WO2012069776A1 - Procédé et appareil permettant de jouer à un jeu - Google Patents

Procédé et appareil permettant de jouer à un jeu Download PDF

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Publication number
WO2012069776A1
WO2012069776A1 PCT/GB2011/001583 GB2011001583W WO2012069776A1 WO 2012069776 A1 WO2012069776 A1 WO 2012069776A1 GB 2011001583 W GB2011001583 W GB 2011001583W WO 2012069776 A1 WO2012069776 A1 WO 2012069776A1
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WO
WIPO (PCT)
Prior art keywords
token
tokens
game
player
players
Prior art date
Application number
PCT/GB2011/001583
Other languages
English (en)
Inventor
Martin Alexander Hay
Original Assignee
Martin Alexander Hay
Priority date (The priority date 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 date listed.)
Filing date
Publication date
Priority claimed from GBGB1020107.7A external-priority patent/GB201020107D0/en
Priority claimed from GBGB1101728.2A external-priority patent/GB201101728D0/en
Priority to NZ610156A priority Critical patent/NZ610156A/en
Priority claimed from GBGB1115135.4A external-priority patent/GB201115135D0/en
Priority claimed from GB201117954A external-priority patent/GB201117954D0/en
Priority to US13/882,606 priority patent/US20130221616A1/en
Priority to EP11791024.0A priority patent/EP2643066A1/fr
Priority to GB1307847.2A priority patent/GB2498316A/en
Priority to KR1020137016548A priority patent/KR20130132501A/ko
Application filed by Martin Alexander Hay filed Critical Martin Alexander Hay
Priority to CN2011800661225A priority patent/CN103402592A/zh
Priority to CA2835038A priority patent/CA2835038A1/fr
Priority to AU2011333520A priority patent/AU2011333520A1/en
Priority to JP2013540428A priority patent/JP2014501573A/ja
Publication of WO2012069776A1 publication Critical patent/WO2012069776A1/fr
Priority to GB201407018A priority patent/GB2509459A/en
Priority to PCT/US2012/060514 priority patent/WO2012174576A2/fr
Priority to NZ624492A priority patent/NZ624492B2/en
Priority to US14/236,630 priority patent/US20140195379A1/en
Priority to CA 2848883 priority patent/CA2848883A1/fr
Priority to EP12799768.2A priority patent/EP2769353A2/fr
Priority to AU2012271291A priority patent/AU2012271291A1/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q40/00Finance; Insurance; Tax strategies; Processing of corporate or income taxes
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00003Types of board games
    • A63F3/00063Board games concerning economics or finance, e.g. trading
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00003Types of board games
    • A63F3/00097Board games with labyrinths, path finding, line forming
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00003Types of board games
    • A63F3/00145Board games concerning treasure-hunting, fishing, hunting
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00173Characteristics of game boards, alone or in relation to supporting structures or playing piece
    • A63F3/00261Details of game boards, e.g. rotatable, slidable or replaceable parts, modular game boards, vertical game boards
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q20/00Payment architectures, schemes or protocols
    • G06Q20/02Payment architectures, schemes or protocols involving a neutral party, e.g. certification authority, notary or trusted third party [TTP]
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q20/00Payment architectures, schemes or protocols
    • G06Q20/04Payment circuits
    • G06Q20/06Private payment circuits, e.g. involving electronic currency used among participants of a common payment scheme
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q20/00Payment architectures, schemes or protocols
    • G06Q20/22Payment schemes or models
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/06Buying, selling or leasing transactions
    • G06Q30/0601Electronic shopping [e-shopping]
    • G06Q30/0613Third-party assisted
    • G06Q30/0619Neutral agent
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q40/00Finance; Insurance; Tax strategies; Processing of corporate or income taxes
    • G06Q40/04Trading; Exchange, e.g. stocks, commodities, derivatives or currency exchange
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
    • G06Q50/10Services
    • G06Q50/16Real estate
    • G06Q50/163Real estate management
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00003Types of board games
    • A63F3/00063Board games concerning economics or finance, e.g. trading
    • A63F2003/00066Board games concerning economics or finance, e.g. trading with play money
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00173Characteristics of game boards, alone or in relation to supporting structures or playing piece
    • A63F3/00261Details of game boards, e.g. rotatable, slidable or replaceable parts, modular game boards, vertical game boards
    • A63F2003/00406Details of game boards, e.g. rotatable, slidable or replaceable parts, modular game boards, vertical game boards with a vertical game board
    • A63F2003/00413Details of game boards, e.g. rotatable, slidable or replaceable parts, modular game boards, vertical game boards with a vertical game board playable on opposite sides but with playing field of opponent not being visible
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00697Playing pieces
    • A63F2003/00867The playing piece having two characteristics
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2401Detail of input, input devices
    • A63F2009/2402Input by manual operation
    • A63F2009/2407Joystick
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F11/00Game accessories of general use, e.g. score counters, boxes
    • A63F11/0074Game concepts, rules or strategies
    • A63F2011/0086Rules
    • A63F2011/0093Rules characterised by the game theory or winning strategy
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8094Unusual game types, e.g. virtual cooking

Definitions

  • the present invention relates to a strategy game for one or more players.
  • the game can comprise the use of left- and right handed money, which the present invention also provides together with left- and right-handed property rights for use in a game or in commerce, and apparatuses adapted for use with these.
  • a concept described herein as a chiralkine links all these together.
  • players compete to achieve an objective by making stepwise moves each selected from a set of moves defined by the rules of the game. They are provided with opportunities to conceive and evaluate alternative sequences of moves that they and their opponents could make and to use pattern recognition to guide their decision making as the game progresses.
  • Games are generally played using a game apparatus comprising a game field containing token spaces and tokens, each move being represented by movement of one or more tokens in token spaces in the game field.
  • the game field and tokens may be real or virtual, as on a computer screen.
  • Games simulate movement of the human body, because problem solving at its heart is all about solving movement problems, for example how to go from A to B, to catch a ball or to avoid a punch.
