Patent Publication Number: US-6702286-B1

Title: War strategy game

Description:
TECHNICAL FIELD OF THE INVENTION 
     The present invention relates to a war strategy game played on a polar matrix of intersecting radial and latitudinal paths that define an array of playing positions, where playing pieces move along those paths to flank and capture opposing playing pieces, and where several matrixes can be aligned to form a variety of city or battlefield layouts. 
     BACKGROUND OF THE INVENTION 
     A wide variety of strategy games have been developed and played over the years. Many of these games date back hundreds of years, such as Hnefatafl, Fox and Geese, Nine Man Morris, Go, Othello, Tick-Tac-Toe, Checkers and Chess. Each game has a board with an array of positions on which the players move their pieces during the course of play. The objective of the game is typically to capture all the pieces or a certain piece of your opponent. Examples of some more modern games are disclosed in U.S. Pat. No. 5,069,458 to Wahington, U.S. Pat. No. 5,145,182 to Swift, U.S. Pat. No. 5,437,460 to Cho and U.S. Pat. No. 5,690,333 to Danner the disclosures of which are incorporated by reference. 
     Strategy games can differ in a variety of ways. For example, the boards can contain different layouts or fields of positions. Each player can have the same or a different number of playing pieces. Each player can have the same or different kinds of playing pieces with superior strengths or capabilities. Playing pieces can be placed on the board at the start of the game or throughout the game. The playing pieces can move in a wide variety of ways on their respective boards. Players can capture the opposing pieces by moving their pieces to jump, surround or occupy the same position as the opposing pieces. Some games are limited to two players and others allow two or more players. Each of these variations affects the strategy of play and the degree of skill required to play the game against a knowledgeable opponent. 
     Game designs should produce a balance between the opposing players or sides. Neither player should have a significant advantage over the other simply based on which side or set of pieces they are playing or who goes first. The combination of board size and geometry, the types and number of playing pieces, the layout of the interconnecting playable positions, the manner each piece moves on the board, the manner of capture and the number of allowable players should all be taken into consideration when designing a strategy game. 
     Game designs should involve a desired degree of skill and variation of possible moves and outcomes. If the board layout, types and number of pieces, rules of movements and rules of capture are too simple the game will be so easy to learn and play in a skilled or logical manner that each person knows the best moves and countermoves. The players master the game so quickly that the game usually ends in a draw or predictable manner and becomes uninteresting. If the board size and layout, number and kinds of pieces and rules of movement and capture are too complicated the game can take too long to learn to a competitive level. The more skilled player repeatedly wins the game, which become frustrating for everyone. 
     Game designs should accommodate different numbers of players. Many games must be played by two and only two players. This is a problem when three or more people all want to play the same game, or when only one game is available. Other games require or are intended for three or more players. The game becomes more and more predictable and less skill is involved when there are only two or three players. Games that adjust to accommodate a variety of players, provide more opportunities to play, and are more rewarding to those that invest the time to learn and master the game. 
     More challenging games frequently require a significant investment in time before they can be played at a competent level. Complicated board layouts or rules of movement cannot be broken down into smaller components to facilitate learning the game. Unless a person can commit a significant amount of time to learn every aspect of the game, they will simply avoid learning the game altogether. 
     The present invention is intended to solve these and other problems. 
     BRIEF DESCRIPTION OF THE INVENTION 
     The present invention pertains to a war strategy game played on an octagon shaped polar matrix of eight radial paths and four latitudinal paths. Each radial path intersects each latitudinal path to define an array of playable positions. Each player is given nine pieces to place on the matrix at the start of the game. Each player moves one piece during each turn. Pieces move from one position to another along one radial or one latitudinal path. Players capture an opposing piece by occupying two opposed adjacent positions of that opposing piece. The matrix is combined with one or more other like-shaped matrixes to form a variety of city or battlefield settings. Two radial paths of each matrix join two corresponding radial paths of an abutting matrix. The city battlefield settings provide elongated radial paths or roadways along which the pieces move from one matrix to another. 
     One advantage of the present war strategy game is its balance between opposing sides of play. Neither player has an advantage simply based on the side or set of pieces they play or who goes first. The symmetry of the board, the equal number of playing pieces and the fact the pieces move and capture opposing pieces in the same manner combine to provide a challenging well balanced strategy game that rewards skillful play. 
     Another advantage of the game is that it requires strategy to play in a skilled manner. The geometry of the matrix or matrixes of pathways and labyrinth of interconnected playing positions encourage players to coordinate small squads or packs of pieces to capture one or more pieces of the other player or players. Larger scale assaults are difficult or impractical to coordinate. Hit and run tactics by smaller squads tend to be more successful, particularly in more complex multi-board battlefield settings. These squads can easily disperse through the catacomb of pathways and pack hunt the pieces of the other player. Pieces that are cut off from their squad are more easily surrounded and captured. Players have the challenge of simultaneously coordinating several squads that can attack, retreat and regroup throughout the game. 
