Abstract:
A board game incorporating multiple paths of travel which traverse a plurality of elevations with moveable obstacles that change the paths of travel. The moveable obstacles take the form of moveable structures; such as stairs; bridges and moveable-walls which cut-off some available paths while opening others. Through strategic use of the obstacles; players can facilitate their own movement through the game while impeding that of their opponents.

Description:
BACKGROUND OF THE INVENTION 
   The present invention relates to a board game and more specifically a game with a game board having multiple elevations and changing paths of travel contained thereon. 
   Many well-known board games incorporate a game board having a start and exit point with a path of travel, sometimes multiple paths, therebetween. Usually, the path of travel is divided into increments, or segments, wherein movement along the path is determined by the number of segments. For example, a player rolling a six (6) on a dice can move six segments. 
   It is also known in the art to incorporate game boards that have multiple levels associated with the path of travel. For example, U.S. Pat. No. 6,481,714 to Jacobs describes a game board having three levels with at least one stairway connecting each level. The game board is fashioned to resemble a medieval castle. U.S. Pat. No. 4,569,527 to Rosenwinkel et al. describes a board game in which players construct a mansion during the course of play. The resulting game board has multiple levels connected by stairs. 
   Some game boards have also incorporated moving elements to affect game play, as in altering the path the players must take to win. U.S. Pat. No. 3,606,334 to Pippin describes a flat game board with rotating discs associated with the paths of travel contained thereon. As the discs rotate, the paths of travel are altered. 
   However, the prior art lacks a board game incorporating the elements of multiple levels associated with changing paths of travel thus rendering each game different from the last. 
   SUMMARY OF INVENTION 
   The long-standing but heretofore unfulfilled need for a three-dimensional game board having dynamic paths of travel and which also includes other improvements that overcome the limitations of the prior art is now met by a new, useful, and non-obvious invention. 
   In a general embodiment, the novel board game includes a playing surface having a plurality of elevations. At least one start location and at least one exit location is delineated on the playing surface. At least one segmented path of travel is delineated on the playing surface between the start and end locations. There can be a common start location, located at the center of the board for example, and a common exit location; alternatively each player can begin the game in a unique start location and move toward a common or player-specific exit location (usually located on a periphery of the board). At least one moveable obstacle is associated with at least one path of travel. Each player begins with at least one marker, player-piece. A player-action generator, or generators, dictate how many segments each player can move on any given turn. The player-action generator also controls when a player is allowed to move an obstacle, either to that player&#39;s benefit or an opposing player&#39;s detriment. 
   The moveable obstacles serve to alter at least one path of travel. In various embodiments the moveable obstacle is at least one moveable obstacle-structure disposed upon the playing surface, with at least one periphery of the obstacle-structure disposed adjacent a portion of a path of travel delineated on the playing surface. Examples of these obstacles include, but are not limited to, bridges, stairs and moveable walls. In some embodiments the obstacle-structure, stairs for example, connects at least one path of travel on a first elevation of the playing surface with at least one path of travel on a second elevation of the playing surface. Alternatively, the obstacle-structure, a bridge for example, connects at least one path of travel on a first elevation of the playing surface with at least one path of travel on the same elevation of the playing surface. The obstacle-structure, such as a moveable wall, can also interrupt at least one path travel while possibly opening a new path of travel. 
   In another embodiment, the moveable obstacle is at least one moveable obstacle-surface having a plurality of distinguishable cells delineated thereon. The obstacle-surface is associated with the playing surface such that at least one cell coincides with a segment of a path of travel. The cells delineated on the obstacle-surface indicate the status of the coinciding segment of the path of travel, “blocked” for example. The obstacle-surface can either be mounted anywhere on the playing surface or disposed beneath the playing surface. In embodiments where the obstacle-surface is disposed beneath the playing surface; at least one segment of a path of travel is adapted to reveal at least one cell delineated on an obstacle-surface disposed beneath the playing surface. Such adaptations can include an empty space on the playing surface above the coinciding cell, or a clear segment which functions as a window. 
   Movement through the path of travel can be controlled by any means known in the art. In one embodiment, player-movement cards are coupled with player-action cards. Player movement cards are generally related to the number of segments a player can advance. Movement can be expressly stated, as in “move 6 spaces,” or can be tied to a random number generator such as dice, i.e. “roll a six-sided die and move that number of spaces.” 
   Player-action cards instruct players on activities not directly tied to movement. For example one player-action may be “select two obstacles and their positions.” This would allow a player to either advance his own movement or hinder the movement of an opponent. The first player to move his marker, or all of his markers, to an exit is declared the winner. 