  • Competitive games in which players can use movement to assert control over the movement of other players are particularly engaging.
  • Movement of the human body is effected by the skeletal musculature under the control of the brain.
  • the skeletal musculature is made up of muscle antagonist pairs, the antagonists in each pair being known as the flexor and the extensor.
  • the flexor and the extensor When the body is in motion, one of a flexor and extensor is contracting and the other is relaxing. Motion can be stopped abruptly by contracting both the flexor and extensor at the same time.
  • Symmetric movement results from symmetric coupling of corresponding left and right muscle antagonist pairs.
  • Antisymmetric movement results from antisymmetric coupling of corresponding left and right muscle antagonist pairs. There are two possible antisymmetric couplings.
  • the game is performed in a game field.
  • a player deploys two tokens for each move, each of the tokens representing a function that is the antisymmetric opposite of the other with respect to the players (like debit and credit).
  • the inventor has given these tokens the name chiralkines in recognition that they involve left/right handedness (chirality) and movement (kinetics).
  • a token can be combined with another already deployed, creating one of two alternative new symmetric functions (with respect to the players) depending upon the order in which the combined tokens have been played.
  • the two symmetric functions are in all the players' interests or against all the players' interests. Accordingly, the game contains elements that link the interests of the players together, as in real life.
  • each of the two alternative symmetric functions is represented by a single token, replacing two antisymmetric tokens in combination.
  • the objective of the game is to arrive at a particular arrangement of one or more tokens in the game field.
  • the present invention provides a method for one or more players to pursue a game objective using a game apparatus, wherein:
  • said game apparatus comprises: at least two sets of first tokens, one for each player, each set consisting of two kinds of first token (A) and (C) each representing a function that in relation to the players is the antisymmetric opposite of the other;
  • a game field provided with a plurality of token spaces
  • said game objective is for a player to achieve an arrangement of one or more tokens in the token spaces of the game field that represents a particular function
  • said method comprises a sequence of steps in which each player in turn identifies a first token (C) and a first token (A) to be placed in (+) or removed from (-) different token spaces so as to effect a change in function (>) in each of these token spaces selected from:
  • each player's move is made up of two antisymmetric opposite components, one beneficial to the player and the other beneficial to the player's opponent(s). Put another way, one component is selfish, restricting the freedom of movement of an opponent, while the other is altruistic, increasing it.
  • These antisymmetric pairings can accumulate as the game progresses.
  • Players must think about how to position both first tokens to their advantage, and make best use of the moves of their opponent(s).
  • Players must also think about the potential outcomes resulting from them or their opponents switching an antisymmetric function to a symmetric function.
  • a symmetric function acts in the same way on all players. It either restricts or increases their freedom of movement.
  • the game has an educational function, as it sensitises players to the differences between symmetric and antisymmetric relationships, and thus to thinking holistically, as the brain has to do when co-ordinating movement.
  • an obligation is as well: a decision to give additional resources to one person is also a decision to take them from another. Societies that lose sight of this have a tendency to fragment, possibly with riots or worse.
  • (C) represents a function beneficial to a player
  • (A) represents the antisymmetric opposite function beneficial to all other players
  • (L) represents a function beneficial to all players
  • (D) represents a function beneficial to none of the players.
  • the number of players in the game may be one or more, for example 1, 2, 3 or 4. There is no upper limit to the number, especially if the game is played on a web-based computer system. Players may act independently, may collaborate at will or may play in two or more teams.
  • the token spaces in the game field may be empty, or one or more token spaces may have tokens in place.
  • alternative patterns of tokens to be deployed at the start of the game can be provided, for example on cards in a pack of cards, or in a booklet.
  • tokens can be deployed by chance, for example using a game field in which the token spaces are in wells and allowing tokens to fall into the wells by chance.
  • the starting pattern of tokens can be generated using a computer program.
  • players must play two first tokens on different token spaces, either by placing both of them in the token spaces or removing both of them from the token spaces.
  • the two first tokens can be replaced with the appropriate second token.
  • a first token can be placed in a token space containing a second token, thereby changing the function in that space to that of the first token, irrespective of what kind the second token is.
  • the second token is removed before the first token is placed in the token space.
  • the function of a token space it is possible for the function of a token space to change between all four symmetric and antisymmetric functions during the course of a game.
  • a second token in a token space can notionally be replaced by the appropriate combination of first tokens, and then the top first token removed. This changes the function of the token space to that of the bottom first token. It is the reverse process to that of combining two first tokens. It corresponds with the following:
  • Replacing a pair of first tokens with a second token destroys the memory of which player's first tokens made up the pair.
  • the second token is replaced with the player's opposite first token.
  • the features of removing first tokens, of adding a first token to a second token and of removing a first token from a second token are optional features of the game.
  • the game can be played with only the features that correspond with:
  • first or second token in a token space denotes one of four possible functions: two antisymmetric and two symmetric.
  • a token space that contains no token (identified herein as none) has no function.
  • a first token can be placed in it, but cannot be removed from it.
  • the game can be simplified by deeming an empty space to be a space containing a token. In order not to discriminate between the players, it should be deemed to be a second token, preferably one representing a function that is beneficial to none of the players. Under such circumstances, the only possible changes of state in a token space correspond with the following changes in function:
  • the present invention provides a method as described hereinabove in which in step (c) the change in function (>) in each of the token spaces is selected only from: C + A > L; A + O D;
  • all token spaces must start out occupied (including deemed occupied) with a first or second token. Conveniently they all start out occupied (or deemed occupied) by a second token D.
  • Table 1 below provides an example of a game field according to this embodiment, wherein the first tokens of first and second players are denoted by A 1 , C 1 and A 2 , C 2 respectively.
  • Table 1 Game Field Populated by Tokens Showing each of the Four Possible Symmetric and Antisymmetric States.
  • Table 2 Alternative Perspective Of Game Field as in Table 1 Populated by Tokens Showing the Two Possible Symmetric States, but the Two Possible Antisymmetric States as Indistinguishable Blank Spaces
  • Non-player participants of the game can be told whether they should consider the antisymmetric first tokens to be the same or different, but it is preferable that they actually see the first tokens as they are supposed to. (If they can see the first tokens, they can end up taking sides as between the players).