     A further advantage of the present war strategy game is its variation of possible moves and outcomes. The board layout and piece movements allow a wide variety of skilled piece movements. Each piece can move and strike an opponent along several paths. Similarly, each piece is vulnerable to attack from their opponent from several directions. The squad movements must be coordinated to attain defensive and offensive position. A variety of sound movement strategies can be successfully employed. There is rarely a single best move, series of moves or countermoves. Skilled players must adjust their strategy to capitalize on the weaknesses of the present positions and strategies of their opponent or opponents. 
     A still further advantage of the present war strategy game is how quickly a player can gain or lose a seemingly advantageous offensive or defensive position. Players can quickly move packs of pieces from one side of a single board matrix or complicated battlefield matrix to the other. The geometry of each matrix allows each piece to move along three different paths to the other side of that matrix, unless blocked by another piece. Battlefield settings are typically arranged with elongated radial paths that allow pieces to move from one area or side of the city battlefield to the other in a single turn. Transport towers provide an additional mechanism for moving pieces from one end of the city to the other. The ability to move pieces long distances along several different paths provides for a fast moving game that require the constant attention of each player. An advantageous position can quickly swing to favor the opponent, and visa versa. 
     A still further advantage of the present war strategy game is its ability to accommodate different numbers of players or control the likely length of the game. The game is played by two players on a single board in a relatively short period of time. Additional boards are added to accommodate more players, or increase the difficulty or length of time to play the game. Large multiple board cities or battlefields are set up to accommodate several players. The game also accommodates team play. Skilled, intermediate and novice players can be divided up to form equally balanced teams. 
     A still further advantage of the present war strategy game is that piece movements are relatively easy to learn, and the game can be learned in incremental steps. Each piece moves along a single path of travel along one radial path or one latitudinal path during each turn. This same piece movement applies to all the pieces. Players can quickly become comfortable with single board play before they advance to learn the intricacies of multiple board battlefield layouts. After they becomes comfortable with the tactics of middle size battlefield layouts, they can advance to more complicated layouts involving several players or teams of players. Players can enjoy each level of play before advancing, and can learn at a rate that accommodates their schedule. 
    
    
     Other aspects and advantages of the invention will become apparent upon making reference to the specification, claims and drawings. 
     BRIEF DESCRIPTION OF THE DRAWINGS 
     FIG. 1 is a perspective view of a single octagon shaped board with a polar matrix of radial and latitudinal paths that define its center and perimeter. 
     FIG. 1 a  is a top view of the single board showing its polar matrix of radial and latitudinal paths. 
     FIG. 1 b  is a side view of the single board showing its pyramid shape and elevated center. 
     FIG. 2 is a top view of the single board showing the pieces of two opposing players arranged at the start of play. 
     FIG. 3 is a top view of the single board showing one piece moving along one radial path over the center of the board to its opposite radial path to combine with another piece to form a latitudinal flank on and capture an opposing piece. 
     FIG. 4 is a top view of the single board showing one piece moving along one latitudinal path to combine with two other pieces to form a double flank on and simultaneously capture two opposing pieces. 
     FIG. 5 is a top view of the single board showing one piece moving along one latitudinal path to combine with another piece to form a sacrificial flank on one opposing piece to simultaneously capture the opposing piece and sacrifice the piece being moved. 
     FIG. 6 is a top view of the single board showing one piece moving along one radial path over the center of the board to its opposite radial path to combine with three other pieces to form a triple sacrificial flank that simultaneously captures three opposing pieces and sacrifices the piece being moved. 
     FIG. 7 is a top view showing two abutting boards and connected matrixes and a pair of crisscrossing radial paths along which the pieces move from one matrix to the other. 
     FIG. 8 is a top view showing a first multi-board battlefield layout having a linear section with two crisscrossing elongated radial paths that allow pieces to rapidly move from one end of the city battlefield layout to the other. 
     FIG. 9 is a top view showing a second multi-board battlefield layout having a circular shape with one curved elongated radial path that extends completely around the layout and allows playing pieces to rapidly move around the layout. 
     FIG. 10 is a top view showing a third multi-board battlefield layout having an oval shape with several elongated radial paths and one set of two transport towers that allow the pieces to rapidly move or disburse from one side or region of the layout to another. 
     FIG. 11 is a top view showing a fifth multi-board battlefield layout having multiple symmetrical and irregular shaped loops with several elongated radial paths and four sets of transport towers, and with piece moving along a selected path of travel including various elongated paths and the four sets of transport towers to move from one side or region of the layout to another. 
     FIG. 12 a  is a top view of the fifth multi-board battlefield layout showing the possible paths of travel available to a first piece at a first particular position. 
     FIG. 12 b  is a top view of the fifth multi-board battlefield layout showing the possible paths of travel available to the first piece at a second particular position. 
