Patent Publication Number: US-8118308-B2

Title: Board game

Description:
CROSS REFERENCE TO RELATED APPLICATIONS 
     None at this time. 
     FIELD OF THE INVENTION 
     The present invention relates generally to a board game, which, in non-limiting embodiments, can provide entertainment and educational value for both children and adults. 
     SUMMARY OF THE INVENTION 
     The present board game provides both adults and children with an entertaining game that can be strategic and educational. 
     In one non-limiting embodiment, there is disclosed a board game comprising a playing surface having a plurality of playing spaces; and a plurality of playing pieces that are separated into at least first and second player playing pieces, wherein each playing piece is assigned a numerical value, and wherein the numerical value corresponds to: a movement value, wherein the movement value corresponds to the number of playing spaces that each playing piece can move on the playing surface; and a challenge value, wherein the challenge value corresponds to a challenge between a first player playing piece and a second player playing piece, wherein the second player playing piece can be removed from the playing surface when the first player playing piece has a greater than or equal to challenge value when compared with the second player playing piece&#39;s challenge value and when the first player playing piece is moved into the second player playing piece&#39;s playing space. In one aspect, at least two, three, four, five, six, seven, or eight or more players can play the game. Each of the additional players can have their own playing pieces. The numerical value can be displayed on the plurality of playing pieces. By way of example, the numerical value can be displayed on or embodied in the top, bottom, and/or sides of the playing pieces. The numerical value can be represented by an integer (e.g., 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, etc.) or any forms, symbols, designs, marks, or other representations thereof. For instance, and by way of example only, a symbol such as a triangle can represent a value of 1, a square can represent a value of 2, etc. The numerical value can be displayed on or embodied in to the top, bottom, and/or sides of the playing pieces via a self adhesive sticker. In one aspect, the shape of the playing piece can be formed to correspond to a given numerical value (e.g., a playing piece with a numerical value of three can be shaped in a manner that resembles the numerical number 3). Also, the shape of the playing piece can be formed to correspond to a given shape that is illustrative of a particular numerical value (e.g., the shape of a half-moon could represent the numerical number 3). The plurality of playing pieces can move in a wide variety of directions along the playing spaces up to their respective assigned numerical values. In one aspect, the pieces can move horizontally, vertically, and/or diagonally along the playing spaces up to their respective assigned numerical values. In some instances, a challenge between two playing pieces can be made by diagonally moving into a playing space that is occupied by an opponents playing piece. In certain embodiments, the movement of the playing pieces can be limited to horizontal and/or vertical directions to unoccupied playing spaces and diagonal directions for purposes of a challenge. In one aspect, the plurality of playing pieces can move only one playing space in a diagonal direction and only for the purposes of a challenge. In one embodiment, a first player playing piece can move along a chain of playing pieces, wherein the chain comprises at least two other first player playing pieces that occupy adjacent playing spaces. A playing piece can move along any point of the chain. In one aspect, a playing piece can be moved along or adjacent to any point on the chain by moving to: (i) an unoccupied playing space that is adjacent to the chain or any point on the chain (e.g., in instances where a player desires to create a stack); (ii) a playing space that is adjacent to the chain and occupied by another first player playing piece; or (iii) a playing space that is adjacent to the chain and occupied by a second player playing piece. The challenge value of the chain can be the combined value of all of the playing pieces that comprise the chain. In certain embodiments, the plurality of playing pieces are configured so as to allow the playing pieces to be stacked on top of one another. The movement value of the stacked playing pieces can be the assigned numerical value of the top piece of the stack. The challenge value of the stacked playing pieces can be the combined assigned numerical value of all of the playing pieces in the stack. A stacked set of playing pieces can also be un-stacked by moving any piece in the stack to a playing space. In some embodiments, the top, middle, and/or bottom piece of a stack can be removed from the stack. The stack can include at least two, three, four, five, six, seven, eight, nine, ten, or more playing pieces. The number of playing pieces for each player can vary (e.g., each player can start with two, three, four, five, six, seven, eight, nine, ten, eleven, twelve, thirteen, fourteen, fifteen, sixteen, seventeen, eighteen, nineteen, or