EP0216400B1 - Game board - Google Patents
Game board Download PDFInfo
- Publication number
- EP0216400B1 EP0216400B1 EP86201263A EP86201263A EP0216400B1 EP 0216400 B1 EP0216400 B1 EP 0216400B1 EP 86201263 A EP86201263 A EP 86201263A EP 86201263 A EP86201263 A EP 86201263A EP 0216400 B1 EP0216400 B1 EP 0216400B1
- Authority
- EP
- European Patent Office
- Prior art keywords
- spaces
- game
- game board
- token
- tokens
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Expired
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Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
Definitions
- This application relates to a board game apparatus and more particularly to a game for two or more players which employs chance, skill, education and creation.
- Board games combining chance and skill are well-known and numerous. Many involve the use of dice and/or cards to move tokens from a start to a finish point on a board through a series of adjacent spaces, which may be peripherally positioned about the edges of the board or otherwise arranged on the game board. Examples of such prior art board games include those described and illustrated in CA-A 1 044 268 issued December 12, 1978 of Magi- era and CA-A 1 164, 205 issued March 27, 1984 of Sisak. Neither of these prior patents remotely contemplates the apparatus of the present invention.
- GB-A 2 051 588 discloses a game board apparatus combining a game board having a central token movement area of adjacent vertically and horizontally aligned rows of spaces, which spaces may be in any form and/or shape, as desired, with a plurality of spaced groupings of spaces forming pairings of token start and token finish areas, the token start or the token finish areas being located on the periphery of the central token movement area; a plurality of similar game tokens, distinctive for individual players, for movement between pairs of start and finish areas through the central token movement area and random numerical selection apparatus for determining the distance of movement of a player's tokens on the board for each player's turn during play.
- the random numerical selection apparatus may be, for example, die, cards bearing numerical indications, or a spinner having a pointer which is rotatable over a disc having segments numerically marked, to randomly point to one of such segments when rotated by a player.
- the chance taking apparatus may be cards with appropriate directions marked thereon. When cards are used for either numerical selection or chance taking, questions may be associated with these cards, the correct answer to which question must be given by a player drawing such a card to enable use of that card.
- a game board apparatus as disclosed in the cited GB-A 2 051 588, but characterised by game reward units associated with predetermined spaces in the central token movement area, and by chance taking apparatus associated with pre-determined other spaces located anywhere in the central token movement area of the board, for determining the movement of the tokens of the players or the disposition of game reward units.
- the collection of game reward units by the players provides a central element of motivation to the game which, besides adding to the interest created thereby, facilitates adaption of the game to a variety of themes, as will be described in more detail hereinafter.
- the game board 2 may have a wide number of various and distinctive lay-outs. Each however has a central token movement area 4 (which could have various numbers, as designed), made up of adjacent vertically and horizontally aligned rows of spaces 6 which spaces may be in any form and/or shape, as desired.
- a central token movement area 4 (which could have various numbers, as designed), made up of adjacent vertically and horizontally aligned rows of spaces 6 which spaces may be in any form and/or shape, as desired.
- a plurality of groupings of spaces 8 are provided on the periphery of the central token movement area 4 as token start areas, and groupings of spaces 10, either on the periphery of central token movement area 4 or somewhere within as token finish areas.
- Token start spaces 8 and token finish spaces 10 are paired, so that tokens starting from a particular group of spaces 8 must finish at a predetermined related grouping of token finish spaces 10.
- the token start spaces 8 and the token finish spaces 10 on the periphery may be reversed, if desired.
- a plurality of game tokens 12, representing individual players, are provided, as illustrated in figure 4, for movement in the spaces 6 between corresponding pairs of groups of start and finish spaces 8 and 10, through the central token movement area 4.
- Each player will have a plurality of similar, distinctive tokens 12, differing from those of the other players, to be used in the playing of the game. It will of course be understood that one of the aims of the game is for each player to manoeuvre his or her pawns across the board, from that player's token start spaces 8, to that player's corresponding token finish spaces 10.
- random numerical selection apparatus such as a die 14 (figure 2a), a spinner 16 having a pointer 18 which, when spun, randomly points to one of the number-bearing segments 20 on base 22 on which pointer 18 is supported (figure 2b), or a deck containing variously numbered cards 24 (figures 2c and 2d) may be alternatively used.
- Numbered cards 24 may bear simple numerical references (figure 2c) or, as illustrated in figure 2d, may additionally be provided with a question for the player to answer in space 26 (a question not being illustrated in the drawing). In this case, of course the answer to the question is provided with the in an appropriate conventional fashion, and failure of the player to answer the question would prevent use of that card for that player's turn.