     FIG. 12 c  is a top view of the fifth multi-board battlefield layout showing the possible paths of travel available to the first piece at the second particular position with most of its possible paths of travel being blocked by a second piece. 
    
    
     DESCRIPTION OF THE PREFERRED EMBODIMENTS 
     While this invention is susceptible of embodiment in many different forms, the drawings show and the specification describes in detail a preferred embodiment of the invention. It should be understood that the drawings and specification are to be considered an exemplification of the principles of the invention. They are not intended to limit the broad aspects of the invention to the embodiment illustrated. 
     The present invention relates to a strategy game generally indicated by reference number  10  and shown in FIGS. 1-12. The game  10  is generally played on one or more playing surfaces such as one or more boards  20 , but is amenable to play on other surfaces such as a computer screen. As shown in FIGS. 1,  1   a  and  1   b , each board  20  has a top surface  21  with a center  22  and a perimeter  23  formed by several sides  24 . The board  20  preferably has an octagon shaped perimeter with eight sides  24   a - 24   h  of equal length. Two adjacent sides  24  meet to form one of the eight, evenly spaced, corners  25   a - 25   h  around the perimeter  23  of the board  20 . Each corner  25  forms a 135° angle. Each side  24  forms a straight boarder segment between its two ends or corners  25 , and has a midpoint between those corners. The center  22  of the board  20  is elevated from its perimeter  23  to house the electrical components and lights for the game  10 . The even number of sides  24  give the board  20  a degree of symmetry. Each side  24  has a diametrically opposed side, and each corner  25  has a diametrically opposed corner. For example, sides  24   a  and  24   e , and corners  25   a  and  25   e  are diametrically opposed. The octagon shaped board  20  has eight lines of symmetry. One line of symmetry  41  passes through each of the four pair of diametrically opposed corners  25 . One additional line of symmetry  42  passes through each of the four pair of diametrically opposed midpoint of sides  24 . 
     Although the preferred embodiment of the game  10  is shown and described to be played on one or more substantially two-dimensional, octagon shaped boards  20 , it should be understood that the game could be played on boards having more or less than eight sides or a three dimensional board formed by two or more playing surfaces, without departing from the broad aspects of the invention. For example, the playing surface could be formed by two hemispherical shaped boards joined together to form a spherical playing surface, or a number of boards joined together to form a spherical, soccer ball shaped playing surface. In addition, in situations such as when the game  10  is played on a single board  20 , the perimeter  23  of the board could be circular without departing from the invention. 
     The top surface  21  of the board  20  displays a polar matrix or hive of pathways  50  with a generally spider web appearance as shown in FIG. 1 a . The matrix  50  has a center  52  and a perimeter  53  with eight corners  55  that generally coincide with the center  22 , perimeter  23  and corners  25  of the board  20 , respectively. The matrix  50  overlays the top of the board  20 , and is symmetrical for the reasons discussed above and other reasons discussed below. 
     The polar matrix  50  has a set of radial paths  60  that preferably includes eight paths  61 - 68 . Each radial path  61 - 68  is in line with and emanates from an end  69   a  at or near the center of the matrix  50 . Each radial path  61 - 68  extends linearly toward and has a terminal end  69   b  at one of the corners  55  of its perimeter  53 . The radial paths  60  are uniformly space apart around the circumference of the matrix  50 . Each radial path  61 - 68  forms a 45° angle with each of its two adjacent radial paths. For example, radial path  61  forms a 45° angle with radial path  68  and a 45° angle with radial path  62 . The matrix  50  and its radial paths  60  are symmetrical. Each path has an opposed radial path that is in linear alignment. For example, radial path  61  is in linear alignment with its opposed radial path  65 . 
     The polar matrix  50  has a set of latitudinal paths  70  that preferably includes an inner path  71 , two intermediate paths  72  and  73 , and an outer path  74 . Each latitudinal path  70  encircles the matrix  50  and is spaced a substantially uniform distance from its center  52 . The latitudinal paths  71 - 74  are uniformly spaced apart from their adjacent latitudinal path or paths. Although they are preferably octagon shaped, each latitudinal path  70  is spaced a specific, substantially uniform, distance from the center  22  or  55  of the board  20  or matrix  50 . The radius of the inner path  71  is roughly one-fourth of the radius of the matrix  50 . The radius of the first and second intermediate paths  72  and  73  are roughly one-half and three-fourths of the radius of the matrix  50 , respectively. The radius of the outer path  74  is slightly less than the radius of the matrix  50 . 
     Each latitudinal path  70  intersects all eight radial paths  60 . The intersection of one radial path  60  and one latitudinal path forms a point of intersection  75 . As the preferred embodiment of the matrix  50  has eight radial paths  60  and four latitudinal paths  70 , the matrix has thirty-two points of intersection  75 . Each intersection has an opening  76  for receiving a playing piece as discussed below. Although the preferred polar matrix  50  is shown and described as having eight radial paths  60 , four latitudinal paths  70  and thirty-two playing positions  90 , it should be understood that the number of paths and playing positions on a given matrix could increased of decreased without departing from the broad aspects of the invention. 
