A New Parlour Game.
Year: 1891

page_text: Date of Application, 23rd June, 1891-Accepted, 15th Aug., 1891
CUMPLEIL
SIECIFICATION.
A New Parlour Game.
1, SAMUEL RAINE CLARKE, of 246 St. John Street, Quebec, in the Province
of Quebec and Dominion of Canada, Book Keeper, do hereby declare the nature
of my invention for a NEW PARLOUR GAME, called "Hold the Fort."
and in what manner the same is to be performed, to be particularly described and
ascertained in and by the following statement:-
.
My invention comprises a new game which is entitled "Hold the Fort." The
game may be played by or between two persons, and it consists of a board or plat-
form, on which are described sixty eight circles which are connected by straight
lines touching the periphery of each circle, said lines running in a diagonal direction
from the sides of the board; and two sets of movable or playing pieces, twenty
seven for each side or player, making fifty four pieces for each board as shown in
the accompanying drawing. The board and sets of pieces may be of any competent
dimensions and constructed of any material suitable for the purpose.
In the drawings
Fig. 1 is the general plan or field of play. This is divided into five sections
which are denominated the Reserve Grounds A, A; the Forts, B, B; and
Field, C. The limits of the Reserve Grounds and Forts are indicated by dotted
lines in the drawing.
Within the limits of the Reserve Grounds, at each end of the board, there are
three common circles, and within the limits of the Forts, at each end, are five larger
and seven smaller circles.
The several sections or divisions are designed to be of adverse colours, the better
to distinguish them. The Reserve Grounds to be one colour, the Forts another
and the Field of yet another. All the circles may be of a colour similar to that of
the Field.
The two sets of playing pieces pertaining to each board are also designed
to be of adverse colours, the better to distinguish the one from the other set.
In each set of playing pieces there are nine marked 3,.nine are marked 5, and
nine are marked 7 on the one face, and on the other face, or reverse side, of each
piece its distinguishing mark is repeated with the addition of a cross, thus:
3 5 7
X, X, X "
as shown in Fig. 2 of the drawings. Any other figures, types or symbols may, how-
ever, be used as distinguishing marks.
The faces of the pieces marked by a single figure are designated as three, five,
and seven; simply, the reverse faces having the additional marks may be designated
as Knight 3, Knight 5, and Knight 7, respectively.
The relative value or power of the pieces is as follows: 3, Kt. 3: 5, Kt. 5:
7, Kt. 7 the 3 being the lowest and the Kt. 7 the highest in value or power for
the purposes of the game!
In certain conditions of the game a piece may become a Knight, thus attaining to
a higher degree of value, as above described, which is shown by turning it over or
reversing its marked sides. Then, for example a Kt. 3 becomes equal in value to
a 5, and a Kt. 5 becomes equal to a 7 for the purposes of the game, as shall herein-
after be explained.
In playing the game, the board is so placed that the Reserve Grounds are nearest
or next to the players.
To effect a uniform distribution of the playing pieces on the board, according to
their value, they are placed in the following order at the beginning of the
game, viz. Taking the rows of circles horizontally across the board (not following
the direction of the lines connecting the circles) from left to right, a piece marked 3
:
Price 81