twenty, or more playing pieces with each piece having any given assigned numerical value (e.g., numerical value of 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, or more). In one aspect, the first player playing pieces comprise: (i) a first playing piece that includes an assigned numerical value of one; (ii) a second playing piece that includes an assigned numerical value of two; (iii) a third playing piece that includes an assigned numerical value of three; (iv) a fourth playing piece that includes an assigned numerical value of four; (v) a fifth playing piece that includes an assigned numerical value of five; and (vi) a sixth playing piece that includes a numerical value of six. The second (or third, or fourth, or fifth, or sixth, or seventh, or eight, etc.) player playing pieces can include: (i) a first playing piece that includes an assigned numerical value of one; (ii) a second playing piece that includes an assigned numerical value of two; (iii) a third playing piece that includes an assigned numerical value of three; (iv) a fourth playing piece that includes an assigned numerical value of four; (v) a fifth playing piece that includes an assigned numerical value of five; and (vi) a sixth playing piece that includes a numerical value of six. In one aspect, the first player playing pieces can include: (i) four playing pieces having an assigned numerical value of one; (ii) two playing pieces having an assigned numerical value of two; (iii) two playing pieces having an assigned numerical value of three; (iv) two playing pieces having an assigned numerical value of four; (v) one playing pieces having an assigned numerical value of five; and (vi) one playing pieces having an assigned numerical value of six; and the second (or third, or fourth, or fifth, or sixth, or seventh, or eight, etc.) player playing pieces further comprise: (i) four playing pieces having an assigned numerical value of one; (ii) two playing pieces having an assigned numerical value of two; (iii) two playing pieces having an assigned numerical value of three; (iv) two playing pieces having an assigned numerical value of four; (v) one playing pieces having an assigned numerical value of five; and (vi) one playing pieces having an assigned numerical value of six. In another embodiment, only one and two value pieces can recapture. The playing surface of the board game can include a first player recapture zone which allows for first player playing pieces that have been removed from the playing surface due to a previous challenge to be added back to the playing surface when a first player playing piece is moved into the first player recapture zone. The playing surface can also include a second (or third, or fourth, or fifth, or sixth, or seventh, or eight, etc.) player recapture zone which allows for second (or third, or fourth, or fifth, or sixth, or seventh, or eight, etc.) player playing pieces that have been removed from the playing surface due to a previous challenge to be added back to the playing surface when a second (or third, or fourth, or fifth, or sixth, or seventh, or eight, etc.) player playing piece is moved into the second player recapture zone. The recapture zone can be positioned in a variety of places on the playing surface. In one aspect, the plurality of playing spaces are organized into rows and columns. In some aspects, there can be two rows and two columns, three rows and three columns, four rows and four columns, five rows and five columns, six rows and six columns, seven rows and seven columns, eight rows and eight columns, nine rows and nine columns, ten rows and ten columns, eleven rows and eleven columns, twelve rows and twelve columns, thirteen rows and thirteen columns, fourteen rows and fourteen columns, fifteen rows and fifteen columns, sixteen rows and sixteen columns, seventeen rows and seventeen columns, eighteen rows and eighteen columns, nineteen rows and nineteen columns, twenty rows and twenty columns, etc. In other aspects, there can be more rows than columns or more columns than rows (e.g., two rows and three columns, three rows and four columns, four rows and five columns, five rows and seven columns, six rows and eight columns, seven rows and nine columns, eight rows and ten columns, nine rows and twelve columns, ten rows and thirteen columns, eleven rows and fourteen columns, twelve rows and fifteen columns, thirteen rows and seventeen columns, fourteen rows and eighteen columns, fifteen rows and nineteen columns, sixteen rows and twenty columns, etc.). The shape and/or configuration and/or arrangement of the playing surface can vary. By way of example, it could be shaped as a square, rectangle, circle, oval, triangle, pentagon, hexagon, heptagon, octagon, nonagon, decagon, star (e.g., four, five, six, seven, eight, or more pointed star). In another embodiment, the configuration of the board can take on other configurations (e.g., symmetrical and asymmetrical configurations of playing spaces). In certain aspects, players playing the board game take alternating moves. In one instance, an object of the game is for a player to capture all of the pieces of another player&#39;s playing pieces. 