     Each latitudinal path  70  is formed by eight linear segments  78 . Each segment  78  connects two adjacent points of intersection  75  on its latitudinal path  71 - 74 . The segments  78  forming a given path  71 ,  72 ,  73  or  74  are each of equal size relative to the other segments in that path. The segments  78  in the inner path  74  are shorter than the intermediate paths  72  or  73 , which are shorter than the outer path  74 . Each latitudinal path  71 - 74  has the same number of occupiable positions  90 . Although each latitudinal path  70  is shown and described as being formed by linear segments  78 , it should be understood that these segments could be curved or arcuate so that one or more of the latitudinal paths has a circular or wavy shape without departing from the broad aspects of the invention. The latitudinal paths  71 - 74  could also be interconnected to form an inwardly converging spiral. 
     The radial and latitudinal paths  60  and  70  divide the board into a number of sectors or areas. The region or zone between two adjacent radial paths  60  defines one radial sector  82 . The eight radial paths  60  divide the board  20  and matrix  50  into eight, pie-shaped, radial sectors  82 . Each radial sector  82  has one 45° angle at the center  52  of the matrix  50 , and two 67.5° angles at each of its two corresponding corners  55  along its perimeter  53 . The region between two adjacent latitudinal paths  70  defines one latitudinal areas  84 . The four latitudinal paths  70  divide the board  20  or matrix  50  into three donut shaped latitudinal areas  84 . 
     The points of intersection  75  of the radial and latitudinal paths  60  and  70  define an array of occupiable playing positions  90 . As stated above, the preferred embodiment of the board  20  and matrix  50  has thirty-two playing positions. Each occupiable position  90  has three or four adjacent positions, and one or two sets of opposed adjacent positions. As shown in FIG. 1 a , a position  91  on one of the intermediate latitudinal paths has two sets of opposed adjacent positions  92  and  94 . The first set of opposed radially adjacent positions  92  is formed by positions  92   a  and  92   b . The second set of opposed latitudinally adjacent positions  94  is formed by positions  94   a  and  94   b . Positions  95  and  96  on the inner and outer latitudinal paths  71  and  74  only have one set  94  of opposed adjacent positions  94   a  and  94   b . These paths  71  and  74  have only one radially adjacent position. The symmetry of the polar matrix  50  dictates that each occupiable position  90  has a diametrically opposed position. For example, positions  91 ,  95  and  96  have diametrically opposed positions  97 ,  98  and  99 , respectively. 
     When the strategy game  10  is played on a single board  20  or matrix  50  with thirty-two playing positions  90  as in FIGS. 1-6, the game is intended for two players. Each player preferably receives nine playing pieces or squibbs  100  at the start of the game  10 . Each player receives a set of pieces  102  or  104  that is distinguishable from those of the other player. Each piece  100  preferably has the same general shape and is capable of fitting into any opening  76  at any playable position  90 . The sets of pieces  102  and  104  are distinguishable because each set of pieces has a different color or color pattern. For example, the first set of pieces  102  can be red, and the second set of pieces  104  can be green. 
     At the start of the game  10 , each player places his or her pieces  102  or  104  on opposite sides  24  of the board  20  or matrix  50  from the opposing player as shown in FIG.  2 . Each player places his or her set of pieces  102  or  104  in a cluster of playing positions  90  in an area formed by two adjacent radial sectors  82  and two adjacent latitudinal sectors  84 . Although each player is shown and described as initially receiving nine playing pieces  100  at the start of the game, it should be understood that the players could receive fewer or more pieces without departing from the broad aspect of the game, or some of the pieces could be received at a time other than the start of the game. 
     Once the sets of pieces  102  and  104  are placed on the board  20  or matrix  50 , the game  10  is ready to begin. To determine which player has the opening move, one player hides a red piece  102  in one hand and a green piece  104  in the other hand. The opposing player chooses, and the color of the piece  102  or  104  that is chosen moves first. The players take turns moving their pieces  102  or  104  during play. Each player moves one of his or her pieces  102  or  104  during each turn. 
