Patent Document

BACKGROUND 
     The present invention relates to board games of the type wherein game pieces of opposing players are moveable in multiple directions between discrete game board positions. 
     Well known board games include Checkers, in which identical pieces move diagonally forward in alternating board squares, but can also move backward once being promoted to “king” by reaching an opposite board boundary. In Chess, different pieces have different symmetrical movement choices among all board squares, except that pawns only move forward (diagonally forward when “taking” an opponent&#39;s piece) until being promoted to a different piece of the player&#39;s choice upon reaching the opposite board boundary. In both of these games opponent&#39;s pieces are removed (by being “taken” in Chess, the taking piece occupying the square formally occupied by the taken piece—by being “jumped” in checkers, the square formerly occupied by the jumped piece being left empty). In Chinese Checkers, a player&#39;s piece can jump his own as well as an opponent&#39;s pieces, the jumped pieces remaining in place. Objects of these games include capturing all of the opponent&#39;s pieces (Checkers), successfully attacking the opponent&#39;s king (Chess), and moving all of one&#39;s pieces to an opposite region of the board (Chinese Checkers. 
     There is a perception that traditional board games such as those discussed above have become less popular in recent years, and one possible reason for this is the somewhat narrow constraints that are imposed on the movement of pieces. For example, a piece in Chinese Checkers (and an unpromoted piece in ordinary Checkers) can move to one of only two adjacent positions (diagonally forward), unless jumping is involved. *(Other possibilities in Chinese checkers? Rarely advantageous?)* Similarly, pawns in chess can move straight forward only one square per turn (optionally two squares on the first move), and can only go diagonally one square when taking an opponent&#39;s piece. Another disadvantage with many traditional board games is that only one game (or set of rules) applies to the game, no alternate set of rules (or game objective) has been found to have practical application. It is known, however, to use the same board for both Checkers and Chess (with different game pieces), and to use the same pieces for both Checkers and Backgammon (with different boards. There is little else in common between games that are so paired. Accordingly, only a small proportion of the respective game sets are believed to be used significantly for both games of the respective pairs. 
     Thus there is a need for a board game having movement direction of game pieces as a major strategic element for enhancing and prolonging player attraction to the game, and further to provide plural game choices that involve significant common strategy elements. 
     SUMMARY 
     The present invention meets this need by providing a board game in which movements of game pieces between game-board positions is limited by previously selected orientations of the pieces. Typical implementations of the game allow multiple directions of piece movement as subsets of all possible directions of movement, the subsets being preferably planned for and selected in advance. Further, the apparatus is adapted for a plurality of game formats having both the same board layout and the same or nearly the same piece movement protocol. In one aspect of the invention, the game apparatus includes a plurality of game pieces of non-circular plan outline, including at least two visually distinguishable types of the game pieces to be moved by the players, respective segments of the plan outline of each game piece having corresponding orientation indicia associated therewith, the orientation indicia of at least two of the segments being distinguishable from each other; a game board having play region indicia defining an array of game piece positions and orientations, respective array elements of the array enclosing the plan outline of a game piece placed therein in one of a plurality of discrete orientations, whereby a comparison of facing orientation indicia of opposing game pieces occupying adjacent game piece positions is operable as an outcome determining factor of games played by the apparatus. 
     The plan outline of each of the game pieces can be polygonal, the array elements of the array being correspondingly polygonal. The orientation indicia of each game piece can represent different numerical values. The plan outline can be hexagonal, the array elements being hexagonal. The orientation indicia of each game piece can represent the integers 1 through 6. 
     Preferably each of the game pieces is configured with the plan outline having a front portion and a back portion for signifying respective forward and backward movement directions of the game piece, the front portion including left and right shoulder segments and a front segment of the plan outline, the back portion including left and right hip segments and a rear segment of the plan outline. The orientation indicia associated with the shoulder segments of each game piece can be superior to the orientation indicia associated with the hip segments. The integers 1 through 6 can be associated with the front, rear, shoulder, and hip edge margins, respectively. 
     Preferably each of the game pieces is configured with the plan outline having a front portion and a back portion for signifying respective forward and backward movement directions of the game piece. Each of the game pieces can be configured with a head portion in association with the front portion of the plan outline and a tail portion in association with the back portion of the plan outline. Each of the game pieces can be configured for depicting a turtle, which can include a shell formation extending to proximate the plan outline. The shell formation can include six shell faces having the game piece indicia thereon. 