     Also disclosed is a method of playing the board game described throughout this specification. In one aspect, the board game can be played by a multitude of players (e.g., two, three, four, five, six, seven, eight, nine, ten, etc.). The method can include: providing a game board having a plurality of playing spaces; providing a plurality of playing pieces to the players, wherein the playing pieces are separated into at least first and second player playing pieces, wherein each playing piece is assigned a numerical value, and wherein the numerical value corresponds to: a movement value, wherein the movement value corresponds to the number of playing spaces that each playing piece can move on the playing surface; and a challenge value, wherein the challenge value corresponds to a challenge between a first player playing piece and a second player playing piece, wherein the second player playing piece can be removed from the playing surface when the first player playing piece has a greater or equal challenge value then the second player playing piece and when the first player playing piece is moved into the second player playing piece&#39;s playing space, wherein the plurality of players take alternating turns by moving one of their respective playing pieces on the game board up to the movement value of the playing piece. In one instance, an object of the game is for a player to capture all of the pieces of another player&#39;s playing pieces. 
     In certain embodiments, the board game disclosed throughout the specification can be played on a computer. As used herein, “computer” should be interpreted broadly as is not limited to traditional personal computers or laptops. For instance, the term encompasses any computing device such as, but not limited to, personal digital assistants, portable e-mail devices, other handheld devices, pagers, cell phones, smart phones, or the like. The board games can be stored or accessed on a computer readable medium. Computer readable medium includes, but is no way limited to, media such as any memory device, a hard drive, a CD, a DVD, a flash device, a floppy disk, a tape, or a file resident on a server or other storage. In certain aspects, a first player can be a human while the second player can be a computer or computer program. Also, the board game can be played on-line (e.g., through an interne connection) via a computer. 
     The game board, playing pieces, corresponding methods of use, etc. can “comprise,” “consist essentially of,” or “consist of” any of the elements disclosed throughout the specification. 
     It is contemplated that any embodiment discussed in this specification can be implemented with respect to any method, apparatus, game board, game pieces, etc. of the invention, and vice versa. 
     The use of the word “a” or “an” when used in conjunction with the term “comprising” in the claims and/or the specification may mean “one,” but it is also consistent with the meaning of “one or more,” “at least one,” and “one or more than one.” 
     The use of the term “or” in the claims is used to mean “and/or” unless explicitly indicated to refer to alternatives only or the alternatives are mutually exclusive, although the disclosure supports a definition that refers to only alternatives and “and/or.” 
     As used in this specification and claim(s), the words “comprising” (and any form of comprising, such as “comprise” and “comprises”), “having” (and any form of having, such as “have” and “has”), “including” (and any form of including, such as “includes” and “include”) or “containing” (and any form of containing, such as “contains” and “contain”) are inclusive or open-ended and do not exclude additional, unrecited elements or method steps. 
     Other objects, features and advantages of the present invention will become apparent from the following detailed description. It should be understood, however, that the detailed description and the examples, while indicating specific embodiments of the invention, are given by way of illustration only. Additionally, it is contemplated that changes and modifications within the spirit and scope of the invention will become apparent to those skilled in the art from this detailed description. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
       The following drawings form part of the present specification and are included to demonstrate non-limiting aspects of the present invention. The invention may be better understood by reference to one or more of these drawings in combination with the description of illustrative embodiments presented here. The drawings are not to scale, and certain distances or spacings may be exaggerated to provide clarity. The drawings are examples only. They do not limit the claims. 
         FIGS. 1A-D  illustrates playing surfaces with playing spaces have a variety of different shaped and positioned recapture zones. 
         FIGS. 2A-B  illustrates playing pieces having a variety of different shapes. 
         FIG. 3  illustrates an initial game set-up between two players. 
         FIGS. 4A-4E  illustrate challenges between two playing pieces. 
         FIGS. 5A-5B  illustrate stacking between two playing pieces. 
         FIGS. 6A-6H  illustrate movement and challenges with a chain of playing pieces. 
     
    
    
     DESCRIPTION OF ILLUSTRATIVE EMBODIMENTS 
     The following sections provides certain non-limiting embodiments of the board game. Such embodiments include non-limiting details about the playing surface, playing pieces, starting positions of the playing pieces, etc. One skilled in the relevant art, however, will recognize that such embodiments may be practiced with or without one or more of these non-limiting details. 