     Each piece  100  moves in an equivalent manner subject to the particular position  90  it occupies at the start of the turn and the location of the other pieces  102  and  104  on the board  20  or matrix  50 . Each position  90  has several possible paths of travel available to any piece  100  placed on that position. Each playing piece  100  can move from its present position  90  along its adjoining radial path  60  or either of its latitudinal paths  70 . In other words, the piece  100  can move along one of either the radial or the longitudinal paths that intersect at its present position  90 . Pieces  100  on the inner and intermediate latitudinal paths  71 - 73  can move in one of four possible directions  121 - 124  as shown in FIG.  3 . Pieces  100  on the outer latitudinal path  74  can only move in one of three possible directions  121 ,  123  or  124 . The piece  100  can move in either of two radial directions  121  or  122  along its radial path  60 , or in either of two latitudinal directions  123  or  124  along its latitudinal path  70 . The piece  100  can move radially inwardly  121  toward the center  52  of the matrix  50 , radially outward  122  toward the perimeter  53  of the matrix, latitudinally to the right  123  or latitudinally to the left  124 . Pieces  100  are not permitted to move off the matrix  50 , or land on or pass over any other friendly  102  or opposed  104  piece. Thus, each possible path of travel can have a more limited permitted path of travel. 
     Each player moves one piece  100  along a selected path of travel  130  each turn. The player chooses which of his or her pieces  102  or  104  to move on the board  20  or matrix  50 , and its selected path of travel  130 . The selected path of travel  130  is one of the permissible paths of travel available to the piece  100  as dictated by the position  90  that piece occupies at the start of the turn and the location of the other pieces  102  and  104  on the matrix  50  at the start of that turn. The selected path of travel  130  extends in one radial or latitudinal direction  121 ,  122 ,  123  or  124  starting from that initial or present occupied position  90  of the piece at the start of the turn. The selected path of travel  130  can extend one path segment to an adjacent radial  92  or latitudinal  94  position or encompass any permissible number of path segments and playing positions  90  in the selected radial or latitudinal direction  121 ,  122 ,  123  or  124 . As noted above, the moving piece  102   a  cannot land on or pass over any other friendly  102  or opposed  104  piece or occupied position  90 . The selected path of travel  130  must end at one of the unoccupied positions  90  before reaching another piece  100 . 
     The permissible paths of travel extend along an inward radial path  131 , an outward radial path  132 , a right longitudinal path  133  or a left longitudinal path  134 . The pieces  100  are permitted to move over the center  52  of the matrix  50 , but cannot land on or occupy the center. When the selected path of travel  130  is along the radial path  60  of the piece  100 , the piece can travel in either radial direction  121  or  122  to any unoccupied position on that radial path  60 , unless blocked by another piece. When the selected path of travel  130  is the inward radial path  131 , such as along radial path  64 , the piece  100  can travel over the center  52  of the matrix  50  in a straight line to its opposed radial path, such as radial path  68 , and continue along the outward radial path  132  of that opposed radial path. The piece  100  can land on or end its movement on any unoccupied position  90  of that opposed radial path. 
     When the selected path of travel  130  is along the latitudinal path  70  of the piece  100 , the piece can move along the selected path of travel  130  in either latitudinal direction  123  or  124  to any unoccupied position on that latitudinal path  70 , unless blocked by another piece. The piece  100  can return to the same position from which it started its move provided a path leading back to the start position is available. A player cannot elect to skip his or her turn. As discussed above, each playing position  90  has a diametrically opposed position. The permissible paths of travel from each position  90 , and thus of each piece  100 , include three different directions  121 ,  123  or  124  and corresponding paths  131 ,  133  or  134  along which the piece can move to reach its diametrically opposed position. The selected path of travel  130  can be any one of these three permissible paths of travel. 
     As stated above, the goal of the game  10  is to capture or otherwise eliminate the pieces  100  of the opposing player. The first player uses his or her pieces  102  to capture the pieces  104  of the second player, and visa versa. Playing pieces  100  are captured when they are flanked by two opposing pieces  102  or  104 . The piece  100  is flanked when two opposing pieces  102  or  104  occupy one set of opposed adjacent positions  92   a  and  92   b  or  94   a  and  94   b  of that piece. For example, FIG. 3 shows the moving piece  102   a  traveling along its selected path of travel  130  from its initial position  90 , along inward radial path  131  of radial path  64 , over the center  52  of the matrix  50  to its opposed radial path  68 , and along outward radial path  132  to land on an end position  94   a  of radial path  68 . The moved piece  102   a  combines with another friendly piece  102   b  at position  94   b  on the same latitudinal path  72  to form a latitudinal flank  141  of opposing piece  104 . This is deemed a single piece capture or single flank  141  because only one piece is captured or eliminated. The captured or eliminated piece  104  is removed from the board  20 . 
     The geometry of the matrix  50  and allowable piece movements enable each player to capture one, two or three opposing pieces  104  during a single turn. The players can also sacrifice the piece  102   a  they are moving. The single flank or capture  141  is discussed above. A double flank  142  is shown in FIG.  4 . The moving piece  102   a  moves from its initial position on latitudinal path  72  along its selected path of travel  130  position  92   a ,  94   a  to combine with two other pieces  102   b  and  102   c  at positions  92   b  and  94   b , respectively, to form a double flank  142  on opposing pieces  104   a  and  104   b  to simultaneously capture both opposing pieces. Pieces  102   a  and  102   b  form a radial flank on piece  104   a . Pieces  102   a  and  102   c  form a latitudinal flank on piece  104   b . 