- the game apparatus is also provided with game reward units 28 (figure 4), which units are associated in a conventional way, for example by colour coding, with predetermined spaces 30 on the central token movement area 4 of the board.
- game reward units 28 (figure 4), which units are associated in a conventional way, for example by colour coding, with predetermined spaces 30 on the central token movement area 4 of the board.
- These spaces 30 may be of any shape, in any location and as many in numbers as required or desired regardless of the shape of the playing board.
- These spaces 30 could take up part of or a full area of the gameboard (size of area(s) as desired) and could provide different designs or checkerboard pattern, as desired. It is preferred that a plurality of units 30 be similarly coded (by colour or otherwise) and have corresponding game reward units.
- chance taking apparatus preferably in the form of cards 32 (figures 3a and 3b) associated with predetermined spaces 33 in the central token movement area 4 (preferably different from spaces 30) are provided for determining movement of the tokens 12 of the players or disposition of game reward units 28.
- cards 32 might simply have directions for example concerning movement of tokens of the player drawing the card or those of the other players, or obtaining or loss of game reward units (figure 3a) or, additionally, have a question the answer to which the player drawing the card must give correctly in order to be able to use the card, the question being placed in a portion 34 of the card (figure 3b).
- FIG 1 a for example spaces 33 might be coded with a symbol (e.g. "O") as illustrated. Obstacles to impede direct movement of tokens in central area 4 may be provided by a particular indication such as shown by reference numeral 35, which impediments may be of any form and/or shape and in any location of the central token movement area 4.
- reference numeral 35 which impediments may be of any form and/or shape and in any location of the central token movement area 4.
- Appropriate spaces for chance taking cards or random numerical selection cards, if used, may be provided as illustrated at 36 (figure 1 a).
- both random numerical selection cards and chance taking cards are used.
- the players may have their own coloured or specially coded, marked and/or designed tokens to be placed on each player's own token start spaces 8.
- Each player in turn would draw a random numerical selection card 24 to determine the movement of that player's token 12. If a token falls on a chance taking space 33, then that player would draw a chance taking card 32 and move his and/or his opponent's tokens or receive or give up game reward units as called for on the card. If the numerical selection cards and chance taking cards are the type provided with questions 26, 34, then the player would be expected to answer the question correctly or forfeit the use of such card.
- the movement of the player's token(s) may be made in a straight line going forwards, backwards, horizontally, vertically or diagonally across the game board as a player desires and/or as the rules require.
- reusable space elements 40 may be provided which are releasably securable to the board so that the players may change the game board as they wish, prior to commencement of play.
- Space elements 40 may be made of magnetic material or have a magnetic backing where the board is made of an appropriate magnet-attractive material. Alternatively, they may have a backing of reusable self-adhesive or be securable in any other appropriate manner.
- These space elements 40 are, for example, intended to take place of or be in addition to spaces 30 (figures 1a to 1d) permanently positioned on the board.
- obstacle means 42 illustrated in figure 6, and reward/bonus spaces 44 illustrated in figure 7, which are similarly releasably securable to the board, may be provided to change the game board as desired by the players, taking the place of or, in addition to, the permanently positioned obstacle means 35 of figures 1a to 1d and the permanently positioned reward/bonus spaces 33 in figures 1a to 1d, respectively.
- obstacle means 42 and reward/bonus spaces 44 may be secured to the board by appropriate magnetic or adhesive means, or in any other appropriate fashion.
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Abstract
Description
- This application relates to a board game apparatus and more particularly to a game for two or more players which employs chance, skill, education and creation.
- Board games combining chance and skill are well-known and numerous. Many involve the use of dice and/or cards to move tokens from a start to a finish point on a board through a series of adjacent spaces, which may be peripherally positioned about the edges of the board or otherwise arranged on the game board. Examples of such prior art board games include those described and illustrated in CA-A 1 044 268 issued December 12, 1978 of Magi- era and CA-A 1 164, 205 issued March 27, 1984 of Sisak. Neither of these prior patents remotely contemplates the apparatus of the present invention.
- Further, GB-A 2 051 588 discloses a game board apparatus combining a game board having a central token movement area of adjacent vertically and horizontally aligned rows of spaces, which spaces may be in any form and/or shape, as desired, with a plurality of spaced groupings of spaces forming pairings of token start and token finish areas, the token start or the token finish areas being located on the periphery of the central token movement area; a plurality of similar game tokens, distinctive for individual players, for movement between pairs of start and finish areas through the central token movement area and random numerical selection apparatus for determining the distance of movement of a player's tokens on the board for each player's turn during play.