  • One way of doing this would be for the players to use a game field having more than one face, for example a pair of opposed faces. On one face, the different first tokens can be seen, and on another they appear the same, but different from the two second tokens.
  • the game field can be embodied in a sheet of glass upon which the game tokens can be affixed, and the first tokens can be provided on only one of their sides with information about their antisymmetric function (e.g.
  • the first tokens may be provided with a distinguishing feature requiring a sensory capability that a non-player participant is deprived of.
  • the first tokens can be provided with colours that can be masked by wearing coloured spectacles, or which a non-player participant cannot discriminate between, because the non-player participant is colour blind.
  • the different faces of the game field can be displayed on different screens. (The term non-player participant is used hereinabove to distinguish from player).
  • L is a function beneficial to all players and D represents a function beneficial to none of the players.
  • D represents a function beneficial to none of the players.
  • a second game can now be played in which one or more non-player participants hunt for L tokens in the game field, and upon capturing them convert them into D tokens (flipping them from one symmetric function to its symmetric opposite). These participants are hereinafter referred to as hunters. Collaborative play leading to the deployment of L tokens is countered by a different activity that has the opposite effect.
  • a level of difficulty a challenge
  • One option is to define a first token as a token that denotes a function that is beneficial to none of the hunters (e.g. none may enter the token space), a D second token a function that is beneficial to all of the hunters and an L token as a function that, upon capture confers a benefit to the capturer relative to any other hunter (e.g. a points score).
  • a hunter can be provided with two hunting tokens each of which can slide in a straight line from one point to another over D tokens, but not over first tokens.
  • An L token becomes captured when it becomes sandwiched between two hunting tokens, or when both hunting tokens are brought over it. Skill is required to plan a series of moves to effect a capture. Moreover, two or more hunters can compete to be the first to effect a capture.
  • the hunters can keep the number of D and L tokens in a dynamic balance, rather like a predator can affect the population of its prey. This ensures a more competitive game between the players, as they are obliged to place more reliance on their antisymmetric moves in the development of their game strategies. Thus a player cannot assume that an L token will remain in place for any length of time. Without the hunters, L tokens tend to accumulate in the game field. This is because a player can deploy an A token (which denotes a function that is beneficial to all other players) on top of a C token, thus making the token space beneficial to the player as well as all the other players. In other words, the player is able to use an A token to the player's advantage (as well as the advantage of the other players).
  • the present invention provides a method as described hereinabove wherein
  • said game apparatus further comprises at least two hunting tokens
  • said game apparatus is used by at least one hunter during the course of a game between the players;
  • said at least one hunter interprets the first tokens A and C as having the same zero function, and the second tokens (L) and (D) as having simple opposite functions, the objective of the hunter being to take a turn between turns of the players and in that turn move one or both of the said hunting tokens to effect capture of an (L) token, convert it to a (D) token and thereby score a point.
  • the game field has a face upon which first and second tokens are played and another face upon which hunting tokens are played.
  • a hunter may score whenever an
  • L token is captured. Hunters can compete with one another to secure the highest score before the game ends, which is when the players have achieved their game objective. If desired, the players and hunters can swap roles, so that each can be tested in both roles and a comparison made between their performances in each.
  • a scoring system universal to the two games can be devised. In this universal scoring system, players score each time they achieve a game objective, and then the game resumes with a new game objective. Experimentation is required in order to calibrate the value of a unit hunter score with the value of a unit game objective score. Players and hunters can then continue to play for an arbitrary length of time, and add up their scores at the end. Interestingly, the game played in this way is independent of time.
  • hunters may play collaboratively, or in teams: a pair of hunters each using one of their hunting tokens to effect capture of an L token.
  • each hunter may be provided with a left- and a right-hunting token, capture of an L token being effected when a pair of hunters make use of a right-hunting token of one hunter and a left-hunting token of another hunter.
  • the left- and right-hunting tokens can, optionally, be required to be placed respectively under the control of the left and right hands of the hunters.
  • each player must play a first token (A) that is beneficial to the other player(s) before playing a first token (C) that is beneficial to the player.
  • musculature on one side of the player's body is used to effect changes in function corresponding with placing a first token (C) or removing a first token (A) and the opposite side is used to effect changes in function corresponding with placing a first token (A) or removing a first token (C).
  • Players can thus accommodate to the idea that one side looks after the selfish component of their move and the other the altruistic component.
  • musculature on the subordinate side of the player's body is used to effect changes in function corresponding with placing a first token (C) or removing a first token (A) and musculature on the player's dominant side is used to effect changes in function corresponding with placing a first token (A) or removing a first token (C).
  • the right skeletal musculature lies under the control of the left side of the brain, and the left skeletal musculature lies under the control of the right side of the brain.
  • higher thought process such as in forward thinking and pattern recognition, are handled asymmetrically by the two sides of the brain.
  • the brain is able to convert instructions from those asymmetric regions of the brain into instructions that can be distributed to the left and/or right musculature.
  • the brain is also plastic, meaning that it can reassign functions to different brain areas. This is important when learning new skills. It is also important after brain damage, for example following stroke or traumatic brain injury.
  • a device that links respective opposite antisymmetric functions to respective left and right control may promote brain restructuring, in particular to a more symmetric distribution of higher thought processing as between the two brain hemispheres.
  • the higher brain processing may become more holistic.
  • players that have suffered brain damage in one hemisphere may find that an area in the other hemisphere increasingly handles functions previously handled by the damaged area of the brain. This restructuring would arise, because the brain would recognise that the two antisymmetric opposite functions are interlinked.
  • the game may be repeated such that each player takes a turn to start.
  • Two players may thus, for example, compete in an even number of games, for example a set of 6, 8 or 10 games.
  • the players may compete, for example, until one player has a score at least two above that of any opponent.
  • a numerical score for the total number of victories of each player may be kept, and the overall winner judged to be the player with the highest total score.