page_text: is placed within the lower left hand circle; this is followed by a piece marked 5,
which in turn, is followed by a 7 on the next succeeding row above, preserving the
order of setting from left to right. This order of setting the pieces is preserved by
each player on his side of the board until the sets are exhausted. When the pieces
are so placed, all the circles up to and including the rows which are on a line with
the apex or upper angle of the Forts, will be occupied, leaving three rows vacant
between the opposing sets, as shown in the drawing. It may here be observed that
the order of setting the pieces in position may be changed in many ways, such as
beginning at the upper row, reversing the order of numbers or values (7, 5, 3):
beginning at either side and following an upward or downward direction, vertically
or horizontally, &c. All of which give change or variety in the distribution of
pieces according to their rating of value or power. Both players must preserve a
similar or corresponding order of setting. In this pleasing variety, and in the
simplicity of the different arrangements lies one of the chief merits of the game.
In playing the game, the moves are made diagonally to right or left toward the
opposing side, following the direction of the lines connecting the circles, each player
moving alternately. A. Knight may, however, be moved in opposite directions as
shall hereinafter be explained.
A piece may capture an opposing piece which lies within a contiguous circle
provided there. is a vacant circle behind it to set the capturing piece upon, and the
captured piece is removed from the board. And if there are two or more pieces
with a vacant circle between cach, they may be captured with the one move.
When a piece has been moved into a circle within the adversary's Fort and becomes
a Knight, that terminates the move until the opponent has moved.
The moves are made in the direction of the lines connecting the circles toward
the adversary's forces and over the space connecting contiguous circles only, except
when capturing an opponents piece or pieces.
The pieces capture opposing pieces according to their relative value or rating.
Thus a 3 may capture a 3, but not a 5 or a 7. A 5 may capture a 3 or a 5, but not
a 7. That is to say, a piece may capture any opposing piece of like value or
power, or any piece below that value, but not above it. But when any piece marked
3 or 5 has, according to the rules of the game, been moved into any circle within the
adversary's Forts it becomes a Knight and is turned over, or its sides reversed to
show its increased value. The pieces marked 7 do not become Knighted until they
have, according to the rules of the game, been moved into the larger or inner circles
of the adversary's Fort.
On attaining the increased value of Knights, the power to capture is as follows:
A Kt. 3 may capture a 3, a Kt. 3, or a 5. A Kt. 5 may capture a 3, a Kt. 3, a 5,
a Kt. 5, or a 7. A Kt. 7 may capture any piece on the board, conditions permitting,
it being the highest in value or power. That is to say, equals capture equals and
all below equality in value or power.
In addition to the increased power to capture attained by moving into circles
within opposing Forts, any piece on becoming a Knight may move backward or
forward, providing the lines connecting the circles are followed, as hereinafter
described.
The Reserve Grounds are designed as a safe-guard or defence to the larger
circles within the Forts, and in no case may the pieces of either player be moved
into them. Any piece occupying the Reserve Grounds may capture a piece of the
adversary's which is moved into the larger circles, provided conditions and
power
exists. But if a piece is moved from the Reserve Grounds into any of the larger
circles within the Forts it may not be captured by an adversary's piece passing
over it into the Reserve Grounds. That is to say, the Reserve Grounds once
abandoned may not be re-entered under any conditions, unless by mutual consent of
the players.
The ultimate object of each player is to take and hold the Fort of his opponent
while holding his own against attack.

page_text: A Fort is considered taken when a player has such possession that none of the
defending pieces remain in it, or if any remain they are so surrounded as to preclude
a move.
Having now particularly described and ascertained the nature of my said inven-
tion, and in what manner the same is to be performed, I declare that what I
claim is :-
1. A game board provided with a series of circles divided into five groups,
a central group C, end groups A, A, and intermediate groups B, B, all substan-
tially as shown.
2. A game board provided with a series of circles and connecting lines, the
circles being arranged or divided into five groups, two groups A, B, at each
end; and an intermediate group C, all substantially as shown.
3. In a game, two or more sets or series of movable pieces of different
values, each piece of each series or set bearing upon each face a character to
designate its value in the set to which it belongs, and upon one face an
additional character to indicate the increased value it may be given, all substan-
tially as shown and described.
4. The herein described game apparatus comprising a board provided with a
series of circles or other geometric figures connected by diagonal lines to form
guides for the movement of the pieces to be used on the board, and two or
more series or sets of pieces of different values, each piece of each series bearing
upon each face a character to designate its value, and upon one face an additional
character to indicate an increased value.
Dated this 23rd day of June 1891
F. W. BARKER,
Applicant's Agent.