     A. Playing Surface 
     Referring to  FIG. 1A , the playing surface  10  is shaped as a square. Other shapes can also be used, examples of which include rectangle, circle, oval, triangle, pentagon, hexagon, heptagon, octagon, nonagon, decagon, star (e.g., four, five, six, seven, eight, or more pointed star). The playing surface  10  includes a plurality of playing spaces  11 , which are organized into eight rows R 1 -R 8  and eight columns C 1 -C 8 . The rows and columns can be varied to include fewer or more rows and columns. Further, their can be more columns than rows or more rows than columns. The playing surface  10  also includes two recapture zones  12 . The first recapture zone  12  occupies R 1  and C 1 -C 8 . The second recapture zone occupies R 8  and C 1 -C 8 . The first recapture zone  12  can be used for a first player, and the second recapture zone  12  can be used for a second player. Alternatively, the recapture zones  12  can be used by all of the players.  FIGS. 1B-1D  illustrate that the recapture zones  12  can have varying shapes and positions on the playing surface  10 . For instance,  FIG. 1B  illustrates two recapture zones, where a first zone  12  occupies R 1 -R 2  and C 1 -C 2 , and a second zone  12  occupies R 7 -R 8  and C 7 -C 8 .  FIG. 1C  includes a singe recapture zone  12 , which can be used by all of the players.  FIG. 1D  illustrates four recapture zones  12 , where a first zone  12  occupies R 1 -R 2  and C 1 -C 2 , a second zone  12  occupies R 1 -R 2  and C 7 -C 8 , a third zone  12  occupies R 7 -R 8  and C 1 -C 2 , and a fourth zone occupies R 7 -R 8  and C 7 -C 8 . As illustrated in each of  FIGS. 1A-1D , the recapture zones  12  can be marked on the playing surface, which in the present case are illustrated with heavily weighted lines. However, it is contemplated that any type of marking/illustration can be used to designate a recapture zone  12  (e.g., broken lines, coloring, shapes, pictures, indicia, markings, etc.). In another embodiment, the configuration of the board can take on other configurations (e.g., symmetrical and asymmetrical configurations of playing spaces). 
     The playing surface  10  can be made of plastic, cardboard, wood, concrete, granite, ivory, etc. Further, the playing surface can be displayed on a computer, can be stored or accessed in/from a computer readable medium, etc. 
     B. Playing Pieces 
     Referring to  FIG. 2A , the playing pieces  20   a - 20   f  can be used for a first player. Playing pieces  21   a - 21   f  can be used for a second player. In this regard, the pieces  20   a - 20   f  are illustrated as having a white color (any color can be used), while playing pieces  21   a - 21   f  are illustrated as having a black color (again, any color can be used). Playing pieces  20   a - 20   f  and  21   a - 21   f  have assigned numerical values ranging from 1-6, respectively, which can correspond to both the movement and challenge value of these pieces. In  FIG. 2A , the numerical values of the playing pieces  20   a - 20   f  and  21   a - 21   f  are illustrated on the surface of the pieces. These values can be etched, painted, affixed (e.g., adhesive sticker), etc., onto any surface (e.g., top, bottom, sides) of the pieces  20   a - 20   f  and  21   a - 21   f.    
     Alternatively, the playing pieces can be formed to represent their respective numerical values. This concepts is illustrated in  FIG. 2B . For instance, playing pieces  22   a  and  23   a  are shaped like a 1,  22   b  and  23   b , are shaped like a 2,  22   c  and  23   c  are shaped like a 3,  22   d  and  23   d  are shaped like a 4,  22   e  and  23   e  are shaped like a 5, and  22   f  and  23   f  are shaped like a 6. respectively. 
     The playing pieces  20   a - 23   f  can be made of plastic, cardboard, wood, concrete, granite, ivory, etc. In other aspects, the playing pieces  20   a - 23   f  can be displayed on a computer, can be stored or accessed on/from a computer readable medium. 
