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Title:
APPARATUS FOR PLAYING A BOARD GAME
Document Type and Number:
WIPO Patent Application WO/1996/024417
Kind Code:
A1
Abstract:
Apparatus for playing a game comprising: (a) a board whose playing surface is marked into a series of zones, defining or comprised within a playing area; (b) playing pieces each of which moves, in use of the aparatus, about the playing surface from zone to zone; characterised by the provision of rules specifying the method of game play and dictating - inter alia- (i) that the successive movements or part movements of each repective playing piece are linear movements which can occur only across mutually connecting zones and (ii) that any playing piece which has come to occupy a zone on an edge of the playing area part way through a move can only complete that move by either moving along the edge of the area at a non-acute angle to its original movement or moving away from the edge without moving back on itself.

Inventors:
GRAINGE FRANK GORDON (GB)
Application Number:
PCT/GB1996/000299
Publication Date:
August 15, 1996
Filing Date:
February 09, 1996
Export Citation:
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Assignee:
GRAINGE FRANK GORDON (GB)
International Classes:
A63F3/02; A63F3/00; (IPC1-7): A63F3/02
Foreign References:
US3964747A1976-06-22
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Claims:
CLAIMS
1. Apparatus for playing a game comprising: (a) a board whose playing surface is marked into a series of zones, defining or comprised within a playing area; (b) playing pieces each of which moves, in use of the apparatus, about the playing surface from zone to zone; characterised hv the provision of rules specifying the method of game play and dictating Alter alia i) that the successive movements or part movements of each respective playing piece are linear movements which can occur only across mutually connecting zones and ii) that any playing piece which has come to occupy a zone on an edge of the playing area part way through a move can only complete that move by either moving along the edge of the area at a nonacute angle to its original movement or moving away from the edge without moving back on itself.
2. An apparatus as claimed in Claim 1 characterised in that the rules further dictate that whilst still remaining on the playing surface of the board, a playing piece can be temporarily "disabled" ie, lose its ability to function as a playing piece when within a specified range of another playing piece, for example, of lesser value.
3. An apparatus as claimed in either Claim 1 or Claim 2 characterised in that the rules further specify that a "disabled" playing piece remains disabled whilst at the extreme range of any opposing piece whether or not it was the original disabling playing piece.
4. An apparatus as claimed in any of the preceding claims characterised in that the rules further specify that the disabling or " destroying" ie. removal from the board of a piece occurs without any movement of the attacking piece.
5. An apparatus as claimed in any of the preceding claims characterised in that the rules further specify that the disabling or destroying of a piece can occur only at the extreme range of an attacking piece.
6. An apparatus for playing a game substantially as herein described with reference to and as illustrated in any appropriate selection or combination of Figures 115 of the accompanying drawings.
Description:
APPARATUS FOR PLAYING A BOARD GAME

Field of the Invention

The present invention relates to apparatus for playing a board game. The invention is specifically concerned with apparatus for playing a board game comprising:

(a) a plurality of playing pieces;

(b) a board whose playing surface is marked with a series of zones on which the playing pieces are placed or moved.

(c) rules specifying the method of game play.

Apparatus having these features can be referred to as apparatus of the kind in question.

Background to the Invention

Apparatus of the kind in question is well known and games such as chess are played on this type of apparatus. However, chess is a difficult game for some people to learn, particularly youngsters, since the number and direction of moves that each piece can make are highly specific and have to be fully assimilated before the game can be played properly. The game of chess is also not readily amenable to variation by, for example, changing the

character of the pieces into battle equipment to add a form of combat interest. Furthermore, a game of chess can go on for many hours before reaching a conclusion. At the start of the game there is no way of knowing how long that particular game might last. This can deter some people from playing it when their time is limited.

The object of the present invention is to overcome these disadvantages and to provide a game of strategy that is playable by all ages.

Summary of the Invention

In its broadest sense the invention describes apparatus for playing a board game comprising:

(a) a board whose playing surface is marked into a series of zones, defining or comprised within a playing area;

(b) playing pieces each of which moves, in use of the apparatus, about the playing surface from zone to zone; characterised bv the provision of rules specifying the method of game play and dictating - inter alia -

i) that the successive movements or part movements of each respective playing piece are linear movements which can occur only across mutually connecting zones and

ii) that any playing piece which has come to occupy a zone on an edge of the playing area part way through a move can only complete that move by either moving along the edge of the area at a non-acute angle to its original movement or moving away from the edge without moving back on itself.

Preferably, the rules further dictate that whilst still remaining on the playing surface of the board, a playing piece can be temporarily "disabled" - ie, lose

its ability to function as a playing piece when within a specified range of another playing piece, for example of lesser value.

Preferably, the rules further specify that a "disabled" playing piece remains disabled whilst at the extreme range of any opposing piece whether or not it was the original disabling playing piece.

In a particularly preferred embodiment the rules further specify that the disabling or " destroying" - ie. removal from the board - of a piece occurs without any movement of the attacking piece.

In another particularly preferred embodiment, the rules further specify that the disabling or destroying of a piece can occur only at the extreme range of an attacking piece.

The invention includes within its scope an apparatus for playing a game substantially as herein described with reference to and as illustrated in any appropriate selection or combination of Figures 1-15 of the accompanying drawings.

Brief Description of the Drawings

Preferred embodiments of the present invention will now be more particularly described by way of example, with reference to the accompanying drawings wherein:

Figure 1 shows side elevations of four different playing pieces having between one and four tiers.

Figures 2 to 7 show a series of plan views of a hexagonal board divided into hexagonal zones and further illustrate by means of shaded zones those zones which are within the attacking range of the stipulated playing piece on the designated zone under the first set of rules.

