Abstract:
A battle game device is provided comprising a character game piece removably attached to a game mechanism. The character game piece includes a plurality of character portions that are removably attached to one another. The game mechanism provides at least one game play indicia that correspond to battle turns exercisable by the character game piece during a battle against an opposing character game piece within a battle area. A plurality of unique character game pieces is further provided. A method of game play is provided in which at least two players control individual character game pieces to compete in a battle area. The at least two players alternate battle turns until one player wins by pushing an opposing character game piece off the battle area or by attacking and damaging the opposing character game piece until all character portions are removed from the opposing character game piece.

Description:
CROSS-REFERENCE TO RELATED APPLICATION 
       [0001]    This application claims the benefit under 35 U.S.C. §119(e) of U.S. Provisional Patent Application No. 61/694,938, filed Aug. 30, 2012, where this provisional application is incorporated herein by reference in its entirety. 
     
    
     BACKGROUND 
       [0002]    1. Technical Field 
         [0003]    The present disclosure relates to a game for competitive battling between at least two players, and more particularly, a battle game device comprising a character game piece and a game mechanism removably attached to each other. 
         [0004]    2. Description of the Related Art 
         [0005]    There are many board games that are known in the art. Board games typically involve playing games on specially made boards and can include unique identifying objects that may be selected by players, such as a shoe, a hat, an iron, an animal, or the like. The specially made boards typically define a path or arrangement that a player may take while participating in the game. Such games, however, may be less intellectually challenging because player movements may be restricted by the defined paths or arrangements. Further, the unique identifying objects may lack special characteristics, powers, or attributes associated with such identifying objects. Still further, the specially made boards may require that such boards be made available every time players partake in a game. 
       BRIEF SUMMARY 
       [0006]    Embodiments of the present disclosure provide a battle game device comprising a character game piece removably coupled to an end of a game mechanism (such as a writing utensil) for competing in a battle against an opposing character game piece. At least two players will alternate turns, using their individual character game piece and game mechanism, to battle one another in a battle area until only one character game piece remains therein. During game play, each player uses his or her character game piece to exercise battle turns (comprising movement and attacks) against an opposing player&#39;s character game piece. Each character game piece is a particular caricature comprised of a plurality of character portions that are removably attached to one another, and which comprise a whole character game piece when prepared for a battle competition. The battle may occur on a game surface on which a boundary line (typically a circular shaped area) may be drawn with the game mechanism. The boundary line may define a battle area and a non-battle area. The boundary line may be a circle, polygon, or other shape. 
         [0007]    A particular player may win when his or her character game piece is the only character game piece within the battle area. This can occur in one of at least two ways. In a first example, a player wins when all of the opposing character game pieces are no longer within the battle area (i.e., because they were pushed outside of the battle area during game play). In a second example, a player wins when the opposing character game piece(s) no longer has/have any character portions left to battle with as a result of being attacked. 
         [0008]    To achieve victory, the player-controlled character game pieces take battle turns comprising movements and attacks on opposing character game piece(s). Said movements and attacks are determined by at least one game play indicia provided on the game mechanism. The game mechanism may be displaced, such as rolled or moved, by a player during his or her turn in order to determine whether an attack on an opposing character game piece is allowed and, if so, the amount of damage resulting from said attack. 
         [0009]    In exemplary embodiments of the present disclosure and in furtherance of the above game play description, each character game piece may include at least one damage attribute to provide information pertaining to the life remaining of said character game piece. The at least one damage attribute may include a system of damage comprising at least two character portions, removably coupled to one another, such that at least one character portion is removed as a result of an attack from an opposing character game piece. The system of damage provides players with a quick reference to determine the remaining life of their character game pieces during game play. Other systems of damage may be used, however, such as the players keeping track of damage suffered by other means, such as with a counter, on paper, or other means. 