  • the game apparatus further comprises two kinds of scoring tokens, each scoring token representing a function that is the opposite of the function of the other.
  • these scoring tokens are referred to as left-handed scoring tokens (L-ST) and right-handed scoring tokens (R-ST).
  • L-ST left-handed scoring tokens
  • R-ST right-handed scoring tokens
  • the winning player receives a R-ST and the loser(s) a L-ST.
  • a player who wins several games will accumulate R-STs, one for each victory, whereas one that loses several games will accumulate L-STs.
  • a player may not simultaneously hold both an R-ST and an L-ST: the two tokens "annihilate” one another like matter and anti-matter when placed in the possession of the same player.
  • the scoring tokens may take the form of paper notes, like paper money, and may come in different denominations, for example 1 , 5, 10, and so on.
  • the R-STs and L-STs may be labelled respectively as right and left currencies, such as right and left dollars, right and left euros, right and left yen, right and left yuan and right and left pounds.
  • the symbols for the currencies may be displayed in mirror writing, or images of left and right hands may be provided.
  • possession of an R-ST may confer a power on a player or hunter over another player in possession of an L-ST.
  • a player or hunter may give an R-ST to a player having an L-ST and direct that player to make a particular move, for example to place a first token (A) and/or a first token (C) or one or both hunting tokens, in a particular token space or token spaces.
  • the R-ST Upon receipt by the directed player or hunter, the R-ST is annihilated by the directed player's or directed hunter's L-ST.
  • use of a R-ST gives a player control over the future movement of an opponent.
  • An R-ST/L-ST pair thus functions like money.
  • Players and hunters compete with one another for control over the future movement of their opponents, as measured by possession of an R-ST, which functions like money.
  • R-ST which functions like money.
  • Players or hunters may acquire an increasing ability to control the future moves of their opponents (just as one might do through accumulating capital in a capitalist economy).
  • Players and hunters can compete, for example, until one player or hunter has complete control over the moves of their opponent, for example by being able to achieve a game objective simply by using all the R-ST's in their possession to direct an opponent to place all of their player tokens to achieve that game objective.
  • the losing player has been enslaved by, or made an automaton for the winning player.
  • Through intelligent play with chiralkines a player can achieve control over the movement of an opponent.
  • players or hunters may also agree with others to voluntarily place their move under the control of another in return for exchanging an L-ST for an R-ST (rather than compelling a move, which leads to mutual annihilation of the L-ST for an R- ST).
  • the player or hunter is in effect lending control of their move in return for a promise to have future control over another. This is especially useful in games involving more than two players, as it provides a mechanism whereby players or hunters can trade moves, and hence collaborate.
  • said game apparatus further comprises: a set of scoring tokens consisting of right-handed scoring tokens (R-STs) and left-handed scoring tokens (L-STs) which can be held by a player only in the alternative, each representing antisymmetric opposite functions such that a holder of a R-ST has power to control the placement in (+) or removal from (-) a token space of a first token by a holder of a L-ST during the turn of the holder of the L-ST; and
  • R-STs right-handed scoring tokens
  • L-STs left-handed scoring tokens
  • said method further comprises the steps of:
  • the method can further comprise: identifying as a winner a hunter that has captured the most (L) tokens when the game objective has been achieved, and the other player(s) as losers;
  • the present invention provides the use of left-handed and right- handed money in a game or commerce.
  • parties to a transaction may exchange right-handed money for goods or services and left-handed money.
  • Banks may lend right-handed money to a purchaser of goods or services and left-handed money to a vendor.
  • a purchaser must itself sell some goods or service for right-handed money in order to be able to repay its debt to the bank.
  • the vendor must itself purchase some goods or service before it can repay its debt to the bank.
  • money is created by banks based upon them treating the loans they have already made as assets belonging to them.
  • left- and right-handed money are created (or destroyed) at the same time that left- and right-handed property rights are created (or destroyed).
  • Example 8 examples of property rights that can be in left and right-handed forms are property rights that are registered with a government registry, such as real estate, patents for inventions and public limited liability companies.
  • the present invention provides the use of left- and right- handed property rights in a game or commerce.
  • a system based upon left- and right handed money would require apparatuses adapted to handle money in both forms, such as cash dispensers, vending machines, etc.
  • the present invention provides an apparatus adapted for use with left and right handed money, selected
  • a bank card comprising a machine readable identification code, said card being adapted to handle transactions in left- and right-handed money;
  • a cash machine adapted to dispense left- and right-handed money (cash);
  • a cash register adapted to handle and record transactions in left- and right-handed money (cash); a vending machine adapted to receive money (cash) in one of right- and left-handed forms and dispense it in the other; and
  • an apparatus for use by a bank comprising left- and right handed money and a computer programmed to maintain records of transactions in left and right-handed money.
  • the present invention provides an apparatus for use by a lawyer, comprising documents representing left- and right-handed property rights and a computer programmed to maintain records of transactions in left and right-handed property rights.
  • the tokens in each set of first tokens may be provided with a player-distinctive appearance.
  • the members of different sets may be provided with a different shape, for example a circular, triangular, square, pentagonal or hexagonal shape; a different colour, for example red, orange, yellow, green, blue, indigo or violet; or different markings, for example symbols such as numbers, letters or mathematical symbols.
  • the antisymmetric opposites may be represented on opposed faces of the same first tokens with markings, for example markings that are associated with antisymmetric opposites, for example words or symbols signifying left and right, + and - or clockwise and anticlockwise, for example spirals.
  • one first token may be dark and the other light.
  • the symmetric opposites may be represented on opposed faces of the same second tokens with markings, preferably colourless markings that are associated with symmetric opposites, for example one side might be dark, such as black and the other light, such as white.
  • each set of first tokens has a different colour; the first token (C) in each set is dark; the first token (A) in each set is light; the set of second tokens is colourless; the second token (L) is light; and the second token (D) is dark.
  • Players can thus associate the selfish component of their move
  • the opposite functions of the first and second tokens are represented respectively on opposite sides of the same tokens.