   
     BRIEF DESCRIPTION OF THE DRAWINGS 
     For a fuller understanding of the nature and objects of the invention, reference should be made to the following detailed description, taken in connection with the accompanying drawings, in which: 
       FIG. 1  is a plan view of the game board illustrating potential locations for start and end locations as well as potential locations of moveable obstacles. 
       FIG. 2  is a perspective view of a possible gameboard. 
       FIG. 3A  is a close-up view of an obstacle-structure in the form of stairs. 
       FIG. 3B  is a close-up view of an alternate obstacle-structure in the form of stairs. 
       FIG. 4  is a close-up view of an obstacle-structure in the form of a bridge. 
       FIG. 5  is a close-up view of an obstacle-structure in the form of a moveable-wall structure. 
       FIG. 6  is a close-up view of an obstacle-surface in the form of a moveable-floor tile or pathway. 
   

   DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT 
   In the following detailed description of the preferred embodiments, reference is made to the accompanying drawings, which form a part hereof, and within which are shown by way of illustration specific embodiments by which the invention may be practiced. It is to be understood that other embodiments may be utilized and structural changes may be made without departing from the scope of the invention. 
   Referring now specifically to the drawings, the board game of the present invention is generally designated by numeral  10  and is constructed of lightweight materials forming an elevated surface based on a substantially rigid panel. The panel is substantially rectangular in shape but the shape, size and configuration may vary without deviating from the present invention. For example, the game board can be square, oval, circular, polygonal or of any size and shape. Moreover, it is conceivable that the game board be constructed of a pliable sheet material. 
     FIG. 1  shows an illustrative embodiment of the current invention. Game board  10  has multiple elevations over which multiple paths of travel  30  are delineated. Paths of travel  30  extend from start location  20  and traverse the surface of game board  30 . Paths of travel  30  terminate in either an exit location  25  or a dead end  25   a.  Dead ends  25   a  can be circumvented, as described below, thus allowing path of travel  30  to terminate in an exit location  25 . 
   Positioned on game board  10 , as shown in  FIG. 2 , are a plurality of moveable obstacles. The moveable obstacles can take many forms but in one embodiment include obstacle-structures  40   a  and obstacle-surfaces  40   b.  Moveable obstacles  40   a  and  40   b  serve to alternately interrupt or make available a path of travel. Strategic use of the obstacles allows a player to accomplish both objectives simultaneously. 
   Obstacle-Structures 
   Referring now to  FIGS. 3A and 3B ; in various embodiments moveable obstacle  40  is at least one moveable obstacle-structure  40   a  disposed upon playing surface  10 , with at least one periphery of the obstacle-structure  41  disposed adjacent a portion of a path of travel  30 . Examples of these obstacles include, but are not limited to, bridges, stairs and moveable walls. As shown in  FIG. 3A , obstacle-structure  40   a  is disposed in the form of stairs rotatably mounted to game board  10  having an axis of rotation  42  located at one end. Arrow indicator A illustrates the path of travel of the upper periphery  41  of stairs  40   a  ( FIG. 3A ). In the example shown in  FIG. 3B , stairs  40   a  connect upper path of travel  30   a  with a lower path of travel  30   b  when lower periphery  42  is in locations  3 ,  4  or  5  as indicated on game board  10 . Stairs  40   a  end in a dead-end when upper periphery  41  rests in locations  1 ,  2  or  6 . Arrow indicators  31   b  are used to show which segments of a path of travel form a continuous path when adjacent to moveable obstacles  40   a  ( FIG. 3B ). 
   Obstacle-structure  40   a  can also take the form of rotating bridges, as shown in  FIG. 4 . Although point of rotation  42   a  can vary, it generally resides in the center of bridge  40   a.  Bridges  40   a  are generally used to connect one path of travel  30  to another path of travel on the same level. Arrow indicators  31   b  show that when bridge  40   a  is in position  4 , path of travel  30  is interrupted. If bridge  40   a  is placed in position  5 , not shown, path of travel  30  is completed. If bridge  40   a  is placed in position  5 , the two ends terminate in a dead-end and the bridge would inaccessible. The position of inaccessibility of a bridge provides illustration of potential game strategy. If an opposing players marker resides on a bridge, it may be possible for a player to move the bridge to a position of inaccessibility, position  5  for example. The opposing player would thereby be trapped and unable to move until he is able to move the bridge. 