         [0010]    The character portions may include a combination of a head, a pair of arms, a torso, a pair of legs, a weapon, and/or a tail, all removably coupled to one another ( FIG. 1 ). These character portions may be coupled by a system of bores and inserts, hook and loop fasteners, clips and/or snaps, and other attachment devices that allow removably coupling the character portions together to form a whole character game piece. Moreover, each character game piece may include an attachment device, such as a bore, at a lower end of the character game piece to removably couple a game mechanism (such as to an eraser of a pencil) to the character game piece. Each character game piece and associated character portions are unique in shape and character attributes that may pertain to predefined battle moves and attack attributes. 
         [0011]    In one embodiment, the game mechanism includes at least one game play indicia corresponding to a battle move exercisable by the character game piece during game play. The at least one game play indicia may pertain to at least one of a movement distance, an attack range, and a damage type. For example, the movement distance for any given character game piece is determined by at least two measurement lines on the corresponding game mechanism for said character game piece. The at least two measurement lines represent the actual distance the character game piece can move as a movement distance. Having at least two measurement lines on the game mechanism allows the player to quickly determine the movement distance (or speed of attack) that corresponds to the particular character game piece. For example, some character game pieces are slow and have a movement distance of 2 inches at a time, while others are fast and have a movement distance of 5 inches at a time. Thus, during his or her turn a player can place his or her game mechanism on the game surface next to his or her character game piece and move the character game piece as provided by said measurement lines. 
         [0012]    In another embodiment, the attack range may be provided by at least two measurement lines on the game mechanism. The at least two measurement lines pertain to the minimum distance required between character game pieces in order to exercise at least one battle move against a character game piece during game play. The two measurement lines, therefore, allow a player to place his or her game mechanism on the game surface next to the corresponding character game piece and quickly determine whether an opposing character game piece is within the attack range provided by the two measurement lines. Some character game pieces may need to be physically touching the opposing character game piece, however, in order to exercise at least one battle move while others may have attributes such as throwing or hitting the opposing character piece if within said attack range. 
         [0013]    In yet another embodiment, the damage type is provided by at least one damage indicia on at least one surface of the game mechanism. Because writing utensils, such as pencils, typically have at least 6 surfaces extending the length of the pencil, the damage indicia may be provided on at least one surface, for example. It will be appreciated that other game mechanisms may be used while still providing the at least one game play indicia thereon. The at least one damage indicia pertains to the amount of damage suffered by a character game piece upon suffering an attack. For example, if a player rolled his or her pencil and, upon resting, an upper surface of the pencil provided “2” damage indicia, the player would use his or her character game piece to attack an opposing character&#39;s game piece. The player controlling the opposing character game piece would then be required to remove 2 character portions from his or her character game piece as a result. The removed character portions are then set aside and may no longer be used, thus reducing the life of the attacked character game piece. The damage indicia may be any number or type of indicia that provide damage type or an amount of damage suffered as a result of suffering an attack. 
         [0014]    In yet another embodiment, each character game piece may include at least one attack attribute that is unique to said character game piece, such as having an additional battle move exercisable immediately after at least one battle move of said character game piece during game play. Other attack attributes may be provided depending upon the character game piece. Some character game pieces may have an attack attribute that includes a removable character weapon coupled to the character game piece. As discussed above, if the character game piece is within the attack range, the removable character weapon can be thrown (literally or figuratively) to cause damage to an opposing character game piece according to the damage indicia provided by the game mechanism after being rolled. Other character game pieces may have attack attributes that vary between one another, such as a certain type of distance movement, jumping, rolling, and other attack attributes. 
         [0015]    In addition, the character portions of each of the at least two of the battle game devices may have interchangeable attachment devices. This allows players to swap character portions between battle game devices. Likewise, the game mechanisms may be swapped between character game pieces. Thus, there exist numerous possibilities of battle moves and game play. The particular attack attributes and rules may be provide in an information booklet, on the pencil, on the character game device, and/or on packaging provided therewith. 