  • the game apparatus comprises a timer.
  • the timer may be, for example, electronic or mechanical, such as an alarm clock or sand clock.
  • the timer can be used to limit the time available for a player to make a move.
  • the game objective is for a player to achieve an arrangement of one or more tokens in token spaces of the game field that connects tokens selected from first tokens (C) in the player's set, first tokens (A) in any other player's set and second tokens (L) in a series to form a path.
  • the path may be, for example, from one end or edge of the game field to the opposite end or edge.
  • the path may be a 3-, 4-, 5- or more-sided polygon wherein the vertices are token spaces.
  • the players are competing to be the first to find a way to be able to perform a particular combination of movements, represented by a particular combination of tokens.
  • the game apparatus further comprises a ball token
  • the game objective is for a player to move the ball token to a required location and in which a player can take possession of the ball token by placing a first token (C) adjacent to the token space containing the ball token, move the ball onto that token space then move the ball token in a straight line along any path formed by that token and one or more tokens selected from first tokens (C) in the player's set, first tokens (A) in any other player's set and second tokens (L).
  • the required location may be, for example, an edge of the game field, for example opposite to the player, a corner of the game field or a section of an edge of the game field (as in a football goal).
  • the game field is square and is provided with a plurality of token spaces arranged in a grid pattern.
  • the grid pattern may be formed of any shapes that can form an ordered lattice, for example squares (which conveniently can form a square grid) or hexagons (which conveniently can form a hexagonal grid that if large enough can be enclosed in a circular frame).
  • the number of token spaces is in the range of from 25 to 100. It will be appreciated that when the game field is in the form of a square grid, it will contain a square number of token spaces, for example 25, 36, 49, 64, 81 or 100.
  • the number of tokens used in the game will depend upon the number of players, the number of token spaces in the game field and the particular game rules adopted.
  • Tokens can be made of any suitable material, for example plastic, card, metal or wood.
  • the game field can be provided on a surface of any suitable material, such as wood, cardboard or plastic.
  • the game field is provided in plastic moulded so that the token spaces lie in wells.
  • the game apparatus is electronic and the game is played using an electronic device.
  • the components of the game apparatus are virtual, for example displayed on an electronic screen forming a component of an electronic device, such as a computer, mobile phone or other device capable of supporting gaming.
  • a game controller such as a keyboard, mouse, joystick, paddle, trackball, throttle quadrant, steering wheel, yoke, pedals, gamepad, motion sensor, voice sensor, light gun or gaming headset (comprising electrodes positioned to detect brain wave activity).
  • the game controller is adapted to receive commands for the antisymmetric function of one of the two first tokens from one side of the player's body and the opposite antisymmetric function from the other side of the player's body.
  • the game controller can have a left detector system for receiving commands relating to one antisymmetric function from the left side of the body's musculature (or right side of the brain) and a right detector system for receiving commands relating to the opposite antisymmetric function from the right side of the body's musculature (or left side of the brain).
  • the two antisymmetric functions are handled by respective left and right sides.
  • the game controller and computer are configured such that when the game controller is moved, a cursor on the screen is moved.
  • the cursor has been moved over a token space in which a change of state is desired, the player presses a button on the game controller.
  • the game controller is configured symmetrically with left and right sides having left and right buttons that can be depressed with left or right fingers or thumbs.
  • the computer can be programmed so as to recognise when a game objective has been met and stop the game. When the game objective is a path, the computer may be programmed to highlight the completed path on a screen.
  • kit for playing a game as described hereinabove which comprises in physical form:
  • At least two sets of first tokens one for each player, each set consisting of two kinds of first token (A) and (C) each representing a function that in relation to the players is the antisymmetric opposite of the other;
  • the antisymmetric opposites may be represented on opposed faces of the same first tokens with markings, preferably markings that are associated with antisymmetric opposites, for example words or symbols signifying left and right, + and - or clockwise and anticlockwise.
  • the symmetric opposites may be represented on opposed faces of the same second tokens with markings, preferably markings that are associated with symmetric opposites, for example one side might be black and the other white.
  • said first tokens comprise two or more sets, the members of each of which are provided with a different player-distinctive appearance.
  • the members of different sets may be provided with a different shape, for example a circular, triangular, square, pentagonal or hexagonal shape; a different colour, for example red, orange, yellow, green, blue, indigo or violet; or different markings, for example symbols such as numbers, letters or mathematical symbols.
  • the kit can contain two, three, four, five, six, seven or more sets of first tokens, depending upon how many players are intended to use the kit in a game.
  • the number of first tokens in each set depends upon the number of token spaces in the game field, and whether or not the tokens contain representations of the antisymmetric opposite functions on their opposed faces.
  • each set of first tokens may contain in the range of from 2 to 100 first tokens (A) and 2 to 100 first tokens (C) or from 2 to 100 first tokens (A) and (C).
  • the kit can contain, for example, from 2 to 100 second tokens (D) and from 2 to 100 second tokens (L) or from 2 to 100 second tokens (D) and (L).
  • the kit comprises a ball token.
  • the kit comprises a timer.
  • the token spaces in the game field are in wells.
  • the kit further comprises a lid, for example of transparent plastic that can be placed over the game field with tokens trapped inside, such that tokens may be randomly assigned to token spaces by shaking.
  • the rules in the kit provide that the change in function (>) in each of the token spaces is selected only from:
  • the kit further comprises at least two hunting tokens; and the rules provide that:
  • said game apparatus is used by at least one hunter during the course of a game between the players;
  • said at least one hunter interprets the first tokens A and C as having the same zero function, and the second tokens (L) and (D) as having simple opposite functions, the objective of the hunter being to take a turn between turns of the players and in that turn move one or both of the said hunting tokens to effect capture an (L) token, convert it to a (D) token and thereby score a point.
  • the game field has a face upon which first and second tokens are played and another face upon which hunting tokens are played.
