Abstract:
A board game including game pieces and rules for playing a game for a plurality of players, the goal of which is to defeat an opponent through battle of game pieces. The invention provides a board, multiple tile-like pieces, and at least one die. The tile-like pieces are used to block or challenge an opponent through the use of indicia on the outer periphery of each piece. Several levels of play are provided through the use of several game piece sets, which may be obtained independently.

Description:
CROSS-REFERENCE TO RELATED APPLICATIONS 
   This application is based upon and claims priority under 35 U.S.C. § 119(e) to the following U.S. provisional patent application, which is incorporated herein by reference in its entirety for all purposes: Ser. No. 60/340,030, entitled “Tile-Based Board Game,” filed Nov. 1, 2001. 

   FIELD OF THE INVENTION 
   The present invention relates generally to board games. More specifically, the present invention related to rules and apparatus for playing a board game for multiple players wherein the object of the game is for players to battle one another using tile-like game pieces and dice. 
   BACKGROUND OF THE INVENTION 
   Examples of board games using tile-like game pieces and/or battle-based games are disclosed in U.S. Pat. Nos. 2,703,713, 4,200,293, 4,411,433, 4,674,753, 4,676,510, 5,150,908, 5,570,887, 5,607,159, 5,791,652, 5,803,461, 5,810,666, 6,070,871, 6,170,825, 6,257,576, and 6,305,688, the disclosures of which are incorporated by reference in their entirety for all purposes. Another example of a tile-based game is dominoes, in all its many forms. 
   SUMMARY OF THE INVENTION 
   The present invention provides rules and apparatus for playing a board game. This board game uses tile-like game pieces that may be arranged in a side-by-side relationship. Numerical printed indicia or other indicators on the face of the tile, and preferably along the outer periphery of a face of the tile, may be used for comparison against similar indicators on adjacent tiles. Preferably, one or more dice are used to determine which of the indicators is to be compared to an adjacent indicator. 
   In the preferred embodiment, the indicia used in the game are based on the characters, items, and monsters appearing in the Yu-Gi-Oh!™ television program. 
   The advantages of the present invention will be understood more readily after consideration of the drawings and the Detailed Description. 

   
     BRIEF DESCRIPTION OF THE DRAWINGS 
       FIG. 1  depicts one embodiment of a game board and components suitable for use with the game of the present invention. 
       FIG. 2  depicts one embodiment of various game components suitable for use with the game of the present invention. 
       FIG. 3  depicts four possible layouts of tiles of one embodiment of the game of the present invention. 
   

   DETAILED DESCRIPTION OF THE INVENTION 
   Game  10  typically includes a game board or mat  12 , a plurality of moveable pieces, typically in the form of tiles  14 , chasers  16 , and a die  18 . 
   Game board  12  is divided on one side into predefined spaces, namely geometric spaces  20  which are typically hexagons. The back of game board  12  may feature pictures and symbols for all tiles  14  in a periodic-style chart. 
   Referring to  FIG. 1 , the preferred moveable tiles  14  are also hexagonal in shape so that they fit approximately within at least some of the spaces  20  of game board  12 . Tiles  14  include character tiles  22 , monster tiles  24 , and trap tiles  26 . Character tiles  22  represent a players&#39; power. When a character tile  22  is defeated, that player loses game  10 . Monster tiles  24  are used to attack opposing character tiles  22  and monster tiles  24  or to defend a player&#39;s character tiles  22 . Trap tiles  26  add effects that aid a player or hinder a player&#39;s opponent. 
   Tiles  14  have an upper face  28  and a relief-sculpted back  30 . Tiles  14  are shaped to define a plurality of predefined flat sides  32  defining an outer periphery that surround upper face  28 . At least one of tiles  14  typically includes a hole  34  for receiving a string-like holder. Upper face  28  has a label printed with plural indicia divided into identifiable groups of indicia, which are placed adjacent to each of sides  32  so that an indicia is associated with each of the sides  32 . These indicia may show a character  36 , a color  38 , and an indicator  40 , which are used to indicate the type of tile  14  and the relative power of that tile  14 . Indicator  40  may be a number and may be printed over a background of color  38 . The combination of these indicia forms strike values that determine the outcome of a battle when a player attacks opposing tiles  14 , as will be discussed in the description of dueling. 
   One embodiment of the game will include ten hexagonal tiles  14 , one of which has indicia representing a certain character, such as “Yugi,” and another of which has indicia representing a certain character, such as “Seto.” The eight other tiles  14  may include indicia representing various monsters, as shown in FIG.  2 . Other number of tiles  14  may also be used. 
   Die  18  is shaped to define a plurality of predefined faces, which are printed with separate indicia on at least two of the faces. Each of these indicia is associated with at least one of the identifiable groups of indicia shown on upper face  28  of tiles  14 . Die  18  is typically used to match indicia on die  18  to that of moveable tiles  14 . Indicia on die  18  may differ by color  38  or numeric indicator  40 , which typically match those on upper face  28 . 
   Game  10  would also typically include a rule book, which is typically 4″×5″, flat glass marbles referred to as star gems  44 , and ball chains  46  for passing through hole  34 . Chains  46  are typically eight inches in length, although other embodiments may be available. 
   Tiles  14  may contain several features that encourage players to collect different combinations of tiles  14  and eventually the entire issue. Alliances are formed by tiles  14  that belong together in terms of a story (i.e., Yugi and his monsters) and can draw additional powers from each other. Chasers  16  are indicated by a special foil label, these tiles will be character tiles  22  and more powerful monster tiles  24  that will be available in extremely limited numbers. Each separate issue of tiles  14  may also have a different relief-sculpted back  30 . The first series might have a millennium puzzle on its back  30 , with the following issues having the rest of the millennium objects. Each tile  14  also typically has a small hole  34  that allows kids to link them together on a small chain  46  so they can be easily carried or displayed. 
   Most labels on upper face  28  of tiles  14  are five color; chasers  16  are five color on foil. All character and monster tiles may be of the same color, such as gold. Traps may be of a different color, such as silver. Tiles should have a little weight, and sound like coins when dropped on a table. All tiles may have a label showing the character/monster, their attack values listed on each side  32 , and their alliances. 
   The following table lists a possible set of material and dimensions. 
   