         [0016]    According to yet another embodiment, a method of battle gaming on a game surface having a battle area is provided. The method may include providing at least two character game pieces, each controlled by one of at least two players, and each character game piece having at least two character portions removably coupled to one another. At least two game mechanisms are provided that each correspond to one of the at least two character game pieces. The game mechanism may include at least one game play indicia corresponding to at least one battle move of the corresponding character game piece, such as described above. The method may further comprise positioning the at least two character game pieces within the battle area of the game surface defined by a boundary line. This step may include each player dropping their character game pieces onto the game surface and, whichever character game piece lands closest to a boundary line, such player takes the first turn. 
         [0017]    The method may further comprise each player alternating game play turns until one player wins, as exemplified above. Each game play turn may comprise the step of moving the character game piece a predefined distance provided by a distance indicia provided on the game mechanism. The game play turn may further comprise the step of moving or rolling the game mechanism such that the at least one game play indicia is provided on a game move surface of the game mechanism upon resting after being moved or rolled. The player may then exercise at least one battle move against an opposing character game piece. The at least one battle move may pertain to the at least one game play indicia provided by the game mechanism or according to predefined rules of the game and attack attributes pertaining to each character game piece. According to attack attributes of some character game pieces, the at least one battle move may only be exercised if the character game piece is touching an opposing character game piece or if the character game piece is within an attack range as provided by at least two game play indicia on the game mechanism. If a player-controlled character game piece cannot exercise a battle move, the player&#39;s turn is over and the other player may start his or her turn by starting with the step of moving the character game piece, then moving or rolling the game mechanism (only if within an attack range), and attacking an opposing character game piece according to the rules and steps above, for example. Game play may alternate and continue until one player is caused to win. 
         [0018]    The method may further comprise one player-controlled character game piece physically pushing the opposing character game piece in a direction toward the non-battle area during a game play turn. This may occur at any point when the character game piece is moved a movement distance provided by the distance indicia on the game mechanism. For example, if a character game piece is within 4 inches of an opposing character game piece at the beginning of a game play turn and the game mechanism provides that the character game piece can move 5 inches, the player moves his or her character game piece 4 inches and then pushes the opposing character game piece the remaining 1 inch toward the non-battle area. 
         [0019]    The method may further comprise the player rolling or moving the game mechanism until it rests, such that a game turn surface of the game mechanism is displayed. Upon resting, the game turn surface may be substantially parallel to the game surface. The game turn surface may include at least one damage indicia, such as a number, mark, or other indicator providing the amount of damage that results from an attack on an opposing character game piece. It will be appreciated that the game turn surface may not provide any damage indicia or may provide a plurality of damage indicia, depending upon the particular features of a particular game mechanism. The method may further include the player-controlled character game piece attacking the opposing character game piece according to the at least one damage indicia, such that the opposing player is required to remove portion(s) of his or her character game piece according to the at least one damage indicia. 
         [0020]    The method may further include attacking the opposing character game piece with a removable character weapon coupled to the character game piece if the opposing character game piece is within an attack range indicated on the game mechanism. For example, if a character game piece is within 3 inches of an opposing character game piece, and if the game mechanism provides an attack range of 4 inches provided by at least two measurement lines, the character game piece may attack the opposing character game piece by throwing the removable weapon, therefore causing damage according to the damage indicia provided after rolling the game mechanism. The method may also include attacking an opposing character game piece with a character weapon fixed to the character game piece if the opposing character game piece is touching the character game piece after the character game piece has moved during its game play turn (or if the character game pieces are already touching at the beginning of a game play turn). 
         [0021]    The method may further comprise the step of exercising an additional game play turn by a character game piece which is used immediately after a first game play turn of said character game piece. The additional turn may comprise an additional battle move, which is determined according to an attack attribute corresponding to said character game piece. Some character game pieces may have an attack attribute such as an additional movement of the character game piece or an additional attack on an opposing character game piece. 