     C. Initial Game Set-Up 
     A variety of initial game set-ups can be used.  FIG. 3  represents an example of one non-limiting set up. Playing pieces  20   a - 20   f  can represent the pieces used for a first player, while pieces  21   a - 22   f  can represent the pieces used for a second player. In this embodiment, each player has four pieces having a numerical value of 1 ( 20   a  and  21   a ), two pieces having a numerical value of two ( 20   b  and  21   b ), two pieces having a numerical value of three ( 20   c  and  21   c ), two pieces having a numerical value of four ( 20   d  and  21   d ), one piece having a numerical value of five ( 20   e  and  21   e ), and one piece having a numerical value of six ( 20   f  and  211 ). 
     Playing pieces  20   a  are positioned on the playing surface  10  at R 2 -C 2 , R 2 -C 4 , R 2 -C 6 , and R 2 -C 8  respectively. Playing pieces  20   b  are positioned on the playing surface  10  at R 1 -C 1  and R 1 -C 8 , respectively. Playing pieces  20   c  are positioned on the playing surface  10  at R 1 -C 2  and R 1 -C 7 , respectively. Playing pieces  20   d  are positioned on the playing surface  10  at R 1 -C 3  and R 1 -C 6 , respectively. Playing piece  20   e  is positioned on the playing surface  10  at R 1 -C 4 . Playing piece  20   f  is positioned on the playing surface at R 1 -C 5 . Playing pieces  21   a  are positioned on the playing surface  10  at R 7 -C 1 , R 7 -C 3 , R 7 -C 5 , and R 7 -C 7  respectively. Playing pieces  21   b  are positioned on the playing surface  10  at R 8 -C 1  and R 8 -C 8 , respectively. Playing pieces  21   c  are positioned on the playing surface  10  at R 8 -C 2  and R 8 -C 7 , respectively. Playing pieces  21   d  are positioned on the playing surface  10  at R 8 -C 3  and R 1 -C 6 , respectively. Playing piece  21   e  is positioned on the playing surface  10  at R 8 -C 4 . Playing piece  21   f  is positioned on the playing surface at R 8 -C 5 . The initial position of the playing pieces  20   a - 21   f  can be varied in any manner. Also, the number of playing pieces (e.g., more or less) and the corresponding numerical values of the pieces can be varied in any manner (e.g., higher or lower). 
     D. Movement of Playing Pieces and Attack 
       FIG. 4  illustrates a playing piece  21   c  having an assigned numerical value of 3 challenging a second playing piece  20   b  having an assigned numerical value of 2. The dashed arrows represent playing piece  21   c  moving on the playing surface  10 . Each dashed arrow represents a move from one playing space  11  to the next. For instance, and because playing piece  21   c  has an assigned numerical value of 3, it can move up to three playing spaces  11 . In this instance, it moves from R 6 -C 4  to R 5 -C 4  and from R 5 -C 4  to R 4 -C 4  in a vertical direction, for a total of two playing spaces. It then moves from R 4 -C 4  to R 3 -C 5  in a diagonal direction, thereby exhausting its movement value for this turn. By moving from R 4 -C 4  to R 3 -C 5  it moves into a playing space  11  occupied by playing piece  20   b , which provokes a challenge between these pieces. Playing piece  21   c  wins the challenge due to it having a greater challenge value (3) when compared with playing piece  20   b &#39;s challenge value (2). In instances where two playing pieces have the same challenge value, then both pieces could be removed from the playing surface  10 . In an alternative embodiment, and in instances where two playing pieces have the same challenge value, then the piece provoking the challenge could win; in this regard, a tie goes to the challenger. In a further alternative embodiment, and still in instances where two opposing playing pieces have the same challenge value, then the piece provoking the challenge could lose; in this regard, a tie goes to the challengee. Further, if playing piece  21   c  had a lesser challenge value then  20   b , then  20   b  could win the challenge, which would result in  21   c  being removed from the playing surface  10 . 