- The random numerical selection apparatus may be, for example, die, cards bearing numerical indications, or a spinner having a pointer which is rotatable over a disc having segments numerically marked, to randomly point to one of such segments when rotated by a player. The chance taking apparatus may be cards with appropriate directions marked thereon. When cards are used for either numerical selection or chance taking, questions may be associated with these cards, the correct answer to which question must be given by a player drawing such a card to enable use of that card.
- It is an object of the present invention to provide a game of chance, skill, education and creation which will provide fun as well as challenge for players of all ages. It is a further object of the present invention to provide a basic game format which may be readily modified for different themes or to provide an entirely new game(s).
- According to the present invention there is provided a game board apparatus as disclosed in the cited GB-A 2 051 588, but characterised by game reward units associated with predetermined spaces in the central token movement area, and by chance taking apparatus associated with pre-determined other spaces located anywhere in the central token movement area of the board, for determining the movement of the tokens of the players or the disposition of game reward units.
- The collection of game reward units by the players provides a central element of motivation to the game which, besides adding to the interest created thereby, facilitates adaption of the game to a variety of themes, as will be described in more detail hereinafter.
- These and other objects and advantages of the invention will become apparent upon reading the following detailed description and upon referring to the drawings in which:
- figures 1 a, 1 b, 1 c and 1 d are plan views of alterna- five board formats for use in the apparatus according to the present invention;
- figures 2a, 2b, 2c, and 2d are respectively perspective (figure 2a) and plan (figures 2b, 2c and 2d) views of alternative forms of random numerical selection apparatus for determining the distance of movement of a player's tokens on the board during play, in accordance with the present invention;
- figures 3a and 3b are plan, schematic views of alternative forms of chance taking cards for use in the apparatus according to the present invention;
- figure 4 is a schematic view illustrating tokens and game reward units for use in accordance with the present invention; and
- figures 5,
5a 6 and 7 are respectively plan views of detachable specially designated spaces and obstacles which may be used to modify the game board as required by the players. - While the invention will be described in conjunction with exemple embodiments, it will be understood that it is not intended to limit the invention to such embodiments. On the contrary, it is intended to cover all alternatives, modifications and equivalents as may be included within the spirit and scope of the invention as defined by the appended claims.
- In the following description, similar features in the drawings have been given similar reference numerals.
- Turning to the drawings, as can be seen in figures 1 a, 1 b, 1 c and 1 d, the
game board 2 according to the present invention may have a wide number of various and distinctive lay-outs. Each however has a central token movement area 4 (which could have various numbers, as designed), made up of adjacent vertically and horizontally aligned rows ofspaces 6 which spaces may be in any form and/or shape, as desired. - Additionally, a plurality of groupings of
spaces 8 are provided on the periphery of the centraltoken movement area 4 as token start areas, and groupings ofspaces 10, either on the periphery of centraltoken movement area 4 or somewhere within as token finish areas. Token startspaces 8 andtoken finish spaces 10 are paired, so that tokens starting from a particular group ofspaces 8 must finish at a predetermined related grouping oftoken finish spaces 10. The token startspaces 8 and thetoken finish spaces 10 on the periphery may be reversed, if desired. - A plurality of
game tokens 12, representing individual players, are provided, as illustrated in figure 4, for movement in thespaces 6 between corresponding pairs of groups of start andfinish spaces token movement area 4. Each player will have a plurality of similar,distinctive tokens 12, differing from those of the other players, to be used in the playing of the game. It will of course be understood that one of the aims of the game is for each player to manoeuvre his or her pawns across the board, from that player's token startspaces 8, to that player's correspondingtoken finish spaces 10. - To determine the distance of movement of a player's
tokens 12 onboard 2, for each player's turn during playing of the game, random numerical selection apparatus such as a die 14 (figure 2a), aspinner 16 having apointer 18 which, when spun, randomly points to one of the number-bearingsegments 20 onbase 22 on whichpointer 18 is supported (figure 2b), or a deck containing variously numbered cards 24 (figures 2c and 2d) may be alternatively used.Numbered cards 24 may bear simple numerical references (figure 2c) or, as illustrated in figure 2d, may additionally be provided with a question for the player to answer in space 26 (a question not being illustrated in the drawing). In this case, of course the answer to the question is provided with the in an appropriate conventional fashion, and failure of the player to answer the question would prevent use of that card for that player's turn. - The game apparatus is also provided with game reward units 28 (figure 4), which units are associated in a conventional way, for example by colour coding, with