         [0022]    It will be appreciated that the above method embodiments may include a battle between a plurality of character game pieces within the battle area and continuing game play according to the steps described above until one player wins. Players may form teams against other teams. Players may mix and match character portions and game mechanisms as desired. It will also be appreciated that each character game piece may include a variety of attack attributes and other unique characteristics that may result in a variety of battle turns and attacks to enhance the game play experience. 
     
    
     
       BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWINGS 
         [0023]      FIG. 1  is a schematic view of a battle game device having a character game piece and a game mechanism, according to one embodiment. 
           [0024]      FIG. 2  is a pictorial view of two battle game devices competing in a battle area, according to another embodiment. 
           [0025]      FIG. 3  is a pictorial view of the two battle game devices competing in the battle area of  FIG. 2 . 
           [0026]      FIG. 4A  is a game play flow diagram of a battle, according to one embodiment. 
           [0027]      FIG. 4B  is a continuation of the game play flow diagram of the battle of  FIG. 4A . 
           [0028]      FIG. 5  is a tabular view illustrating example embodiments of character game pieces suitable for use with the battle game device of  FIG. 1 . 
       
    
    
     DETAILED DESCRIPTION 
       [0029]    In the following description, certain specific details are set forth in order to provide a thorough understanding of various disclosed embodiments. However, one skilled in the relevant art will recognize that embodiments may be practiced without one or more of these specific details. Unless the context requires otherwise, throughout the specification and claims which follow, the word “comprise” and variations thereof, such as, “comprises” and “comprising” are to be construed in an open, inclusive sense, that is, as “including, but not limited to.” 
         [0030]    Reference throughout this specification to “one embodiment” or “an embodiment” means that a particular feature, structure or characteristic described in connection with the embodiment is included in at least one embodiment. Thus, the appearances of the phrases “in one embodiment” or “in an embodiment” in various places throughout this specification are not necessarily all referring to the same embodiment. Furthermore, the particular features, structures, characteristics, and methods of play may be combined in any suitable manner in one or more embodiments. 
         [0031]    The “game mechanism” will be referred to as a “pencil” in the below described embodiments, although it will be appreciated that the game mechanism may be any suitable writing device or other device capable of providing game play indicia thereon. 
         [0032]      FIG. 1  shows a battle game device  10  according to one example embodiment having a character game piece  12   a  and a pencil  16   a . The character game piece  12   a  in this example embodiment includes a plurality of character portions  14   a  each having an insert member  15   a  that is received by respective insert holes  15   b . In this example embodiment, character game piece  12   a  includes an attachment device  18 , which may be a cylindrical bore to tightly receive eraser  26  of pencil  16   a . Other attachment devices and means may also be suitable. The particular caricature depicted by character game piece  12   a  corresponds to the particular pencil  16   a , which may both include particular colors and other features to more easily distinguish between differing battle game devices. 
         [0033]      FIG. 1  further shows pencil  16   a  having a plurality of surfaces  40  on which at least one damage indicia  30  is provided. The pencil  16   a  in this example further provides three measurement lines  20  positioned along and wrapping around the pencil  16   a . The pencil  16   a  provides a movement distance  24   a  depicted by outer and inner measurement lines  20 , which represents the actual distance in which this character game piece  12   a  may move during game play. In the illustrated embodiment, the movement distance is about 2 inches, which may represent a slow moving character. The pencil  16   a  further provides an attack range  28   a  depicted by two outer measurement lines  20 , which represents the actual range in which this character game piece  12   a  may attack an opposing player with a removable weapon  38 . 
         [0034]      FIGS. 2 and 3  show an example embodiment of two character game pieces  12   a ,  12   b  competing in a battle area  44  and controlled by a first player  50   a  ( FIG. 2 ) and a second player  50   b  ( FIG. 3 ). Such competition and game play is further depicted by a game play flow chart  400  of  FIGS. 4A and 4B , and described in further detail elsewhere. 