     Any playing piece that is removed from the playing surface  10  can be re-captured and placed back onto the playing surface  10 . Staying with  FIG. 4A , after playing piece  21   c  wins the challenge, then playing piece  20   b  is removed from the playing surface  10 . If another playing piece (e.g., any one of  20   a - 20   f  in  FIG. 3 ) moves into a recapture zone  12 , then the player can select any playing piece that is removed from the playing surface  10  and place it back onto the playing surface  10 . In one embodiment, the playing piece being reintroduced to the playing surface  10  has to have an equal or lesser numerical value then the playing piece that entered the recapture zone  12 . In another embodiment, the playing piece being reintroduced to the playing surface  10  can have a less, equal, or greater numerical value then the playing piece that entered the recapture zone  12 . In one embodiment, playing pieces with a value of one or two can only recapture lost/captured playing pieces. Further, and in embodiments where there are multiple recapture zones  12  on a playing surface  10 , the recapture zones can be assigned to a given player. For instance, and referring to  FIG. 4A , the recapture zone  12  of R 1  and C 1 -C 8  can be assigned to playing piece  21   c , whereas the recapture zone  12  of R 8  and C 1 -C 8  can be assigned to playing piece  20   b . In this way, and referencing  FIG. 3 , playing pieces  21   a - 21   f  can defend playing pieces  20   a - 20   f  from entering recapture zone  12  of R 8  and C 1 -C 8 , and playing pieces  20   a - 20   f  can defend playing pieces  21   a - 21   f  from entering recapture zone  12  of R 1  and C 1 -C 8 . 
       FIGS. 4B-4D  provide additional illustrations of possible movements of the playing pieces and provoking challenges between playing pieces. For instance,  FIG. 4B  illustrates playing piece  21   c  moving and provoking a challenge with playing piece  20   b  in two moves. In some embodiments, after a challenge has been provoked, then the playing piece will forgo any further movement for this turn. For instance, although playing piece  21   c  in  FIG. 4B  only moved two spaces to provoke the challenge with playing piece  20   b , it will forgo its right to move a third playing space  11 . In other embodiments, however, and after a challenge has been provoked, then the playing piece could continue moving if it still has any movement value remaining after provoking the challenge (e.g., playing piece  21   c  in  FIG. 4B  could move an additional playing space  11  after provoking and winning the challenge between playing piece  20   b ). 
       FIG. 4C  illustrates a challenge between playing piece  21   c  and  20   b . In this embodiment, the challenge is invoked by vertically moving playing piece  21   c  into the playing space  11  of playing piece  20   b . In other embodiments, however, a challenge could be invoked by moving either horizontally or vertically into another playing space of a playing piece. In some aspects, a challenge could be limited to only vertical movement into another playing space of a playing piece. 
       FIGS. 4D-E  illustrate situations where a challenge is invoked by playing pieces  21   c  and  20   c  that have the same assigned numerical values. As noted previously, and in such instances, both pieces could be removed from the playing surface  10 . Alternatively, the piece provoking the challenge could win; in this regard, a tie goes to the challenger. Alternatively, the piece provoking the challenge could lose; in this regard, a tie goes to the challengee. 
     In one embodiment, the first player to capture all of the opponents playing pieces wins the game. 
     E. Stacking 
       FIG. 5A  illustrates the concept of stacking playing pieces. In particular, playing piece  20   c  can move into the playing space  11  of playing piece  20   b  and be stacked on top of playing piece  20   b . In other instances, playing piece  20   b  can be stacked on top of playing piece  20   c . In some embodiments, after a stacking has occurred, then no further movement will occur for this turn. 
       FIG. 5B  illustrates a stacked piece  25 . Stacked piece  25  can have both a movement value and a challenge value that is equal to the combined stack of pieces  20   c  and  20   b  (e.g.,  5  and  5 , respectively in  FIG. 5A ). Alternatively, stacked piece  25  can have a movement value that is equal to the movement value of the top piece  20   c  (e.g., 3) and a challenge value that is equal to the combined stack of pieces  20   c  and  20   b  (e.g., 5). Alternatively, stacked piece  25  can have a movement value that is equal to the combined stack of pieces  20   c  and  20   b  (e.g., 5) and a challenge value that is equal to the top piece  20   c  (e.g., 3). 
     Stacked piece  25  can also be unstacked. In one embodiment, unstacking can be performed in a recapture Zone  12 . In another embodiment, unstacking can be performed any where on the playing surface  10 . 
