are designated with the word “Start”. Each “Start” space comprises a coded space like the others, but each “Start” space is associated with a unique pattern. Each “Start” space belongs to the nearest home base, which has the same pattern. Thus, each “Start” space belongs to a different player (or team).  
         [0026]    In summary, and as shown in all of FIGS.  1 - 5 , the spaces along the path comprise a repeating sequence of spaces having indicia matching the indicia associated with the respective players or teams. Thus, each space along the path is identified as belonging to, at most, one player or team.  
         [0027]    The game apparatus also includes spinner  20  shown in FIG. 6. The spinner includes rotatable arrow  22  which can point to any of a plurality of elements disposed around another annular path. These elements comprise distinct indicia, as illustrated by elements  23 ,  24 ,  25 , and  26 . The latter elements are repeated several times around the path. Elements  27  are black, and are designated as “wild” spaces. The significance of each element is explained on the card  30  displayed near the spinner. The details of the instructions contained on the card are explained below.  
         [0028]    The indicia used on the elements of the spinner may also be colors, patterns, letters, numbers, combinations of the above, or any other feature. It is also possible to use, on the spinner, the same indicia used on the spaces of the board, shown in FIGS.  1 - 5 , so as to use fewer total colors or patterns, but in the latter case, great care must be taken to distinguish the purpose of the indicia on the board from the indicia on the spinner. In general, the indicia on the board will identify a player (or team), and distinguish that player (or team) from the others. The indicia on the spinner will identify a particular instruction which a player receives upon operating the spinner. Thus, the indicia on the board have an entirely different function from the indicia on the spinner.  
         [0029]    The spinner can be replaced by any other device that generates random outcomes. For example, the spinner could be replaced by dice, cards, or any other device from which a plurality of random outcomes can be obtained. All such alternatives are within the scope of the present invention.  
         [0030]    The game of the present invention is played in the following manner. For purposes of the following explanation, assume that each player comprises one person, i.e. the number of members of each team is one.  
         [0031]    The object of the game is to be the first player to place game pieces on all of one&#39;s spaces on the board.  
         [0032]    First, each player selects the indicia (whether color, pattern, number, or other identifying symbol) to be associated with that player. The players then assume their positions around the board, each player sitting near the home base associated with that player. To each player there is assigned one lane on the board. The players may determine lane assignments by mutual agreement.  
         [0033]    Each player is then given five game pieces. As noted above, all of the game pieces used in the present invention are substantially identical. The players place their pieces on their respective home bases, and the board then appears as shown in FIG. 2. Then, each player takes one game piece from his or her home base, and places it on the “Start” space associated with that player. That is, each player places a game piece on a “Start” space which bears the indicia associated with that player. As noted above, a player&#39;s “Start” space is the closest “Start” space on the board to that player&#39;s home base. The remaining game pieces are kept in the stockpile  2 .  
         [0034]    The players then proceed to operate the spinner, shown in FIG. 6, to determine who will start. By prior agreement, the players associate themselves with different patterns indicated by the spinner, and it can be agreed that the person who receives a certain pattern, by operating the spinner, will be the first to play. The play may proceed clockwise, or counterclockwise, following the player selected to play first, or it may proceed according to an order determined by further spins of the spinner.  
         [0035]    The size of the spinner can be varied, so the number of elements disposed around the arrow  22  can also be varied.  
         [0036]    Each turn consists of a player operating the spinner, and following the instructions associated with the element to which the arrow points when it comes to rest. In the preferred embodiment, these instructions are as follows:  
         [0037]    1. If the spinner points to an element having the pattern  25 , the player must take a game piece from the stockpile, or from his or her home base, and place that game piece on any one of that player&#39;s spaces on the board.  
         [0038]    2. If the spinner points to an element having the pattern  23 , the player must take a game piece from one of that player&#39;s spaces on the board, or from his or her home base, and return it to the stockpile.  
         [0039]    3. If the spinner points to an element having the pattern  24 , the player must take a game piece from a space, on the board, belonging to another player, or from another player&#39;s home base, and put the piece on his or her own space on the board.  
         [0040]    4. If the spinner points to an element having the pattern  26 , the player must take a game piece from one of his or her own spaces on the board, or from the player&#39;s home base, and must place it on an empty space on the board belonging to another player.  
         [0041]    5. If the spinner points to a black element  27 , the player may choose to perform any of the four actions described above.  
         [0042]    Card  30 , disposed near the spinner, contains a brief summary of the above instructions, and can be used by each player, for reference. These cards may also be provided adjacent the board, as shown in FIGS.  1 - 5 . Furthermore, the instructions on the card may be reproduced directly on the board, as shown in FIGS.  1 - 5 , which show such instructions near each home base. Any or all of the above techniques can be used to remind the players of the meaning of each symbol.  
         [0043]    In all of the above cases, the player may not take the action indicated unless such action is otherwise permissible. For example, if a player obtains element  23 , that player may not do anything unless he or she has at least one game piece on the board or on his or her home base. If a player obtains element  24 , the player may “steal” a game piece only from a player who has a game piece on the board or on his or her home base. If a player obtains element  26 , no action may be taken unless the player has at least one game piece on the board or on his or her home base, which may be given to another player.  