     
       
             
             
             
             
             
           
             
             
             
             
             
             
           
         
             
                 
                 
             
             
                 
               Qty. 
               Material 
               Size 
               Color 
             
             
                 
                 
             
           
           
             
                 
             
           
        
         
             
                 
               Purchased Part 
               1 
                 
                 
                 
             
             
               1 
               Die 
               1 
               HIS 
               5/8 × 5/8 
               White 
             
             
               2 
               Ball chain w/ 
               2 
               metal 
               8″ length 
               Silver 
             
             
                 
               fastener 
             
             
               3 
               Flat Marbles 
               6 
               Glass 
                .5″ × .187″ 
               Black 
             
             
                 
                 
                 
                 
                 
               Metallic 
             
             
                 
               Molded Parts 
             
             
               1 
               Hexes 
               10 
               Zamak 
               .75″R × .125  
               Gold 
             
             
                 
               Printed Material 
             
             
               1 
               Play Mat 
               1 
               Glossy 
               10″ × 14″ 
               5 Color- 
             
             
                 
                 
                 
               paper 
                 
               Printing, 
             
             
                 
                 
                 
                 
                 
               2 Sided 
             
             
               2 
               Rule Book 
               1 
               Glossy 
               4″ × 5″ 
               5 Color- 
             
             
                 
                 
                 
               Paper 
               (closed) 10 pgs 
               Printing, 
             
             
                 
                 
                 
                 
                 
               2 Sided 
             
             
               3 
               Labels 
               10 
               Mylar 
               1.125″ × 1.28″  
               5 Color- 
             
             
                 
                 
                 
                 
                 
               Printing 
             
             
                 
               Paint/Spray Op 
             
             
               1 
               Die Tampo print 
               6 
                 
               .375″ × .375″ 
               Black 
             
             
                 
             
           
        
       
     
   