     F. Chains 
       FIGS. 6A-6E  illustrate the concept of moving and challenging by using chains. In one embodiment, a chain can include at least two playing pieces from one player that occupy adjacent (whether horizontal, vertical, or diagonal) playing spaces  11 . For instance, and with reference to  FIG. 6A , the playing pieces spanning playing spaces R 4 -C 2  to R 3 -C 2  to R 3 -C 4  illustrate a chain of playing pieces  30  (curved line represents the shape of the chain). 
     A playing piece that enters a chain  30  can move along and exit or stop on any part of the chain  30 , which results in a total movement of one playing space  11  with respect to the playing piece&#39;s corresponding movement value. For instance, and with reference to  FIG. 6A . Playing piece  20   c , which has a movement value of 3, can be moved from R 2 -C 5  to R 3 -C 5  (i.e., one space move) and then from R 3 -C 5  to R 3 -C 4 , thereby entering the chain  30 . Once entering the chain  30 , playing piece  20   c  can slide along and exit any portion of the chain  30  (i.e., one playing space move).  FIG. 6A  represents playing piece  20   c  entering the chain and exiting from R 3 -C 4  to R 4 -C 4 . The arrows from R 4 -C 4  illustrate playing piece  20   c  has an additional move remaining (i.e., movement value of 3, with the first move being from R 2 -C 5  to R 3 -C 5 ; the second move being from R 3 -C 5  to R 3 -C 4 , thereby entering the chain and subsequently exiting the chain at R 4 -C 4 ; and the third move being from R 4 -C 4  to either one of R 4 -C 3 , R 5 -C 3 , R 5 -C 4 , R 5 -C 5 , R 4 -C 5 ). 
       FIG. 6B  represents playing piece  20   c  entering the chain  30  and exiting from R 3 -C 3  to R 4 -C 3 . The arrows from R 4 -C 3  illustrate playing piece  20   c  has an additional move remaining. 
       FIG. 6C  represents playing piece  20   c  entering the chain  30  and exiting from R 4 -C 2  to R 5 -C 2 . By exiting the chain  30  at R 5 -C 2 , a challenge is provoked between playing piece  20   c  and playing piece  21   c . In one embodiment, when a challenge is provoked immediately after exiting either end or any point along the chain  30  (e.g., playing piece  20   c &#39;s move into R 5 -C 2 ), the playing piece exiting the chain (e.g., playing piece  20   c ) has a challenge value equal to the total value of the chain  30  (e.g.,  7  in  FIG. 6C ). In some instances, the challenge value is equal to the total value of the chain  30  (e.g.,  7  in  FIG. 6C ) plus the value of the challenging playing piece (e.g.,  10  in  FIG. 6C ). In other instances, the challenge value is simply the value of the challenging playing piece (e.g.,  3  in  FIG. 6C ). 
       FIG. 6D  provides additional non-limiting representations on the variety of ways to calculate a chain&#39;s value for challenge purposes. In one instance, and as discussed in the above paragraph, the entire value of the chain  30  can be used for challenge purposes. In such an embodiment, the challenge value of the chain  30  in  FIG. 6D  would be 23. In other embodiments, the challenge value of the chain  30  can be limited to adjacent playing pieces that are aligned in a general direction. By way of example, and in instances where a challenge is invoked between a playing piece exiting the chain  30  at R 6 ,C 1 , the challenge value of the chain  30  is limited to 8, as the adjacent playing pieces occupying R 6 ,C 2 , R 6 ,C 3 , and R 6 ,C 4  are all moving along a general horizontal direction. This is illustrated by the broken arrow  35 . Similarly, in instances where a challenge is invoked between a playing piece exiting the chain  30  at R 7 ,C 4 , the challenge value of the chain  30  is limited to 16, as the adjacent playing pieces occupying R 6 ,C 4 , R 5 ,C 4 , R 4 ,C 4 , R 3 ,C 3 , R 2 ,C 2 , R 3 ,C 5 , and R 2 ,C 6  are all moving along a general vertical direction. This is illustrated by broken arrows  34  and  36 . In instances where a challenge is invoked between a playing piece exiting the chain  30  at R 1 ,C 1 , the challenge value of the chain  30  is limited to 12, as the adjacent playing pieces occupying R 2 ,C 2 , R 3 ,C 3 , R 4 ,C 4 , R 5 ,C 4 , and R 6 ,C 4  are all moving along a general vertical direction. This is illustrated by broken arrow  34 . 