         [0035]    Referring to  FIG. 2 , the battle area  44  and non-battle area  46  are defined by a boundary line  48 , which can be sketched on a game surface  42 , such as a piece of paper, by one of the players&#39; pencils. To begin the battle, both players  50   a ,  50   b  may remove their character game pieces from their pencils. By way of example, the player may uncouple attachment device  18  from eraser  26  by removing the character game piece  12   a  from pencil  16   a , as illustrated in  FIG. 1 . Both players then simultaneously drop their character game pieces  12   a ,  12   b  onto the game surface  42 . The player whose character game piece lands closest to boundary line  48 , and is within battle area  44 , takes the first turn. Both character game pieces  12   a ,  12   b  should start on or within boundary line  48  before the players begin the battle. The players will then alternate game play turns until one player wins. 
         [0036]    In one example, the first player  50   a , being closest to the boundary line  48 , looks at the movement distance  24   a  provided on the pencil  16   a  to determine how far to move the character game piece  12   a  toward character game piece  12   b .  FIG. 2  shows that character game piece  12   a  has moved the movement distance  24   a  from starting point A to ending point B. First player  50   a  then rolls  52  the pencil  16   a  such that, when the pencil rests, a game move surface  41  of the pencil  16   a  is provided and facing upward from the game surface  42 . The first player  50   a  immediately determines that there is only one damage indicia  30  showing on the game move surface  41 . The first player  50   a  then determines, by placing pencil  16   a  on the battle area  44  next to the character game piece  12   a , that the second player&#39;s character game piece  12   b  is within attack range  28 , as depicted by the outer measurement lines  20  on the pencil  16   a . The first player  50   a  may then use the character game piece  12   a  to exercise a battle move  22   a  against the second player&#39;s character game piece  12   b . In this example, character game piece  12   a  includes an attack attribute that comprises throwing a removable weapon  38  at the second player&#39;s character game piece  12   b , thereby causing a damage  54 . In this example, the second player must remove one character portion  14   b  from the character game piece  12   b  because there was only one damage indicia  30  provided on the first player&#39;s pencil  16   a  after being rolled. The second player must then remove the damaged character portion  14   b  from the battle area  44 . If character game piece  12   a  was not within the attack range  28  to character game piece  12   b , first player&#39;s turn is over. As an alternative attack attribute, character game piece  12   a  may use fixed weapon  33  to attack the character game piece  12   b , but only if the character game pieces  12   a ,  12   b  are touching one another. 
         [0037]    Referring to  FIG. 3 , second player  50   b  takes a turn similar to the turn of first player  50   a . The second player  50   b  looks at the movement distance  24   b  provided on pencil  16   b  to determine how far to move the character game piece  12   b  toward character game piece  12   a , and then moves accordingly. In the illustrated embodiment, the movement distance is about 5 inches, which may represent a fast moving character.  FIG. 3  shows that character game piece  12   b  has moved the movement distance  24   b  from original starting point C to ending point D. In this example, character game piece  12   a  was at a distance (4 inches) away from character game piece  12   b  that is less than the movement distance  24   b  (5 inches). Thus, character game piece  12   b  exercised battle move  22   c  which pushed character game piece  12   b  one inch and in a direction toward the boundary line  48 . As a consequence, the character game pieces  12   a ,  12   b  are now touching. 