   The present invention is a game played by at least two players. The rules of the game are described in the following paragraphs. 
   The game may be sold in a Starter pack as shown in  FIG. 1 , which allows players to become acquainted with the game and teaches the two basic levels of the game. The entire three-level game is not available until players buy a Booster pack that may include spells and traps not available in the starter pack. 
   The object of the game is to reach and beat an opponent&#39;s character tile  22  with a monster tile  24 . 
   Basic game play begins by players flipping a token to see who picks first, and then the winner picking a character tile  22 . Players line up all monster tiles  24 , face-down and in a random order, and pick one at a time until each player has at least four monsters. 
   Players place their character tiles  22  at the marked locations on game board  12  and place their monster tiles  24  face-up in a circle around their character tile  22 . 
   The player who picked last goes first. Monster tiles  24  may either advance one space  20  per turn or may jump one or more of their own pieces to move more quickly, as long as the move is to an unoccupied space, as shown in FIG.  3 . Jumping requires that monster tile  24  is touching another tile  14  under that player&#39;s control. Pieces must always touch at least one other tile  14 . Any tile  14  left on its own is removed from the board. 
   During each turn a player must either move his or her character tile  22  or monster tile  24 . If a player is unable to move either then that player loses game  10 . 
   When any two opposing pieces land in face-to-face contact, the move ends and a duel begins. The player who moved a tile  14  into contact is the attacker. In the basic form of the game dueling begins with the attacker. Each player chooses one of the groups of indicia on his or her tile  14  by rolling die  18 . The player then matches that indicia, typically color  38 , to one of the identifiable groups of indicia on tile  14 , such as the colored strike value on their tile  14 , as shown by indicator  40 . The values are compared and the highest number wins. If the values are the same then players re-roll until the tie is broken and one player is a winner. Losing monster tiles  24  are removed from game board  12  and placed in that player&#39;s discard pile. If a character tile  22  is defeated then game  10  ends, regardless of remaining monster tiles  24 . Dueling becomes more complicated in the intermediate and advanced games and involves more strategy, as character tiles  22  and trap tiles  26  add further variables to the existing format. 
   If an attacking monster tile  24  ever comes into contact with two or more opposing tiles  14  at the same time, the attacking monster tile  24  must battle all enemy tiles  14  it touches. The attacking player is allowed to choose the order of attacks. If the attacker comes into contact with a character tile  22  and monster tile  24  at the same time, the attacking player need only defeat the character tile  22  in order to win the game. 
   Play continues until one player breaks through his or her opponent&#39;s defenses and defeats the opposing player&#39;s character tile  22 , thereby winning the game. 
   In one embodiment of the beginner game, every character tile  22  receives an automatic bonus of two, which is added to the rolled strike value during duels. 
   The Collector&#39;s Game is intended to be a more advanced version of the Beginner&#39;s Game, trap tiles  26  are therefore added to the game components to add new levels of strategy. When playing the more advanced version, players no longer begin the game by drawing character tiles  22  and monster tiles  24 . Instead each player brings his or her own tiles  14 . Each player must have one character tile  22  and the same number of monster tiles  24  and trap tiles  26  as his or her opponent. Typically, players may not have more than two identical monster tiles  24  or trap tiles  26 . The trap tiles  26  are placed face-down in front of the respective player although players may look at their own traps throughout the game. 
   The glass beads  44  included in the game are referred to as star gems. Star gems  44  are used to trigger play of trap tiles  26 . Players gain star gems  44  by winning duels. Every time a player defeats an opposing monster tile  24 , the winning player typically takes one star gem  44  from a bank of star gems. The collected star gems  44  are placed in a pile behind that players&#39; row of trap tiles  26 , which is referred to as the trigger pool. Gems  44  in a players&#39; trigger pool are then used to trigger traps, most of which cost 1, 2, or 3 star gems  44 . There is no limit to the number of gems  44  that can be used in a game. If more are needed, players may supplement the game with additional objects, such as pennies. 
   The series of dots in the lower left corner of trap tiles  26  is the number of gems  44  a player must spend to trigger the trap. The indicators  40  in the lower right corner describe the power of trap tile  26  and its function. The background color of trap tile  26  identifies the type of trap and the duration of its effect. For example, a yellow background on a trap tiles&#39; label indicates that it is a flash trap. This type of trap typically lasts only during the turn it is triggered and is placed in a discard pile at the end of the turn. A flash trap can be triggered at any time, regardless of whose turn it is. Another embodiment is that of a blue background to indicate a binding trap. The affect of this trap is typically permanent and remains in play until the end of the game, or until it is destroyed. A player may only play a binding trap during his or her turn. To trigger a trap, a player flips over the trap tile  26  and pays the appropriate number of star gems  44  from his or her trigger pool to the bank. Players may trigger as many traps as desired, provided that player has enough star gems  44 . 