  • the present invention provides electronic gaming device for use by one or more players in a method as described hereinabove, which comprises:
  • (a) display means for displaying a game apparatus comprising at least two sets of first tokens, one for each player, each set consisting of two kinds of first token (A) and (C) each representing a function that in relation to the players is the antisymmetric opposite of the other;
  • a game field provided with a plurality of token spaces;
  • a game controller adapted to receive two instructions from each player regarding placement of first tokens in token spaces in the game field, one of which is for a first token (C) and the other for a first token (A);
  • the data processing means is also capable of converting said instructions according to the following play sequences:
  • such a device is capable of supporting play of a game in which the function of a token space that has become symmetric can be changed by addition of a first token.
  • the data processing means is also capable of converting said instructions according to the following play sequences:
  • such a device is capable of supporting play of a game in which the function of a token space that has become symmetric can be changed by removal of a first token.
  • the display means can be, for example, a plasma display panel (PDP) or liquid crystal display
  • the game device further comprises data processing means for recognising when the functions of token spaces in combination form a defined pattern, and means for displaying this.
  • the game controller may be, for example, a keyboard, mouse, joystick, paddle, trackball, throttle quadrant, steering wheel, yoke, pedals, gamepad, motion sensor, voice sensor, light gun or gaming headset (comprising electrodes positioned to detect brain wave activity).
  • the game controller is adapted so that one part receives an instruction from the left side of a player's body and the other part receives an instruction from the right side of the player's body.
  • a controller can possess bilateral symmetry.
  • the electronic gaming devise further comprises
  • a game controller adapted to receive two instructions from a hunter, one for the movement of each hunting token; and (f) data processing means for converting the display of a second token (L) on both display means from (L) to (D) when said moves of said hunting tokens have effected capture of said second token (L).
  • the data processing means is also adapted to display right-handed scoring tokens (R-STs) and left-handed scoring tokens (L-STs) and said controller is adapted to receive instructions regarding play of said R-STs and L-STs.
  • R-STs right-handed scoring tokens
  • L-STs left-handed scoring tokens
  • the electronic device does not emit an annoying beep when its power supply is running low or it has been left idle for a period.
  • Example 1 Game for 2 Players.
  • a game apparatus is assembled from the following elements :- A game board comprising a square game field provided with a grid of 64 square token spaces (8 rows and 8 columns); thirty red and thirty blue first tokens each being circular discs bearing an "R" on one face and an “L” on the opposite face; and thirty second tokens each being circular discs that are black on one face and white on the opposite face.
  • the object of the game is to be the first player to create a path from their side to the opposite side.
  • a token in a token space must result in a change of function at that space.
  • a first token may only be placed in a token space containing no token, the antisymmetric opposite first token or a second token.
  • Two players position themselves on opposite sides of the game field. Both players are right handed.
  • the game commences when one player places two first pieces in token spaces on the game field, firstly a first token R with the right hand then a first token L with the left hand. The other player then does the same. When a second first token is placed over a first, the two first tokens in the token space are removed and replaced with the appropriate second token. The game continues until a player has completed and identified a path from one side to the opposite.
  • a game apparatus is assembled as described in Example 1, except in that it comprises thirty red, thirty blue, thirty yellow and thirty green first tokens each being circular discs bearing an "R" on one face and an "L” on the opposite face.
  • the game objective and game rules are as described in Example 1.
  • the four players arrange themselves on the four sides of the game field and play in turn.
  • they may play independently or in two teams of two players.
  • the players in each team are positioned opposite to one another.
  • a game apparatus is assembled from the following elements:-
  • a game board comprising a square game field provided with a grid of 81 square token spaces (9 rows and 9 columns); fifty red and fifty blue first tokens each being circular discs bearing an "R" on one face and an "L” on the opposite face; fifty second tokens each being circular discs that are black on one face and white on the opposite face; and a ball token.
  • the object of the game is to be the first player to get the ball token from the centre of the game field to the opponent's side, or into an area along part of the opponents side that represents the opponent's goal.
  • a player may take possession of the ball token by placing a token adjacent to the token space containing the ball token so as to create a function which permits the player to move the ball token onto that token space (corresponding in football with a tackle). The player may then move the ball token in a straight line along all connected token spaces having functions that permit the player to move the ball token onto those tokens space (i.e. kick the ball). If the player can move the ball token all the way to the opponent's side or to the opponent's goal, as appropriate, then the player has won the game.
  • a token in a token space must result in a change of function at that space.
  • a first token may only be placed in a token space containing no token, the antisymmetric opposite first token or a second token.
  • Example 4 Game for 1 Player.
  • a game apparatus is assembled from the following elements:- A game box comprising a sunken square game field provided with a grid of 25 square token spaces (5 rows and 5 columns), said token spaces having the form of sunken wells; a transparent lid for covering said square game field; thirty first tokens each being white circular discs bearing a black "R” on one face and a black “L” on the opposite face; thirty first tokens each being black circular discs bearing a white "R” on one face and a white “L” on the opposite face; thirty second tokens each being circular discs that are black on one face and white on the opposite face; and a timer.
  • the lid Prior to commencing the game, the lid is inverted and a mixture of 25 first and second tokens is placed inside.
  • the game box is then placed over the lid and the combined box and lid is inverted and shaken until all of the tokens have entered into token space wells.
  • the lid is then removed and the timer is started.
  • the object of the game is for the player to use only white or only black first tokens to create a specific pattern of tokens in the game field during the time allotted by the timer.
  • An example of such a pattern would be a three by three square of alternating black and white second tokens.
  • the game can be repeated with patterns of increased complexity to provide an increased challenge for the player as the player's skill level and dexterity increases.
  • This game can also provide training for players in preparation for competitive play.
  • Example 5 Game for Two Players and a Hunter
  • a game apparatus is assembled from the following elements :- A game board comprising a square game field provided with a grid of 64 square token spaces (8 rows and 8 columns); said game field being marked out on a transparent material (such as glass) that is mounted vertically in a stand;
  • two hunting tokens each being a black disc bearing an image of a human skull
  • each of said tokens being provided with a sticky deposit that enables the token to be stuck releasably onto the transparent material in the token spaces of the game field.