   A third type of possible obstacle-structure, moveable-wall structure  40   a,  is shown in  FIG. 5 . In this example, moveable-wall structure  40   a  comprises a moveable element on the surface of game board  10 . Given the path-of-travel of moveable-wall structure  40   a  is usually circular its most common center of rotation  42  is its center; although this not required. At least one portion of moveable-wall structure  40   a  comprises an elevated surface  45  thereby forming a wall which blocks a path of travel. In  FIG. 5 , the entire length of moveable-wall structure  40   a  comprises elevated surface  45  which interrupts normal path of travel  30  in positions  5 ,  6  and  1 . It should be noted that moveable-wall structure  40   a   3  could comprise an additional cell having an elevated surface. For example, if the moveable-wall structure shown in  FIG. 4  had an additional elevated surface on cell  4 , normal path of travel  30  would terminate in a dead-end. Moreover, a player resting on cells  1 ,  6  or  5  could become trapped if the moveable-wall structure were moved to location  1 . In other embodiments, the moveable element is a disc with a peripheral path of travel delineated its face by radial division lines to form at least one cell. The cells are substantially equal in size a shape to a single segment of a path of travel. A moveable-wall structure thereby interrupts a first path of travel but allows a player to continue along peripheral path of travel. 
   Although the previous obstacle-structures comprise a preferred embodiment of the present invention; many other moveable obstacles could be incorporated. Generally speaking; stairs relate to any obstacle-structures which complete a path of travel between at least two points on different elevations of the game board; bridges relate to any obstacle-structures which complete a path of travel between at least two points on the same elevation of the game board; and moveable-wall structures relate to obstacle-structures which interrupt a continual path of travel, even if such interruption creates a new path of travel. It also contemplated that movement of the obstacle-structures be linear (slidable), rather than pivotable. 
   Obstacle-Surfaces 
   Alternatively, obstacles can take the form of obstacle-surfaces  40   b  as shown in  FIG. 6 . In one embodiment, obstacle-surfaces  40   b,  comprise cells (not shown) which can be delineated by radial division lines. Radial division lines are not essential so long as each cell is visibly distinguishable. Obstacle-surfaces  40   b  can take many forms and can either be rotatably associated with the surface of game board  10 , as with moveable-wall structures  40   a,  or can disposed there beneath. The cells are capable of coinciding with at least one segment of a path of travel  41   b  adapted to reveal the image contained within the cell. 
   In the embodiment shown in  FIG. 6 , wherein obstacle-surface  40   b  is disposed within game board  10 , coincident segments  41   b  are altered to allow viewing of the cells beneath. Coincident segments  41   b  can be formed by many methods including removing the surface of game board  10  within the coincident segment thereby allowing direct viewing of the cell. Alternatively, coincident segment  41   b  can be constructed from a transparent material to form a window allowing visibility of the cell. 
   The image contained on each cell determines the status of the coincident segment. For example, a cell may be blank, indicating normal travel, or contain a picture of fire, a pit, rubble or other obstruction, a snake or other creature indicating the segment is impassable, or the image of some barrier directing movement along one path while cutting off movement along another (where the coincident segment lies at the intersection of more than one path).  FIG. 6  shows an example where obstacle-surface  40   b  is disposed within game board  10 , and contains cells coincident with two segments  41   b  of different paths of travel. In this example, coincident segment  41   b  may reveals a cell which shows “fire,” indicating segment  41   b  is impassable. The position of obstacle-surface  40   b  is particularly nefarious in this example given its proximity to an exit location. A player located on the path of travel opposite exit location is forced to either backtrack or wait until someone moves obstacle-surface  40   b  allowing movement over coincident segment  41   b.    
   Example—Game Play 
   An example of rules accompanying the novel board game are included below. The following rules of game play are provided to place the novel board game in context only. Multiple themes, rules and objectives can be incorporated. 
   Theme: Eccentric billionaire, I. M. Specter, has offered a $10 million prize to the first team to escape from the haunted ruins recently discovered on the Specter estate in Central America. Can you and your team be the first to escape the Haunted Ruins? 
   Object: Be the first player to move all of your pawns through the ruins. 
   Contents: (1) Game Board, (4) sets of 4 pawns in red, green, blue and yellow (1) 6-sided die, (1) 12-sided die, (52) Haunted Ruins playing cards, and (4) playing card breakdown sheets. 
   Setup: a) Shuffle the playing cards and deal 2 cards, face-down to each player. The remainder of the deck is kept face-down for further drawings. 
   b) The player with the highest die roll starts the game and a pawn color. The selection of pawn color continues clockwise from the starting player. 
   c) The players agree on the number of pawns to be played based on the following average playing times. 2 players: 3 pawns each in 20-30 minutes or 4 pawns each in 30-40 minutes. 3 players: 3 pawns each in 30-40 minutes or 4 pawns each in 40-50 minutes. 4 players: 2 pawns each in 30-40 minutes or 3 pawns each in 45-55 minutes. 
   d) Each player places their pawns on the Start space. 
   e) Roll the 6-sided die to determine the starting position of all 10 obstacles. The obstacle positions are located next to and/or on the obstacle. Set each obstacle to the position number rolled. The obstacles are: (4) floors, (2) bridges, (2) stairways and (2) walls. 
   l) The player with the highest die roll starts the game with playing continuing clockwise. 