     Preferably the array elements of the game board define respective home positions for the visually distinguishable types of game pieces. The home positions can be at perimeter extremities of the array. 
     The array elements of the game board can define a hazard element signifying restricted mobility of a game piece located thereon. The array elements of the game board can define include a trap element signifying further restricted mobility of a game piece located thereon. 
     Preferably each of the game pieces further includes an upstanding stem portion approximately centrally located thereon for facilitating manipulation of the game piece. Each of the game pieces is also preferably formed with an upwardly extending registration cavity for engaging the stem portion of another of the game pieces in stacked relation. 
     In another aspect of the invention, a method for playing a board game by opposing players includes: 
     (a) providing a plurality of game pieces of non-circular plan outline, including at least two visually distinguishable types of the game pieces to be moved by the players, respective segments of each piece proximate the plan outline thereof having corresponding orientation indicia associated therewith, the orientation indicia of at least two of the segments being distinguishable from each other; 
     (b) providing a game board having play region indicia defining an array of game piece positions and orientations, respective array elements of the array enclosing the plan outline of a game piece placed therein in one of a plurality of discrete orientations; 
     (c) selectively rotating a selected game piece in an array element occupied by the game piece from an initial one of the discrete orientations to a different one of the orientations; 
     (d) selectively moving a selected game piece from an array element occupied by the game piece to a different array element; 
     (e) comparing facing orientation indicia of opposing game pieces occupying adjacent game piece positions, if any; and 
     (f) determining an outcome of the game resulting from the comparing. 
     The method can further include removing one of the opposing game pieces based on the outcome, and moving the other of the opposing game pieces to the array element previously occupied by the removed game piece. The method can further include providing one of the array elements as a hazard element, and limiting at least one aspect of the selectively rotating and selectively moving of a game piece occupying the hazard element. The limiting can include preventing the selectively rotating. The method can further include providing one of the array elements as a trap element and further limiting the selectively rotating and/or the selectively moving of a game piece occupying the trap element. The further limiting can include preventing both the selectively rotating and the selectively moving. 
    
    
     DRAWINGS 
     These and other features, aspects, and advantages of the present invention will become better understood with reference to the following description, appended claims, and accompanying drawings, where: 
     FIG. 1 is a plan view of a board game apparatus according to the present invention, showing game pieces in typical positions on a game board; 
     FIG. 2 is a detail plan view of one of the game pieces of FIG. 1; 
     FIG. 3 is a lateral sectional view showing a pair of the game pieces in a stacked condition; 
     FIG. 4 is a plan diagram of an opposing pair of the game pieces in a head-to head orientation; 
     FIG. 5 is a plan diagram as in FIG. 4, showing the pair of game pieces in a like-facing shoulder-to-shoulder orientation; 
     FIG. 6 is a plan diagram as in FIG. 4, showing the pair of game pieces in an oppositely facing shoulder-to-shoulder orientation; 
     FIG. 7 is a plan diagram as in FIG. 4, showing the pair of game pieces in a like-facing shoulder-to-hip orientation; 
     FIG. 8 is a plan diagram as in FIG. 4, showing the pair of game pieces in an oppositely facing shoulder-to-hip orientation; 
     FIG. 9 is a plan diagram as in FIG. 4, showing the pair of game pieces in a like-facing hip-to-hip condition; 
     FIG. 10 is a plan diagram as in FIG. 4, showing the pair of game pieces in an oppositely facing hip-to-hip orientation; and 
     FIG. 11 is a plan view showing an alternative configuration of the game board of FIG.  1 . 