predetermined spaces 30 on the centraltoken movement area 4 of the board. Thesespaces 30 may be of any shape, in any location and as many in numbers as required or desired regardless of the shape of the playing board. Thesespaces 30 could take up part of or a full area of the gameboard (size of area(s) as desired) and could provide different designs or checkerboard pattern, as desired. It is preferred that a plurality ofunits 30 be similarly coded (by colour or otherwise) and have corresponding game reward units. By devising the rules of play of the game so that a player must direct his tokens through a predetermined number of differently codedspaces 30, thereby collecting corresponding game reward units associated with these spaces, in moving the tokens fromstart spaces 8 tofinish spaces 10, an added dimension of the game is created. This aspect of the game lends itself readily to different themes for the game, such as, for example: - (a) Medieval Era: Each grouping of
coloured spaces 30 could represent a castle defended by a knight. Thetoken 12 could then represent a team of warriors dispatched by the Emperor to bring a hostage (coloured or specially coded game reward unit 28) from each castle. - (b) Early Canadian/American Era: Each coloured or coded grouping of
spaces 30 could represent an Indian tribe. Thetokens 12 could then represent em- issaries (courreurs-de-bois) sent to visit each tribal chief and return with a signed Peace Treaty (coloured or specially coded game reward unit 28). - (c) Space Theme: Each coloured or coded grouping of
spaces 30 could represent a star in a galaxy. Thetokens 12 could then represent a fleet of space- ships dispatched to bring back a rare precious mineral (coloured or specially marked game unit 28) found only on that particular star. - To further enhance particularly the chance taking aspect of the game, chance taking apparatus, preferably in the form of cards 32 (figures 3a and 3b) associated with
predetermined spaces 33 in the central token movement area 4 (preferably different from spaces 30) are provided for determining movement of thetokens 12 of the players or disposition ofgame reward units 28. Thesecards 32 might simply have directions for example concerning movement of tokens of the player drawing the card or those of the other players, or obtaining or loss of game reward units (figure 3a) or, additionally, have a question the answer to which the player drawing the card must give correctly in order to be able to use the card, the question being placed in aportion 34 of the card (figure 3b). - On such
chance taking cards 32, instructions such as the following might be used: - (1) "Keep - You may move any of your tokens to any unoccupied space (33) coded with the colour (as desired), and draw one chance taking card."
- (2) "Use Now - Take an additional turn."
- (3) "Keep - Keep this card until you have acquired all coloured or specially coded, marked and/or designed
game reward units 28 and then use it to move any of your tokens to your finish spaces (10)." - (4) "Use Now - This card entitles you to move any of your tokens any number of spaces up to and including 3. Move in a straight line only (ie. horizontally, vertically or diagonally across)."
- (5) "Keep - you may move any of your tokens to any unoccupied space (33) anywhere in the
token movement area 4 and collect 1 (more) game reward unit (28)." - (6) "Use Now - Return any of your tokens to one of your start spaces (8)."
- (7) "Use Now - Give one of your game reward units (28) to each of your opponents."
- Turning to figure 1 a, for
example spaces 33 might be coded with a symbol (e.g. "O") as illustrated. Obstacles to impede direct movement of tokens incentral area 4 may be provided by a particular indication such as shown byreference numeral 35, which impediments may be of any form and/or shape and in any location of the centraltoken movement area 4. - Appropriate spaces for chance taking cards or random numerical selection cards, if used, may be provided as illustrated at 36 (figure 1 a).
- In the standard form of playing the game according to the present invention, both random numerical selection cards and chance taking cards are used. The players may have their own coloured or specially coded, marked and/or designed tokens to be placed on each player's own
token start spaces 8. Each player in turn would draw a randomnumerical selection card 24 to determine the movement of that player'stoken 12. If a token falls on achance taking space 33, then that player would draw achance taking card 32 and move his and/or his opponent's tokens or receive or give up game reward units as called for on the card. If the numerical selection cards and chance taking cards are the type provided withquestions space 30 would entitle that player to a correspondingly codedgame reward unit 28. Of course, any number of variations on these basic rules could be effected on this basic game board apparatus and any appropriate manner of selecting the winner of the game could be set-up. - The movement of the player's token(s) may be made in a straight line going forwards, backwards, horizontally, vertically or diagonally across the game board as a player desires and/or as the rules require.