       FIG. 6E  provides a further illustration of a chain&#39;s value for challenge purposes. Broken arrows  37  and  38  illustrate the challenge value of the chain  30  for adjacent playing pieces moving in a generally horizontal direction  37  and in a generally vertical direction  38 . For example, in instances where a challenge is invoked between a playing piece exiting the chain  30  at R 7 ,C 5 , the challenge value of the chain  30  is limited to 10, as the adjacent playing pieces occupying R 6 ,C 4 , R 5 ,C 3 , R 4 ,C 4 , R 3 ,C 3 , and R 2 ,C 4  are all moving along a general vertical direction. This is illustrated by broken arrow  38 . In instances where a challenge is invoked between a playing piece exiting the chain  30  at R 4 ,C 7 , the challenge value of the chain  30  is limited to 12, as the adjacent playing pieces occupying R 5 ,C 3 , R 4 ,C 4 , R 4 ,C 5 , and R 4 ,C 6  are all moving along a general horizontal direction. This is illustrated by broken arrow  37 . 
       FIG. 6F  represents playing piece  20   c  entering the chain  30  and exiting from R 3 -C 2  to R 3 -C 1 . The arrows from R 3 -C 1  illustrate playing piece  20   c  has an additional move remaining. 
     In particular embodiments, a playing piece entering a chain can move along and stop along any point of the chain, thereby creating a stack. This concept is illustrated in  FIG. 6G , where playing piece  20   c  enters the chain  30  and stops at playing space R 3 ,C 3 , thereby creating a stack of playing pieces within the chain  30 . 
     Referring to  FIG. 6H , in certain embodiments, a player can attack a chain the middle of the chain. Playing piece  21 C attacked the chain  30  in the middle be moving into playing space R 3 , C 3 , thereby initiating a challenge. In such an instance, the challenge value of the chain being attacked is limited to the challenge of the individual piece (i.e., one in the instance illustrated in  FIG. 6H ). In a subsequent move, the opposing player has an option to counterattack playing piece  21   c  by either moving playing piece  20   c ,  20   a , or  20   b  into playing space R 3 ,C 3 . If playing piece  20   c  is moved in such a manner, then a chain  30  would be created between playing pieces  20   c ,  20   a , and  20   b , and the total challenge value of the chain  30  is used (in this instance, six). If playing piece  20   a  is moved in such a manner, then a chain between  20   c  and  20   a  would be created, and the total challenge value of the chain  30  is used (in this instance four). If playing piece  20   b  is moved in such a manner, then a chain between playing pieces  20   c ,  20   a , and  20   b  would be created, and the total challenge value of the chain  30  is used (in this instance six). 
     Still referring to  FIG. 6H , and in certain embodiments, playing piece  21   c  could choose to initiate a challenge between playing piece  20   b  via moving to playing spaces R 4 ,C 4 , and R 4 ,C 5 , and then R 3 ,C 5 . By attacking the chain  30  at one of its ends rather than in the middle, the full value of the chain  30  is used for challenge purposes. Therefore, playing piece  21   c  would lose a challenge by attaching playing piece  20   b  (or for that matter playing piece  20   c ) due to the challenge value of playing piece  21   c  being three, whereas the challenge value of the chain  30  is seven. 
     G. Computer Related Applications 
     In further embodiments, the board game described herein can be played on a computer and can be stored or accessed on/from a computer readable medium. In certain aspects, the board game includes: a computer having data input means for inputting data indicative of a player&#39;s intention to cause movement of a playing piece on a game board; a processor associated with the computer for processing the input data in accordance with preprogrammed parameters to determine the status of one or more playing pieces on the game board; and output display means for displaying the playing pieces on a playing surface. In certain instances, programs can be included in the computer to allow a user to play against a second user or to allow a user to play against a computer program. Any standard computer and programming techniques can be used to write a program that can be used to play the game board disclosed herein. 
     The above text describes non-limiting examples of various embodiments of the invention.