   Play: 1) The starting player draws the top card from the deck and adds it to the two cards dealt during the setup. The player must play one of those 3 cards and follow the instructions on the played card. The played card is discarded for future replenishment of the deck. Players take one turn at a time with play moving clockwise. During a turn, a player may have to choose between playing “move” cards or “action” cards. “Move” cards require rolling a die and moving the pawns the amount of spaces as rolled. Players can move pawns in any direction including backtracking and back-and-forth. “Action” cards require the changing of obstacles, swapping pawns, or overcoming obstacles. Refer to the Haunted Ruins Cards breakdown sheet to review the breakdown of the 52 cards. 
   2) When playing a Move card, the player is able to distribute the spaces among multiple pawns. For example, if a 9 is rolled, the player could move one pawn 5 spaces, the second pawn for 3 spaces and the third pawn for 1 space. NOTE: A pawn cannot land on an occupied space. Pawns can be moved in any direction but all of the rolled number must be used. Yellow spaces, in the floors and at the walls, are pass-through only and cannot be occupied between turns. 
   3) When playing an Action card, the player must follow the instructions on the card and move 6 spaces before, during or after the action. Again, all of the 6 spaces must be used with pawns moved in any direction. NOTE: There will be times when the action is not applicable (i.e. no fire to be extinguished) but the card is still played in order to move 6 spaces. NOTE: When playing a “Select 2 Obstacles &amp; Their Positions” card, a player can not move the same obstacle twice during that turn. 
   4) Continue playing until a player has moved their pawns to either of the two exits. Note: If the Haunted Ruins cards are exhausted before a player wins, shuffle the discard deck and resume. 
   Breakdown of Haunted Ruins Cards 
   30 Move cards: 15 Moves with 6-sided die and 15 Moves with 12-sided die. 
   22 Action cards: 2 Swap Positions with another Player; 6 Select 2 Obstacles and Positions; 2 Kill Snake with Sword; 2 Extinguish Fire with Water; 1 Roll Die for Position of All Floors; 1 Select Position for All Floors; 1 Roll Die for Position of Both Bridges; 1 Select Position for Both Bridges; 1 Roll Die for Position of Both Stairs; 1 Select Position for Both Stairs; 1 Roll Die for Position of Both Walls; 1 Select Position for Both Walls; 1 Select Position for One Bridge and One Stair; and 1 Select Position for One Floor and One Wall. 
   Playing Tips: a) Use “Swap Positions” cards very carefully. Try to use these cards when you can move your pawn quickly to an Exit space; b) Try to move pawns equally away from the Start. Don&#39;t leave a pawn isolated close to an Exit and thus expose it to a “Swap Positions” card; c) Try to use all of your pawn moves during a turn. Move another pawn if one pawn is blocked by an obstacle. Each move of a pawn is important!; d) Don&#39;t panic if you are moving toward an obstacle that is blocking progress because the Ruins are truly haunted and obstacles are constantly changing. The “Select 2 Obstacles &amp; their Positions” cards are very valuable in optimizing your path to exits; e) Continually review the 2 Haunted Ruin cards in your hand and try to develop a strategy to use action cards based on the position of your opponents and the position of the various obstacles; f) Move your pawns along with your opponents&#39; pawns. You may get lucky and be able to take advantage of favorable obstacle positions that they created; g) Haunted Ruins is a game of offense and defense. When given the opportunity to select obstacles don&#39;t forget to play some defense by setting up “blocks” on your opponents. The best turns are characterized by one action that helps you and another that hurts an opponent; h) Pay attention to the type of cards played and discarded. For example: if a “Swap Positions” card has been played then you know there is only one left before the deck is reshuffled. This knowledge is invaluable in developing your strategy and anticipating your opponents&#39; strategy; i) To play a slightly faster game; allow the same obstacle to be moved twice in a turn when playing a “Select 2 Obstacles and their Positions” card. 
   It will be seen that the objects set forth above; and those made apparent from the foregoing description; are efficiently attained and since certain changes may be made in the above construction without departing from the scope of the invention; it is intended that all matters contained in the foregoing description or shown in the accompanying drawings shall be interpreted as illustrative and not in a limiting sense. 
   It is also to be understood that the following claims are intended to cover all of the generic and specific features of the invention herein described; and all statements of the scope of the invention which; as a matter of language; might be said to fall there between. Now that the invention has been described;