         [0044]    In general, there should be enough game pieces, in the stockpile, to satisfy the needs of the players. In other words, there should be enough game pieces such that a player will win the game before the supply of game pieces in the stockpile is exhausted. In the preferred embodiment, the game apparatus is packaged with at least  48  game pieces, i.e. one set of 12 per player (or team), and this number should be more than ample.  
         [0045]    It is important to note, therefore, that the game pieces are not made to progress along the annular path. Instead, the game pieces are placed on specific spaces, removed from such spaces, and/or re-positioned on other spaces, according to the directions obtained by players by operating the spinner.  
         [0046]    A player who is entitled to place a game piece on the board may do so only on one of his or her own spaces, and only in his or her own lane. A player may not have any game pieces outside his or her own lane, or on spaces belonging to another player. Similarly, if a player is directed to place a game piece on another player&#39;s space, the game piece must be placed on a space belonging to the other player, and in the other player&#39;s lane. It is not permissible to have more than one game piece on the same space. When a player must place a piece on the board, he or she must do so on an empty space. Thus, there will be, at most, one game piece on any one space. More particularly, the above-established rules imply that there can never be any pieces arranged “side by side” in a space, since each player is entitled to use only one lane, and there can be no more than one game piece per space.  
         [0047]    As indicated above, a player may move only one piece per turn. When the player&#39;s hand is no longer touching the game piece being moved, that player&#39;s turn is deemed completed.  
         [0048]    [0048]FIG. 3 shows a hypothetical game position wherein some of the game pieces have been removed from the stockpile and from the home bases, and placed on spaces in the path. FIG. 4 shows a hypothetical game position in a still more advanced state of the game, with still fewer game pieces in the stockpile, and fewer game pieces on the home bases. FIG. 5 shows a hypothetical game position in which one player has won the game, by placing game pieces on all of his or her spaces, in his or her lane. Note that one of the game pieces in FIG. 5 is placed on a “Start” space. This figure illustrates the fact that, apart from the fact that the players place pieces on these spaces at the beginning of the game, the “Start” spaces are treated like any other spaces when the game is in progress.  
         [0049]    The above-described game can be won by developing various strategies. Although the instructions received by each player are determined by chance, i.e. by operating the spinner, the rules allow a considerable amount of choice to the player. For example, a player who obtains element  24  must decide from which player to “steal” a game piece, and a player who obtains element  26  must decide to whom a game piece should be given. The players must also decide whether and when to use the stockpile or a home base as a source or recipient of game pieces. The player who obtains black element  27  may of course decide to follow any of the possible instructions, and that player&#39;s decision is a strategic decision that may determine the outcome of the game.  
         [0050]    The game as described above can be made subject to a time limit. For a regular game, the recommended time limit is 20 minutes, which is normally long enough to allow a player to win. In a short version, the time limit can be 10 minutes, and the winner is the player who puts down the most game pieces on as many of his or her spaces as possible, within this time limit. The players may elect to have shorter or longer time limits, if desired.  
         [0051]    In still another embodiment, one controls the length of the game not by setting a definite time limit, but rather by using a predetermined number of game pieces. For example, in a regular game, there may be twelve game pieces per player (or team), but in a short game, there may be a smaller number, such as six. In the latter case, the winner would be the first player (or team) to place all six pieces on spaces on the board. Of course, the smaller the number of game pieces, the less time required to place the pieces on the board.  
         [0052]    In the preferred embodiment, the game is played as a tournament comprising three or more games. The winner of the tournament can be the one who wins the largest number of games, or the winner can be the one who wins a predetermined plurality (such as two-thirds or three-quarters) of the games.  
         [0053]    There are various alternatives to the game described above. As noted above, one alternative is to replace individual players with teams of players. Each single player could be replaced with a team having as many as four players.  
         [0054]    Another alternative is to allow cooperation between pairs of players. For example, team play can be allowed between opposite or adjacent partners, if agreed upon before the game starts, and the teams can then compete against other teams. The teams may even form alliances with other teams, to enhance the competitiveness of the game. As is true for the number of single players, the minimum number of teams is two, and the maximum number of teams is four. Preferably, the maximum number of players on a team is four.  
         [0055]    In team play, one member can be responsible for moving the game pieces, and another player can be responsible for planning strategies for the team, and another can be responsible for observing the strategy of the other teams.  
         [0056]    There may be one lane assigned to each team, or the teams can have their separate lanes, and may agree that the spaces in two or more lanes must be filled to win the game.  
         [0057]    The invention can also be practiced with a smaller peg board version, for use by persons who are traveling. This version is the same as the larger board game, but would use colored pegs, and one or more dice, or modified dice (instead of a spinner) on a small, multi-colored peg board.  
         [0058]    In the embodiment shown in the figures, there are twelve sets of coded spaces on the board, each set containing four spaces having the four distinct indicia described above. Other arrangements could be devised, with different numbers of spaces, within the scope of the invention.  
         [0059]    The game of the present invention can be modified in many ways. The path containing the game pieces need not be annular, but can comprise the perimeter of a square, a rectangle, or some other shape. It is preferred, but not absolutely necessary, that the path be a closed path. The spaces on the path can be coded in many different ways, such as by providing distinguishing indicia such as names, letters, numbers, colors, shadings, patterns, or any other symbol that distinguishes one space from another. The invention is not limited by the shape of the game pieces; any pieces that will fit on the coded spaces will be satisfactory for use in this game. These and other similar modifications should be considered within the spirit and scope of the following claims.