- In one adaptation of the game in accordance with the present invention, as illustrated in figures 5 and 5a,
reusable space elements 40 may be provided which are releasably securable to the board so that the players may change the game board as they wish, prior to commencement of play.Space elements 40 may be made of magnetic material or have a magnetic backing where the board is made of an appropriate magnet-attractive material. Alternatively, they may have a backing of reusable self-adhesive or be securable in any other appropriate manner. Thesespace elements 40 are, for example, intended to take place of or be in addition to spaces 30 (figures 1a to 1d) permanently positioned on the board. As well obstacle means 42 illustrated in figure 6, and reward/bonus spaces 44 illustrated in figure 7, which are similarly releasably securable to the board, may be provided to change the game board as desired by the players, taking the place of or, in addition to, the permanently positioned obstacle means 35 of figures 1a to 1d and the permanently positioned reward/bonus spaces 33 in figures 1a to 1d, respectively. Again obstacle means 42 and reward/bonus spaces 44 may be secured to the board by appropriate magnetic or adhesive means, or in any other appropriate fashion. - Thus it is apparent that there has been provided in accordance with the invention a game board apparatus that fully satisfies the objects, aims and advantages set forth above. While the invention has been described in conjunction with specific embodiments thereof, it is evident that many alternatives, modification and variations will be apparent to one skilled in the art in light of the foregoing description. For example, the game is readily adaptable to a soft- ware/computer format. Accordingly, it is intended to embrace all such alternatives, modifications and variations as fall within the spirit and broad scope of the invention.
Claims (16)
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
AT86201263T ATE41874T1 (en) | 1985-09-10 | 1986-07-18 | GAME BOARD. |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US77452985A | 1985-09-10 | 1985-09-10 | |
US774529 | 1991-10-08 |
Publications (2)
Publication Number | Publication Date |
---|---|
EP0216400A1 EP0216400A1 (en) | 1987-04-01 |
EP0216400B1 true EP0216400B1 (en) | 1989-04-05 |
Family
ID=25101523
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
EP86201263A Expired EP0216400B1 (en) | 1985-09-10 | 1986-07-18 | Game board |
Country Status (9)
Country | Link |
---|---|
EP (1) | EP0216400B1 (en) |
JP (1) | JPS62101273A (en) |
AT (1) | ATE41874T1 (en) |
AU (1) | AU591156B2 (en) |
DE (1) | DE3662642D1 (en) |
DK (1) | DK428086A (en) |
FI (1) | FI863562A (en) |
IL (1) | IL79507A (en) |
NO (1) | NO863599L (en) |
Families Citing this family (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
GB8624146D0 (en) * | 1986-10-08 | 1986-11-12 | Puresevic P J | Board game apparatus |
Family Cites Families (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
GB1519591A (en) * | 1975-06-18 | 1978-08-02 | Grycz B | Board games |
GB1604561A (en) * | 1978-05-25 | 1981-12-09 | Westland J R | Apparatus for playing a game |
GB2051588A (en) * | 1979-06-07 | 1981-01-21 | Boyd R | Board game |
FR2539316A1 (en) * | 1983-01-17 | 1984-07-20 | Lefevre Christian | Parlour game making it possible to construct a maze |
-
1986
- 1986-07-18 DE DE8686201263T patent/DE3662642D1/en not_active Expired
- 1986-07-18 EP EP86201263A patent/EP0216400B1/en not_active Expired
- 1986-07-18 AT AT86201263T patent/ATE41874T1/en not_active IP Right Cessation
- 1986-07-24 IL IL79507A patent/IL79507A/en unknown
- 1986-08-08 AU AU60998/86A patent/AU591156B2/en not_active Ceased
- 1986-09-04 FI FI863562A patent/FI863562A/en not_active Application Discontinuation
- 1986-09-08 DK DK428086A patent/DK428086A/en not_active Application Discontinuation
- 1986-09-08 JP JP61211353A patent/JPS62101273A/en active Pending
- 1986-09-09 NO NO863599A patent/NO863599L/en unknown
Also Published As
Publication number | Publication date |
---|---|
FI863562A (en) | 1987-03-11 |
NO863599L (en) | 1987-03-11 |
FI863562A0 (en) | 1986-09-04 |
DE3662642D1 (en) | 1989-05-11 |
AU6099886A (en) | 1987-03-12 |
NO863599D0 (en) | 1986-09-09 |
AU591156B2 (en) | 1989-11-30 |
DK428086D0 (en) | 1986-09-08 |
DK428086A (en) | 1987-03-11 |
IL79507A (en) | 1990-03-19 |
ATE41874T1 (en) | 1989-04-15 |
EP0216400A1 (en) | 1987-04-01 |
JPS62101273A (en) | 1987-05-11 |
IL79507A0 (en) | 1986-10-31 |
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