  • the object of the game (for a player) is to be the first player to create a path from their side to the opposite side.
  • the object of the hunter is to capture white tokens and replace them with black.
  • the tokens represent the following functions to the players on one side of the transparent material bearing the game field:
  • the tokens represent the following different functions to the hunter on the other side of the transparent material bearing the game field.
  • a black second token is placed in each token space on the player's side of the game field.
  • the hunter then places each of the two hunting tokens in token spaces on the hunter's side of the game field.
  • Play commences when a player takes a white and a black first piece each bearing a dot of the player's colour (e.g. red), and uses each to replace a black second token (grey face down).
  • the player uses the player's dominant hand to place the white first piece and then the player's subordinate hand to place the black second piece (thus using different sides of the brain to control the moves).
  • the player now sees white and black first pieces in place of two black second pieces, whereas the hunter sees two grey pieces in place of two black second pieces.
  • the player's opponent now takes a white and a black first piece each bearing a dot of the player's colour (e.g. blue). These are now played, replacing one token in each of two token spaces.
  • the player can use the player's dominant hand to place the white first piece and then the player's subordinate hand to place the black second piece. Now it is the turn of the hunter to move.
  • the hunter can slide each hunting token once in a straight line across any token space containing a black or a white second token, but cannot cross any token space bearing a grey first token. If there is a white token in a token space (resulting from a white first token having been placed in a token space that contained a black first token), then the hunter can attempt to capture this. To capture the white second token, the hunter must slide each hunting token so as to sandwich the white token between the two. The white second token is then replaced with a black second token and the hunter scores one point.
  • the game continues as the players continue to deploy white and black first tokens, the task of the hunter becoming increasingly difficult as the number of token spaces occupied by first tokens (grey to the hunter) increases.
  • the game ends when a player has succeeded in establishing a chain of token spaces that permits the player to pass from one side of the game field to the opposite side.
  • the game apparatus is the same as that for Example 5, except in that it now comprises two pairs of hunting tokens, each pair being provided with a skull of a different colour.
  • the hunters make their moves between the moves of the players, such that the moves alternate player 1 , hunter 1 , player 2, hunter 2 and so on.
  • the game apparatus is the same as that of Example 6, except in that the members of each pair of hunting tokens are marked to signify left and right respectively.
  • the hunters work collaboratively, capturing white pieces using a right hunting token of one hunter and a left hunting token of the other hunter.
  • the two players and two hunters then swap roles.
  • the two that succeed in capturing the most white pieces overall are winners (analogous to winners of doubles in tennis).
  • This example illustrates how changes in the game between the four possible states A, C, L, D in token spaces in the game field and the use of left- and right-handed scoring tokens correspond with the creation and destruction of left and right-handed money and monetary transactions and also with the creation and destruction of left and right-handed property rights and property right transactions.
  • a property developer P purchases a plot of land on which there is a house and a garden. P forms a new plot by dividing off part of the garden and builds a house on this.
  • Lawyer S acting for P, creates two documents consisting of left- and right-handed title deeds to the new plot. These are reviewed by Lawyer R acting for Q. S and R both save electronic copies of the documents on their respective computer systems, and also enter the names of P and Q into their respective computerised docketing systems that record the ownership of left- and right-handed property rights.
  • P and Q both borrow money from Bank B. Both P and Q have accounts at B, in both LCU and RCU. Each account has one account number for both LCU and RCU.
  • B creates (from nothing) 100,000 left-handed currency units (LCU) and 100,000 right-handed currency units (LCU). It lends the 100,000 LCU to P and the 100,000 RCU to Q.
  • the creation of the money is recorded in the financial accounts of the bank.
  • B enters a debit of 100,000 LCU against the account of P and 100,000 RCU against the account of Q in its computer system.
  • the money is transferred electronically to the client bank accounts of S and R respectively.
  • S and R arrange for 100,000 LCU to be transferred to the bank account of Q and 100,000 RCU to be transferred to the bank account of P.
  • B records these transactions in its computer system.
  • the bank account of P now shows a credit of 100,000 RCU, whereas that of Q now shows a credit of 100,000 LCU.
  • P and Q now pay their lawyers for the services rendered to them.
  • P and S each use their respective bank cards, each card comprising a machine readable identification code and being adapted to handle transactions in left- and right-handed money.
  • 1,000 RCU is debited from the bank account of P and credited to the bank account of S.
  • 1,000 LCU is debited from the bank account of S and credited to the bank account of P.
  • Q and R use cash, Q giving R 900 RCU and receiving 900 LCU in return.
  • P now needs some more cash.
  • P withdraws 600 RCU and 50 LCU in banknotes from its bank account using the bankcard and a cash machine adapted to dispense left-and right-handed money.
  • the bank B adjusts the balances of RCU and LCU in P's bank account accordingly.
  • P purchases a bottle of a drink for 2 RCU from a vending machine.
  • P inserts a bank note for 5RCU into the vending machine and receives in return the bottle of drink, 3 RCU in coins and 2 LCU in coins.
  • P goes into a shop and buys a new television set for 500 RCU.
  • P pays for this in cash.
  • P receives the television set and 500 LCU.
  • the cashier for the shop uses a cash register containing cash in both left- and right-handed money to receive the 500 RCU and dispense the 500 LCU.
  • the cash register records the transaction and prints a receipt showing the transaction.
  • P deposits the 500 LCU in its bank account, and directs that this be used to reduce the balance on its loan used to finance the sale of the property to Q.
  • the bank cannot lend out this money. It can only create money secured on left- and right-handed property rights, and can only lend money created by it or deposited with it.
  • Q gets a job.
  • Q borrows 3000 LCU from the bank, giving this to Q's employer in return for 3000 RCU.
  • Q deposits this in the bank, and directs that 750 RCU be used to reduce the balance on its loan used to purchase the property from P.
  • the bank cannot lend out this money.
  • the bank combines 500 RCU with the 500 LCU paid back by P, and this money is destroyed. The remaining 250 RCU remains credited to Q's loan account.