         [0038]    Second player  50   b  then rolls  52  the pencil  16   b  such that, when the pencil rests, a game move surface  41  of the pencil  16   b  is provided and facing upward from the game surface  42 . The second player  50   b  determines that there is only one damage indicia  30  on the game move surface  41 . The second player  50   b  may then exercise a battle move, corresponding to an attack attribute, against the character game piece  12   a . In this example, character game piece  12   b  includes an attack attribute that comprises a proximity attack  22   b  against character game piece  12   a , thereby causing a damage  54 , because the character game pieces  12   a ,  12   b  were touching. In this example, the first player  50   a  must remove one character portion  14   a  from the character game piece  12   a  because there was only one damage indicia  30  provided on pencil  16   b  after being rolled by second player  50   b . The first player  50   a  must then remove the damaged character portion  14   a  from the battle area  44 . If character game piece  12   b  was not touching character game piece  12   a  after exercising movement distance  24   b , the second player&#39;s turn would be over. 
         [0039]    The battle continues until one player wins. One player may win when his or his or her character game piece  12   a ,  12   b  is the only character game piece within the battle area  44 . As discussed above, this may occur in one of at least two ways. The first player  50   a  wins, for example, if character game piece  12   a  pushes character game piece  12   b  into the non-battle area  46 . First player  50   a  may also win, for example, if character game piece  12   b  no longer has any character portions  14   a  left in the battle area  44  as a result of multiple attacks by character game piece  12   a.    
         [0040]      FIGS. 4A and 4B  are a flow diagram of a method  400  of a game play, according to one embodiment. At step  402 , the players (P 1  and P 2 ) participating in the game play remove their character game pieces from their game mechanisms, such as pencils. While in the illustrated embodiment, two players participate in the game play, in alternative embodiments, any number of players may participate. At step  404 , one of the players draws a boundary of the battle area (i.e., boundary line  48 ) on paper or any other playing surface. To determine who begins the game play, at step  406 , the two players P 1 , P 2  drop their character game pieces and the player whose character piece lands closest to the boundary of the battle area begins play at step  408 , from the position where the respective character piece landed. For ease of describing the method of game play, it will be assumed that P 1 &#39;s character game piece landed closest to the boundary line, and thus P 1  has the first turn. 
         [0041]    At step  410 , P 1  moves according to the measurement lines on his/her pencil. Next, at step  412 , P 1  moves towards P 2  and/or pushes P 2  toward the boundary line. By way of an example, if the distance between the respective character game pieces of P 1  and P 2  is 2 inches and the measurement line on P 1 &#39;s pencil is 5 inches, P 1  may push P 3  a further 3 inches. If P 2  is pushed out of the battle area (i.e., battle area  44 ) is determined at step  414 . If P 2  is pushed out of the battle area, then at step  416 , P 1  wins. If P 2  is within the battle area, at step  418 , it is determined whether P 1  is touching P 2  or is within P 1 &#39;s attack range. At step  420 , if P 1  is not touching P 2  or is not within P 1 &#39;s attack range, P 1 &#39;s turn is over and at step  422 , P 2  starts his or her turn, as described above with respect to P 1  at step  410 . However, if P 1  is touching P 2  or is within P 1 &#39;s attack range, then at step  424  P 1  rolls the pencil to provide the damage P 1  may inflict on P 2 , i.e., based on the damage indicia  30 . By way of example, if the damage indicia  30  shows two damage, then at step  426  P 1  attacks P 2  and at step  428  P 1  removes two character portions from P 2 . 
         [0042]    Some character game pieces may have special attack attributes, such as having another opportunity to re-roll or another move, or a second attack. Whether P 1  has a special attack attribute that has not been used already is determined at step  430 . If so, P 1  may mount another attack at step  432  by re-rolling, or, may move according to measurement lines on his or her pencil, at step  412 , as described above. If P 1  does not have a special attack attribute available, then at step  436 , it is determined if P 2  is out of character portions. If P 2  is out of character portions, then at step  438 , P 1  wins and the players may start a new battle at step  440 . If P 2  still has character portions, then P 1 &#39;s turn is completed at  442 , and P 2  would start his turn at step  422 , as described above. The players can continue the battle game until one of the players is pushed out of the battle area, or does not have any remaining character portions. 