    
    
     DESCRIPTION 
     The present invention is directed to a board game in which movements of game pieces between game-board positions is limited to subsets of possible directions of movement by previously selected orientations of the pieces. With reference to FIGS. 1-3 of the drawings, a board game apparatus  10  includes a game board  12  and a plurality of geometric game pieces  14 , the board  12  having a playing region  16  defining an array of possible positions for the game pieces  14 , the possible positions being delineated by respective indicia  18 . It will be understood that the possible positions can also, or in the alternative, be defined by other features of the board such as depressions, protuberances, magnetic elements, and/or electrostatic elements. In the exemplary configuration of the apparatus depicted in the drawings, the game pieces are hexagonal in plan outline, and the indicia  18  form contiguous hexagonal array elements  20  of the playing region  16 . Typically, the array elements  20  are slightly larger than the plan outline of individual game pieces  14  for allowing some deviation in the placement of game pieces without interference with other such pieces that occupy adjacent array elements  20 . Thus each of the game pieces  14  can have six different orientations within any particular array element  20  in which it is placed. It will be understood that in general, the present invention contemplates at least two possible orientations of the game pieces  14  in the array elements  20 . For example, the game pieces and the array elements can be rectangular or approximately so, such as for defining a serpentine path of piece positions, in which the pieces can have “forward” and “reverse orientations.” Triangular and square plan outlines are also contemplated in addition to the hexagonal exemplary configuration. Other regular polygonal outlines, such as octagons are also possible, preferably with provision for overlapping of array elements, if necessary, for allowing adjacent placement of game elements. Further, neither the game pieces  14  nor the array elements  20  are necessarily required to be polygonal, as long as respective features of the game pieces and the array elements define plural permitted discrete orientations of the game pieces. Moreover, although selected orientations of the game pieces  14  define permitted directions of movement among possible directions as defined by the array elements  20  alone, other aspects of the game such as scoring can be selectively changed according to game piece orientations. In fact, the preferred exemplary configuration of the game apparatus  10  includes relative game piece orientation as affecting the outcomes of encounters between opposing game pieces as described further below. 
     As best shown in FIGS. 2 and 3, the exemplary game pieces  14  are shaped to simulate small turtles, each having a hexagonal “shell” portion  22 , a forwardly exposed “head” portion  24  between a pair of front “feet”  26 , and a rearwardly exposed “tail” portion  28  between a pair of rear feet  30 . The head portion  24  is adjacent a front edge margin  32  of the game piece  14 , the tail portion similarly being adjacent a rear edge margin  34 . Further, respective left and right shoulder edge margins  36 , individually designated  36 L and  36 R, extend from opposite ends of the front edge margin  32 , and left and right hip edge margins  38 , individually designated  38 L and  38 R, extend between opposite ends of the rear edge margin  34  and corresponding ends of the shoulder edge margins  36 , these edge margins being respective hexagonal segments of the game piece plan outline. 
     The game pieces  14  have plural advancement directions associated therewith as signified by respective outwardly directed arrows in FIG. 2, each of the arrows being oriented normal to a corresponding edge margin of the preferred exemplary game piece  14 . The particular directions being straight forward (SF), left forward (LF), right forward (RF), (collectively forward); and straight backward (SB), left backward (LB), and right backward (RB), (collectively backward), being directions respectively normal to the edge margins  32 ,  36 L,  36 R,  34 ,  38 L, and  38 R. 
     Preferably the game pieces  14  are appropriately configured, such as by having indicia  40  formed thereon for showing outcome-determining significance of the various possible orientations of each game piece  14 . In the exemplary configuration, the indicia  40  are in the form of different numbers of dots signifying relative values to be associated with respective ones of the edge margins  32 ,  34 ,  36 , and  38 . More particularly, the indicia  40  are individually designated  40 A,  40 B,  40 C,  40 D,  40 E, and  40 F, correspondingly having one dot through six dots to signify values 1 through 6, as do the six faces of dice. Further, the indicia  40  are on respective upwardly and inwardly sloping faces  42  of the shell portion, these game pieces  14  also being appropriately referred to as “turtledice” (singular, turtledie). 
     As shown in FIG. 3, the game pieces  14  are also preferably configured for registered stacking, each having a central bottom opening registration cavity  44  and a central upstanding stem portion  46  that fits into the registration cavity  44  of another of the game pieces  14  being stacked thereon. The stem portions  46  also serve as convenient handles for manipulating the game pieces  14 . If desired, the stem portions  46  can have snap engagement or other means such as a friction fit with the registration cavities  44  of other game pieces  44  for facilitating manipulation of stacked pluralities of the game pieces  14 . 
     As further shown in FIG. 1, the playing region  16  has the hexagonal array elements  20  including groups of home elements or “burrows”  48 , the burrows of particular groups being respectively designated  48 A,  48 B,  48 C, and  48 D. The burrows  48  of each group are suitably associated with “families” of the game pieces  14 , such as by being correspondingly colored or otherwise identified, respective pairs of the families being also referred to as clans, for facilitating game play by both individuals and pairs of players. Accordingly, the burrows  48 A are shown in FIG. 1 with horizontal fill lines, the burrows  48 B having vertical fill lines, the burrows  48 C having right upwardly diagonal fill lines, and the burrows  48 D having left-upwardly diagonal fill lines, the fill lines signifying respective colors or other markings of the indicated array elements  20 . 