  • the bank retains a lien on the left-and right-handed property rights. If either P or Q is in default of its loan obligations, the bank can enforce its rights. If Q is in default, the bank can repossess the right- handed property right, which gives it physical possession of the property, and sell on the right. If P is in default, the bank can freeze the outstanding RCU in P's account until P has repaid the necessary amount of the loan in LCU.
  • the RCU and LCU created with the creation and sale of the left-and right-handed property rights continue to circulate in the economy. Their value is based upon a real asset: the property purchased from P by Q, the value of which has been agreed by P, Q and the bank. They can be exchanged with goods or services or leant out, just like single currency money, but money cannot be created without the creation of new left- and right-handed property rights and is consumed when these rights are transformed into single property rights.
  • Left- and right handed money and left- and right handed property rights function like chiralkines. Referring to the diagram below, left-and right-handed money is created when No Property Right becomes a Left-handed Property Right and a Right-handed Property Right. These exist until the created left- and right-handed money has been recombined, when a single Property Right is formed. This situation continues until the single Property Right is extinguished, becoming a No Property Right once more (akin in the game to when a hunter captures an L token and converts it to a D token).
  • Property rights change ownership when they are exchanged together with left-handed money for right- handed money.

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Abstract

L'invention concerne un jeu dans lequel les déplacements que les joueurs peuvent effectuer simulent à la fois des accouplements symétriques et anti-symétriques de paire de muscles qui accompagnent tout mouvement coordonné des deux côtés du corps humain, et dans lequel chaque déplacement effectué par le joueur comporte deux composants, l'un bénéfique au joueur et l'autre bénéfique à l'adversaire (que l'on appelle ici chiralkines) ; un kit permettant de jouer au jeu ; un dispositif de jeu électronique à des fins d'utilisation pour jouer au jeu ; de l'argent côté gauche et côté droit et des droits de propriété côté gauche et côté droit à des fins d'utilisation dans un jeu ou un commerce ; et des appareils adaptés à des fins d'utilisation avec ceux-ci.
PCT/GB2011/001583 2010-11-26 2011-11-11 Procédé et appareil permettant de jouer à un jeu WO2012069776A1 (fr)

Priority Applications (16)

Application Number Priority Date Filing Date Title
NZ610156A NZ610156A (en) 2010-11-26 2011-07-25 Method and apparatus for playing a game
JP2013540428A JP2014501573A (ja) 2010-11-26 2011-11-11 ゲームをプレイする方法及び装置
AU2011333520A AU2011333520A1 (en) 2010-11-26 2011-11-11 Method and apparatus for playing a game
CA2835038A CA2835038A1 (fr) 2010-11-26 2011-11-11 Procede et appareil permettant de jouer a un jeu
CN2011800661225A CN103402592A (zh) 2010-11-26 2011-11-11 用于打游戏的方法和设备
US13/882,606 US20130221616A1 (en) 2010-11-26 2011-11-11 Chiralkine
EP11791024.0A EP2643066A1 (fr) 2010-11-26 2011-11-11 Procédé et appareil permettant de jouer à un jeu
GB1307847.2A GB2498316A (en) 2010-11-26 2011-11-11 Method and apparatus for playing a game
KR1020137016548A KR20130132501A (ko) 2010-11-26 2011-11-11 게임을 플레이하는 방법 및 장치
GB201407018A GB2509459A (en) 2011-10-18 2012-10-17 Technology alternative to money for enabling equitable trade
AU2012271291A AU2012271291A1 (en) 2011-10-18 2012-10-17 Technology alternative to money for enabling equitable trade
EP12799768.2A EP2769353A2 (fr) 2011-10-18 2012-10-17 Technologie relative à l'argent pour favoriser le commerce équitable
CA 2848883 CA2848883A1 (fr) 2011-10-18 2012-10-17 Technologie relative a l'argent pour favoriser le commerce equitable
US14/236,630 US20140195379A1 (en) 2011-10-18 2012-10-17 Technology Alternative to Money for Enabling Equitable Trade
NZ624492A NZ624492B2 (en) 2011-10-18 2012-10-17 Technology alternative to money for enabling equitable trade
PCT/US2012/060514 WO2012174576A2 (fr) 2011-10-18 2012-10-17 Technologie relative à l'argent pour favoriser le commerce équitable

Applications Claiming Priority (8)

Application Number Priority Date Filing Date Title
GB1020107.7 2010-11-26
GBGB1020107.7A GB201020107D0 (en) 2010-11-26 2010-11-26 Method and apparatus for playing a game
GBGB1101728.2A GB201101728D0 (en) 2011-02-01 2011-02-01 Method and apparatus for playing a game
GB1101728.2 2011-02-01
GBGB1115135.4A GB201115135D0 (en) 2011-09-01 2011-09-01 Method and apparatus for playing a game
GB1115135.4 2011-09-01
GB201117954A GB201117954D0 (en) 2011-10-18 2011-10-18 Method and apparatus for playing a game
GB1117954.6 2011-10-18

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KR (1) KR20130132501A (fr)
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AU (1) AU2011333520A1 (fr)
CA (1) CA2835038A1 (fr)
GB (2) GB2543446A (fr)
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GB2423263A (en) * 2005-02-17 2006-08-23 Inge Concepts Ltd Piece collecting game
US20060273508A1 (en) * 2005-06-03 2006-12-07 Mattel, Inc. Collection board games
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KR20100111803A (ko) * 2009-04-08 2010-10-18 독립기념관 독립운동 보드게임 세트

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AU2011333520A1 (en) 2013-05-30
KR20130132501A (ko) 2013-12-04
NZ610156A (en) 2014-01-31
EP2643066A1 (fr) 2013-10-02
GB201307847D0 (en) 2013-06-12
GB2498316A (en) 2013-07-10
CN103402592A (zh) 2013-11-20
GB201700269D0 (en) 2017-02-22
JP2014501573A (ja) 2014-01-23
CA2835038A1 (fr) 2012-05-31
US20130221616A1 (en) 2013-08-29
GB2543446A (en) 2017-04-19

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