     A sacrificial flank  143  is shown in FIG.  5 . The moving piece  102   a  moves from its initial position on latitudinal path  72  along its selected path of travel  130  to position  92   a  to combine with another piece  102   b  at position  92   b  to flank one of the opposing pieces  104   a . The moved piece  102   a  is also simultaneously sacrificed because it is flanked by opposing pieces  104   a  and  104   b . Both the captured piece  104   a  and the sacrificed piece  102   a  are removed from the board  20 . A triple sacrificial flank  144  is shown in FIG.  6 . The moving piece  102   a  moves from its initial position on radial path  62  along its selected path of travel  130  over the center  52  of the matrix  50  to its opposite radial path  66  to combine with three other pieces  102   b ,  102   c  and  102   d  to form a triple sacrificial flank  144  that simultaneously captures three opposing piece  104   a ,  104   b  and  104   c , and sacrifices the moved piece  102   a . A double sacrificial flank (not shown) would occur if any one of the pieces  102   b ,  102   c  or  102   d  were removed. 
     The game  10  continues with the players taking alternating turns until one player eliminates all, or all but one, of the pieces  102  or  104  of the opposing player. Players with only one piece  102  or  104  are unable to flank and capture opposing pieces. One restriction of piece movement is that a player may not move all of his or her pieces  102  or  104  on an inner or outer ring  71  or  74  except to capture one or more of the opposing pieces. This rule is not necessary for team play on multiple-board layouts as discussed below. 
     Two boards or hives  20  and  20 ′ are joined together in FIG.  7 . The boards  20  are placed in a side-by-side relationship to join or otherwise link their matrixes  50  and  50 ′ together. One side segment  24  of board  20  abuts a corresponding side segment  24 ′ of the abutting board  20 ′. Abutting side segments  24   a  and  24   e ′ are flushly aligned so that their corners  25  and  25 ′ meet. Each abutting side segment  24   a  and  24   e ′ has a corresponding radial sector  82  or  82 ′ bound by two adjacent radial paths  65  and  66  or  61 ′ and  62 ′. 
     The outer end  69   b  of each of the adjacent radial paths  65  and  66  of matrix  50  flushly meets or otherwise interconnects with the outer end  69   b ′ of its corresponding radial path  61 ′ or  62 ′ of the abutting matrix  50 ′. The two sets of interconnecting radial paths  65  and  62 ′ and  66  and  61 ′ join or interconnect the abutting matrixes  50  and  50 ′. Each of the radial paths  65  and  66  on board  20  connects with its corresponding radial path  62 ′ or  61 ′ on the abutting board  20 ′. Although the boards  20  and  20 ′ are shown and described as having perimeters  23  and  23 ′ formed by straight side segments  24  and  24 ′, it should be understood that the perimeter could take on other shapes without departing from the broad aspects of the invention. For example the perimeters  23  and  23 ′ could have a wavy or flower shape. Each of the sectors  80  and  80 ′ could have a pelatine shape forming one flower petal. The radial paths  60  and  60 ′ could have terminal ends  69   b  and  69   b ′ at the peaks, midpoints, troughs or points where adjacent waves or petals intersect. 
     The pieces  100  move from one board  20  or matrix  50  to its abutting board  20 ′ or matrix  50 ′ by moving from one radial path  65  or  66  to its corresponding interconnected radial path  62 ′ or  61 ′. The pieces  100  can move from any position  90  on one radial path  65  or  66  to any position on its corresponding interconnected radial path  62 ′ or  61 ′, respectively. The pieces  100  can move over the center  52  of one or both interconnected matrixes  50  and  50 ′ in a single turn. For example, one possible path of travel  130  includes moving the piece  100  from its present position  90  on one radial path  62  of matrix  50  along inward radial path  131 , over the center  52  of that matrix, along outward radial path  132  of opposed radial path  66 , to an abutting matrix  50 ′ via its corresponding radial path  61 ′, along radial inward path  131 ′, over the center  52 ′ of the abutting matrix  50 ′ to its opposed radial path  65 ′, and along radially outward path  132 ′ to one of the positions  90 ′ on the opposed radial path  65 ′ of the abutting matrix. 
     A pair of crisscrossing radial paths  146  are formed by  61 ,  65 ,  62 ′ and  66 ′ and radial paths  62 ,  66 ,  61 ′ and  65 ′ The crisscrossing radial paths  146  includes first and second paths  147  and  148 . These linear paths  147  and  148  allow the piece  100  to move from one side of one board  20  or matrix  50  to an opposed side of the abutting board  20 ′ or matrix  50 ′ in a single turn. Elongated path  147  includes radial paths  61 ,  65 ,  62 ′ and  66 ′. Elongated path  148  includes radial path  62 ,  66 ,  61 ′ and  65 ′. The crisscrossing elongated radial paths  147  and  148  intersect each other at points of intersection  149  coinciding with the centers  52  and  52 ′ of the two boards  20  and  20 ′. 