         [0043]      FIG. 5  illustrates a sample of character game pieces that may be used with the battle game device  10 . Character game piece  12   c  is called Shiver &amp; Metimbers and may represent a star fish, whose fighting style may include using its eye patch, Metimbers, as a weapon. Shiver &amp; Metimbers may further include the characteristic of taunting the opponent whenever possible and may always be on the hunt for loot from treasure chests that rest at the bottom of fish tanks. Character game piece  12   d  is called Marge and Shredder (left to right), whose fighting style may include Marge attacking with its horns while shredder gnaws at the heels. Marge and Shredder may further include the characteristic of looking to form an ultimate guard dog, where a mad scientist merged a paper shredder with a pug. Shredder may have the characteristic of roaming the streets until found by Marge, who came into being by accident when an electric discharge breathed life into lint from a pair of soccer socks. Marge dotes on Shredder, and Shredder in return searches for pink soccer socks to steal and shred to keep her puffy and soft. 
         [0044]    Character  12   e  is called Broccozombie, whose fighting style may include charging forward and ramming into things. Broccozombie may further include the characteristic of haunting produce aisles at supermarkets causing terror and fear in all children who may contemplate having broccoli for lunch. Character game piece  12   f  is called Stopp, Dropp, and Roland (from top to bottom), whose fighting style may include heavy doses of teamwork and may move like circus performers, with one distracting while the other gets a hit in. Stopp, Dropp and Roland may further include the characteristic of living in closets and spending their days messing up living rooms and bedrooms and causing havoc and chaos like goblins. Stopp, Dropp and Roland may also have rivalries and competition among each other, as reflected by brotherly rivalries, with Stopp being the only one with a conscience but his attempts to restore order may result in more damage. 
         [0045]    Character game piece  12   g  is called Freezer Yeti, whose fighting style may include yelling a name of a random dessert or ice cream flavor before performing an attack of some kind, such as “Tutti Frutti!”, “Rocky Road!”, “Orange Sherbet!,” or the like. Freezer Yeti may further include the characteristic of raiding freezers and eating desserts and may also plant evidence on the father of the house causing matrimonial strife. Character game piece  12   h  is called Sharkosaurus, whose fighting style may include rolling into a ball and attacking, but may be easily confused and bewildered. Sharkosaurus may further include the characteristic that when a comet hit, it was in the midst of a game of hide and seek, and thus may be oblivious and a bit naïve, but firmly believing that it is merely his turn to look for all his hiding kin. 
         [0046]    Character game piece  12   i  is called Mr. Slice, whose fighting style may include chopping things with a smile. Mr. Slice may further include the characteristic of being involved in fighting because of the marketing potential for selling his knives. Character game piece  12   j  is called Rowan, whose fighting style may include being able to fight only when sleeping, where when entering the ring the crowds go silent while his trainer sings him a lullaby, putting him to sleep and turning him into the world&#39;s most fearsome fighter. Rowan may include the further characteristic of being delivered by the gods as answer to Viking prayers, where Rowan was tasked with rowing huge Viking ships into battle for years on end without cease and, where, one night he simply rowed away in his sleep and the Vikings were soon thereafter wiped out. Rowan may move his arms rapidly when in sleep, a discovery his manager has put to use in the ring. 
         [0047]    Moreover, it can be appreciated that the characteristics of the character game pieces are not limited by the sample illustrated in  FIG. 5 . The character game pieces may include any number of unique attack attributes or a variety of differing characteristics that enhance game play and provide endless possibilities to players for battling each other. Further, the character game pieces are not limited to exercising movements in a linear manner, but may also move non-linearly, such as in an arc or other forms of curvilinear movement. These and other changes can be made to the embodiments in light of the above-detailed description. In general, in the following claims, the terms used should not be construed to limit the claims to the specific embodiments disclosed in the specification and the claims, but should be construed to include all possible embodiments along with the full scope of equivalents to which such claims are entitled. Accordingly, the claims are not limited by the disclosure.