   If multiple traps are triggered in one turn, they take effect one after another. The traps should be resolved in that same order, as some traps may undo the effect of those played before them. Once star gems are spent to trigger a trap they may not be recovered, even if an opponent cancels the trap with another trap. Any permanent trap that a player places may be used by that player in jumping or forming of a pod. Whenever a trap has been used or destroyed, it is placed in a discard pile. 
   One embodiment of the game includes numerous types of trap tiles  26 , as follows. 
   DISARM—A flash trap that requires 1 star gem. Destroys one triggered trap tile, canceling its effect. Place the destroyed tile in discard. 
   MYSTIC BARRIER—A binding trap that requires 1 star gem. Place this tile on any empty space in the Arena as a permanent wall. Mystic Barrier is considered a friendly tile to the player who triggered it. That player&#39;s tiles may jump over the Barrier. Opposing tiles will have to go around it. 
   SYMBIOSIS—A flash trap that requires 1 star gem. Place this tile on top of any monster you wish to target—for the remainder of that turn, the targeted monster may use the greatest Strike Value of any friendly monster with which it is in face-to-face contact. 
   SUN DAGGER—A flash trap that requires 1 star gem. Place this tile on top of any monster you wish to target—for the remainder of that turn, add 3 to the targeted monster&#39;s Strike Value. 
   POWER TRAP—A flash trap that requires 1 star gem. When triggered, steal one Star Gem from your opponent&#39;s Trigger Pool and place it in your pool. 
   SOUL CLAMP—A binding trap that requires 2 star gems. Place this tile on top of the monster you wish to target—for the remainder of the game or until the trap is disarmed, the targeted monster cannot move, attack or be attacked. It becomes a friendly wall to the player who triggered Soul Clamp. That player can jump over the Clamped monster. The opposing player must go around it. 
   GENESIS—A binding trap that requires 2 star gems. Return any monster from your discard pile to the Arena. The returned tile must be placed within 2 spaces of its character tile. 
   DIVINE CHAIN—A binding trap that requires 2 star gems. Place this tile on top of the monster you wish to target—for the next 3 turns the targeted monster cannot move or attack. It may defend itself if attacked, but loses its Element Bonus and Pod Bonus, if applicable. 
   SANDSTORM—A flash trap that requires 2 star gems. Destroys all of your opponent&#39;s triggered trap tiles. Place the destroyed tiles in discard. 
   EARTH FIST—A flash trap that requires 2 star gems. Place this tile on top of the monster tile you wish to target—for the remainder of that turn, add 7 to the targeted monster&#39;s Strike Value. 
   NOVA BURST—A binding trap that requires 3 star gems. Place this tile beneath the monster tile you wish to target—for the remainder of the game or until the trap is disarmed, add 3 to the targeted monster&#39;s Strike Value. 
   ZOMBIFY—A flash trap that requires 3 star gems. Place this tile on top of any opposing monster you wish to target—for the remainder of the turn you control the targeted monster. It becomes a friendly monster to the player who cast Zombify. 
   The turn sequence of the Collector&#39;s Game mirrors that of the Beginner Game, except for additional dueling steps. Once both players have rolled die  18  to determine their strike values, both players add an element bonus to their strike values, which is identified by a second indicia from the group of indicia on tiles  14 , and may additionally include a pod bonus based on tile  14  proximity. 
   In one embodiment, the different background colors  38  of every monster tile  24  represent elements, such as green for earth, blue for water, yellow for wind, red for fire, purple for darkness, and white for light. A monster obtains additional power from its element to increase its strike value. Character tiles  22  determine the amount of the additional power. During a duel, the color  38  of the monster&#39;s element is matched to the same-colored number  40  on its character tile  22 , that value is then added to the strike value. 
   Whenever two or more tiles  14  under the control of the same player are placed in face-to-face contact with each other, they form a pod. When dueling, any tile  14  in a pod gains an additional one point to its strike value, regardless of how many tiles  14  make up the pod or how many times the pod has attacked or been attacked. 
   Although character tiles  22  may be used to form a pod, they do not receive a pod bonus themselves since character tiles  22  receive a character strike bonus instead. The number found on the upper face  28  of the tile is the character strike bonus, which is added to that character&#39;s strike value during a duel. 
   It is believed that the disclosure set forth above encompasses multiple distinct inventions with independent utility. While each of these inventions has been disclosed in its preferred form, the specific embodiments thereof as disclosed and illustrated herein are not to be considered in a limiting sense as numerous variations are possible. The subject matter of the inventions includes all novel and non-obvious combinations and subcombinations of the various elements, features, functions and/or properties disclosed herein. Similarly, where the claims recite “a” or “a first” element or the equivalent thereof, such claims should be understood to include incorporation of one or more such thereof, elements neither requiring nor excluding two or more such elements. 
   Inventions embodied in various combinations and subcombinations of features, functions, elements, and/or properties may be claimed through presentation of new claims in a related application. Such new claims, whether they are directed to a different invention or directed to the same invention, whether different, broader, narrower or equal in scope to the original claims, are also regarded as included within the subject matter of the inventions of the present disclosure.