     Several boards or hives  20  are joined or linked together to form any of a variety of city battlefield layouts  150  as shown in FIGS. 8-11. Each board  20  abuts at least one other board  20 ′, and up to as many as four other boards, in a manner described above. In city layouts  150  formed by octagon shaped boards  20 , the side  24  of one board  20  can abut any of the eight sides of its adjacent board  20 ′. The adjacent side segments  24  of one board  20  cannot abut two adjacent boards  20 ′ and  20 ″. For example, the adjacent side segments  24   a  and  24   b  of one board  20  cannot each abut an adjacent board  20 ′ and  20 ″. 
     The geometry and symmetry of the octagon shaped boards  20  allow them to be assembled in a wide variety of layouts or patterns  150 . Only a few boards  20  are needed to form less complicated layouts, such as a smaller generally linear layout  151  as in FIG.  8 . Additional boards  20  are added to increase the complexity and difficulty of the layout  150 . The boards  20  are assembled to form circular  152  or oval  153  layouts such as in FIGS. 9 and 10, respectively. The boards  20  are assembled to form more complicated layouts such as multi-loop layouts  155  with including combinations of several symmetrical and irregular shaped loops as in FIG.  11 . The geometry and symmetry of the boards  20  naturally guides the shape of the layout  150  so that spurs or offshoots link up with one or more other blocks in the layout in the flushly aligned, side-to-side manner to form various loop shapes. The layouts  150  can be symmetrical as in layouts  151 ,  153  and  155 , but can be unsymmetrical or include unsymmetrical loops within the overall layout as in layout  155 . This allows the game  10  to be played on city layouts  150  having a wide variety of linear, arced, circular, oval or irregular loop shapes, or any combination thereof. As players gain an understanding of the game  10 , how to coordinate the movements of their pieces  100  and master one particular layout  150 , they can continuously challenge themselves by altering the layout to increasing its complicity. 
     Layouts  150  are typically assembled to interconnect a series of opposed radial paths to form one or more elongated paths or roadways  160  that allow the pieces  100  to move extended distances in a single turn. These elongated paths  160  can extend from one end or area of the layout  150  to another. The elongated paths  160  can be substantially straight across the layout  150  from one side to an opposed side such as linear paths  61 ,  65 ,  62 ′ and  66 ′,  61 ″,  65 ″, etc., in FIG. 8, or arc across or around the board in a curved manner such as arcuate paths  64 ,  61 ′,  65 ′,  62 ″,  66 ″, etc. in FIG.  9 . The linear portion  151   a  of the layout  151  shown in FIG. 8 is formed by four boards  20  placed on diametrically opposed sides  24  of their adjacent boards. The elongated paths  160  take the form of a pair of substantially straight crisscrossing elongated radial paths  161 . The pair of crisscrossing paths  161  includes elongated radial path  162  and  163  that extend from one side of the linear portion  151   a  of the layout  150  to the other in a substantially linear or pseudo-linear manner. In the circular layout  152  in FIG. 9, one elongated path  164  forms a circle that extends completely around the layout. In the loop layouts  153  and  155  in FIGS. 10 and 11, there are several arcuate elongated paths  165  of varying length. 
     The elongated paths  160  create roadways for rapidly moving pieces from one side or location of the city battlefield  150  to the other. Controlling the positions  90  on or adjacent to these paths  160  provides strategic advantages for rapidly deploying pieces  100  around the city  150  and defending against attacks by the opposing pieces. City layouts  150  can be arranged where one or more elongated paths  160  intersect as in FIGS. 8,  10 , and  11 . Two paths  160  intersect at the center  22  or  52  of one board  20  or matrix  50 . Controlling the positions  90  around these points of intersecting paths  169  provide further strategic advantages for deploying pieces  102  around the city  150  and defending against attacks by the opposing pieces  104 . 
     Transport towers  170  provide additional mechanisms or portholes that connect potentially isolated regions of the city layout  150  as shown in FIGS. 10 and 11. One set of transport towers  170  includes two separate towers  172  and  173 ,  174  and  175 ,  176  and  177 , or  178  and  179 . Each tower  170  is placed at the center  52  of one of two different matrixes  50 . The squibb  100  must stop at the position  90  on the inner latitudinal path  71  adjacent one of the towers  170 , or enter the tower and exit its corresponding towers. Each set of transport towers  170  is two directional. The squibbs  100  can travel through them both ways. Pieces  100  moving in the inward direction  121  along one of these two matrixes  50  and entering one tower  172  or  173  must exit its corresponding tower  173  or  172  in the same turn. Pieces  100  that exit one of the transport towers  172  or  173  continue in the outward direction  122  along any radial path  60  in the matrix  50  containing the exit tower. The piece  100  can end on any position  90  on any chosen radial path  60 , or continue along any elongated path  160  connected to that matrix during that same turn, without passing over another piece. Controlling the positions  90  around one of the towers  172  or  173  of a set of towers  170  provides strategic advantages or rapidly deploying pieces  100  around the city  150  and defending against attacks by the opposing pieces. 