     The burrows  48  are located along spaced perimeter portions of the playing region  18 , being at respective outwardly projecting “corners” of the region  18  that is approximately rectangular in outline. Certain others of the array elements  20  have special significance, including a centrally located “trap” element  50  and a pair of “hazard” elements  52  that are located on opposite sides of the trap element  50 . In the exemplary configuration, the trap element  50  is marked to depict a volcano, being referred to herein as “Suicide Volcano”. Similarly, the hazard elements  52  are marked to simulate swamps, referred to as “green foreboding swamps.” The game board depicts the playing region  16  as an island (“Turtledice Island”) surrounded by a sea  54 , with smaller islands  56  spaced outwardly from respective groups of the burrows  48 . 
     As thus described, the preferred exemplary configuration of the game apparatus  10  provides Turtledice Island as home to four turtledice families or two clans. Each family typically has three turtledice of the same color, that of the corresponding burrows  48 ; The turtledice of each clan are also associatively identified such as by marking the stem portions thereof with the same color. Typically, the families (when there are four players) or the clans (when there are two players) have a hostile relationship, instinctively trying to remove each other from Turtledice Island as described below, those removed being dubbed “Turtle Soup”. 
     With further reference to FIG. 11, an alternative configuration of the game board  12  has a different arrangement of the playing region  16 . It will be appreciated that other arrangements are also possible and contemplated within the scope of the present invention. 
     Basic rules of play are as follows: 
     1. All games start with the turtledice in their burrows and rotated to move forwardly therefrom, the starting player being optional. 
     2. Each player in turn makes one move, which must be the rotation of one turtledie a single position left or right, or movement of one turtledie into an adjacent array element  20 . If the adjacent array element is occupied by an opponent&#39;s turtledie, the moving player&#39;s turtledie must be able to remove that of the opponent. 
     3. For removal of an opposing turtledie, the moving turtledie must present an equal or greater number of dots on its facing edge margin then that presented by the opposing turtledie. The moving player says. “Turtle Soup”, moving his turtledie (without rotation) into the vacated array element. 
     4. With one exception, turtledice move only forwardly (SF, LF, or RF), the exception being backward movement (SB, LB, or RB) when removing an opposing turtledie to the rear. 
     5. Two opposing turtledice nose-to-nose (kissing) render each other powerless until one is moved or rotated. 
     6. Unless it is a game objective, turtledice cannot move into a burrow of a different color. 
     7. Turtledice cannot move from one burrow directly into an adjacent burrow. 
     8. Turtledice cannot be rotated when occupying a hazard element  52  (green foreboding swamp), movement in and out only being permitted. 
     9. A turtledie moved into the trap element  50  (Suicide Volcano) is immobilized, remaining out of play. 
     10. Once a player moves or rotates one of his turtledice and removed his hand, the move is final. 
     Exemplary games to be played with the apparatus  10  of the present invention include Turtledice Survival, the turtledice maneuver around Turtledice Island to encounter and remove as many opponents as possible, each player attempting to keep his own family or clan intact. In this game a turtledie can leave and re-enter it own burrow at will, and the burrow is a safe haven against opposing turtledice; however, it can stay for three rotations but must leave the burrow in its next move. 
     Although the present invention has been described in considerable detail with reference to certain preferred versions thereof, other versions are possible. For example, three-dimensional configurations of the playing region  16  can be defined by intersecting tunnels in a transparent solid structure. Also, the game board  12  and/or the game pieces  14  can be remotely controlled such as by being appropriately interfaced with a personal computer or game console. The form of features such as the head, tail, and feet portions of the game pieces  14  can be surface markings and/or in other shapes than those shown in the drawings. Further, the plan outline of the game pieces  14  can be printed within outside extremities of the pieces, which can be round (with the array elements  20  being sufficiently large to show the relative orientations of game pieces located thereon). Therefore, the spirit and scope of the appended claims should not necessarily be limited to the description of the preferred versions contained herein.

Technology Category: 1