     Although each piece  100  has the same strength and moves according to the same guidelines, the possible paths of travel for a given piece change when it moves from one position  90  to another. The piece  100  at the position  90  not on one of the crisscrossing radial paths  146  or a board  20  with a tower  170  such as in FIG. 12 a  is limited to possible paths of travel on that board. The piece  100  can only potentially be move to one of the darkened positions. Yet, moving the piece  102  even a single latitudinal segment to a position on a crisscrossing radial path  146  or an elongated radial path  160  such as in FIG. 12 b  can dramatically increase the possible paths of travel that are potentially available to that piece. Now the piece  100  can potentially reach most of the positions in the layout  150 . By analogy to the game of chess, a piece  100  can be a pawn or a queen depending on the position  90  it occupies. As noted above, the permitted paths of travel available to the piece  102  at a given position  90  change during the course of the game  10  depending on the locations of the other pieces  102  or  104  on the board  20  or layout  150  such as in FIG. 12 c . The piece  104  blocks most of the possible paths of travel of piece  102  so that piece  102  can only reach the darkened positions. The ever changing mobility of the pieces  100  depending on their positions  90 , as well as the fluctuations in the permitted paths of travel of those positions depending on the location of the other pieces on the layout creates a dynamic game  10  that continuously challenges the players. 
     Any number of players can play the game  100  by increasing the number of boards  20  or matrixes  50 . The same rules for moving and capturing pieces apply when there are three or more players. Players can be divided into two opposing teams for Tidron play. The first or Vandorian team battles the second or Tanangg team. Each team preferably has three players, and each player has a Paidron of nine pieces  100 . Tidron play takes place on city layouts  150  as described above. Opposing teams face off their Paidrons in battles until one of the armies has been captured or time has run out. Paidrons must coordinate their strategies and attack together as a Tidron. 
     The rules for Tidron play are the same as for two players, with a couple of exceptions. As with single game play, at the start of the game  10 , one player from one team or army holds one of the squibb  100  from each army in a different hand held behind his or her back. One of the players on the opposing team or army chooses a hand. The squibb&#39;s army that is chosen gets the first Paidron placement and first attack. The Paidrons are placed anywhere in the city with the provisions that: 1) each Paidron is placed in a three by three block or cluster, 2) they are placed such that three of the squibbs are on the outer ring of the hive, and 3) the Paidron cannot block the pathways  147  and  148  where abutting hives  50  and  50 ′ are connected. The order of the Paidron placement is staggered. If one of the Vandorian Paidrons is placed first, then one of the Tanangg Paidrons is placed second, Vandorian third and so on until all of the Paidron have been placed on the city layout  150 . 
     Each Paidron is allowed one move per Paidron team turn. Each of the players can only move their own Paidron pieces  100 , but he or she may consult with other players on their team even if all of his or her squibbs have been captured. If there are five Paidrons is only allowed three moves per turn. So it is desirable to gang up and isolate and capture one Paidron at a time. Paidron leaders can move their squibbs  100  in any order, whichever order is most advantageous for their turn or attack. Players cannot move the same piece  100  more than once in a given turn. Captured squibbs  100  are removed from the board  20  the moment they are captured or killed. The attacking team can move its pieces  100  onto or over the position previously occupied by the captured piece  104  during that turn. Teams can coordinate their movements to open up blocked pathways for another of its Paidron&#39;s squibb  100  to use in the same turn or attack. Tidron city play opens up so many possibilities for the squibbs  100  to travel that they can get into and out of trouble very quickly. 
     The game  10  can be played on boards  20  with electric circuitry and lights that illuminate the adjacent radial and latitudinal paths  60  and  70  for each piece  100  on the board. The adjacent paths  60  and  70  for the positions  90  occupied by the pieces  102  of one player or Paidron are illuminated red. The adjacent paths  60  and  70  for the positions  90  occupied by the second player or Paidron are illuminated green. When the pieces  102  are moved to a position  92   a ,  92   b ,  94   a  or  94   b  adjacent one of the opposing pieces  104 , or visa versa, the connecting pathway is illuminated orange. This helps the players know when two pieces  102   a  and  102   b  are flanking an opposing piece  104 . The electronic board shows an orange light beam that goes in one side of the flanked or captured squibb  100  and out the other. Flanked squibbs  100  have orange light beams on opposed sides, and are removed from the board  20 . 
     While the invention has been described with reference to a preferred embodiment, it will be understood by those skilled in the art that various changes may be made and equivalents may be substituted without departing from the broad aspects of the invention.