Figure 8 shows a plan view of a hexagonal board divided into hexagonal zones, each respective zone except for the central zone, being individually numbered.

Figure 9 shows a plan view of a hexagonal board divided into hexagonal zones with portions of the board being represented in different colours.

Figures 10-15 show a series of plan views of a hexagonal board divided into hexagonal zones and further illustrate by means of shaded zones those zones which are within the attacking range of the stipulated playing piece on the designated zone under a second set of rules.

Description of the Preferred Embodiments

The present embodiments represent currently the best ways known to the applicant of putting the invention into practice. But they are not the only ways in which this could be achieved. They are illustrated, and will now be described, by way of example only.

Throughout this specification, the use of the word "integral" is intended to cover not only something which is formed from the outset as a single entity component, but also anything which whilst being assembled from a plurality of initially disparately-produced integers, ends up as one overall and non- dismantable structure.

In this particular embodiment, the playing surface of the board as illustrated in Figures 2-15 comprises a plurality of tessellated zones or tesserae. The total number of zones is 61 and they are arranged to form overall, a larger substantially hexagonal playing surface.

Each respective one of the zones that make up the playing surface have substantially equal sides enabling each respective edge of each respective zone to act as a sight for tessallation.

Figure 8 shows the reverse face of the playing surface of the board and illustrates a numbered board, allowing players to follow the sample games listed as part of the rules which form part of this specification (infra). This helps anyone wanting to learn how to play the game by showing them how the rules work in practice.

Figure 9 illustrates the obverse face of the playing surface of the board and in this embodiment, it can clearly be seen that the playing surface is divided up into six substantially triangular areas, each respective area enclosing 10 zones, and each respective area consisting of a different colour. The central zone forms an independent area of its own and this is indicated by the fact that it has its own unique colour.

In this embodiment, each respective edge of the playing surface is made up of three mutually connecting linear zones, a further two zones form respective corners for these three mutually connecting linear zones. For the avoidance of doubt and for the purposes of this specification, zones that form a corner of the playing surface of the board are not zones that form an edge of the playing surface of the board.

In alternative embodiments, not illustrated, the obverse face of the playing area of the board need not necessarily be split into coloured areas and can be all one colour.

The board itself could be any shape to accommodate the playing surface of the board. Most boards known in the art are typically rectangular with an orthogonal fold halfway along one edge so that the board can fold away into a box. This arrangement is envisaged for the present game although other embodiments are envisaged.

For example, other variants (not illustrated) could include polygonal shaped boards of the same general shape as one of the zones that may up the playing surface of the board. Alternatively, polygonal shaped boards that do not

have the same shape as one of the zones that make up the playing surface of the board are also envisaged.

Furthermore, part boards that snap together to form a completed board are also intended to be covered by this specification. The box that the rules and pieces are enclosed within could also be dismantable to form the board and unusual dismantable three dimensional polygonal shaped containers are also envisaged.

In yet further alternative embodiments not illustrated, the playing surface could be made up from other hexagons other than equal sided hexagons.

In some versions of the game, each respective zone could be a polygon having 3, 4, 5, 7, 8 or more sides of equal length. Alternatively, polygons having sides of unequal length could also be used as a zone that could make up part of the playing surface of the board.

As the number of sides/edges increase, it may not be possible to form a truly tessellated zonal playing area made up of identically shaped zones. In these particular embodiments, further additional zones of a different shape may be required to form a quasi tessellated zonal playing surface. These additional zones may optionally play a part in the movement of playing pieces on the playing surface of the board in these versions.

Alternatively, the playing surface of the board can be apertured in these regions that would otherwise occupy these alternatively shaped zonal areas. This would make an unusually shaped and apertured board and could potentially save on the manufacturing costs of such a board in terms of raw materials.

Further alternative embodiments not illustrated would include magnetic boards, travel or pocket boards of the type known per se. The board itself can be made from cardboard, plastics, metals or combinations of all of the above.

Finally, in yet a further alternative embodiment (not illustrated), the obverse face of the board can depict for example, a hexagonal tessellated playing surface whilst the reverse face of the board can depict, for example, a pentagonal tessellated playing surface. This would allow at least two different versions of the game to be played.

One particular feature of this apparatus is the playing pieces and the way they are permitted to move and exert influence on the board. One format of playing pieces is shown in Figure 1 which illustrates a series of integral tiered pieces 110 to 140. It is not intended that the pieces should stack one on top of each other to enable the number of tiers to be varied.

Each respective playing piece illustrated in Figure 1 is visually distinct from each other and indicates through the number of tiers the maximum range of zones on the playing surface of the board, over which each respective playing piece exerts influence as set out in the rules.

For example, playing piece 110 illustrated in Figure 1 comprises one tier and as a consequence, has a range of one adjacent zone in any linear direction from the zone that the playing piece is currently on. As a further example, playing piece 140 also illustrated in Figure 1, comprises four tiers and has, as a consequence, a range of four adjacent zones in a linear direction from the zone that it currently occupies on the playing surface of the board.

In this embodiment, each respective tier of each respective playing piece is substantially cylindrical and as the playing pieces progress from 110-140, as illustrated in Figure 1, the radius of each respective additional tier increases to form a series of playing pieces (apart from playing piece 110) that are substantially pyramidal in construction. Each respective tier of each respective playing piece in this embodiment is in the same colour.

In alternative embodiments (not illustrated), tiers, need not be used, simple numbered counters could be employed instead. Alternatively, ornately

crafted 3-dimensional integral figures of the type used in the board game known commercially by the word "CHESS" could be used. In yet a further alternative embodiment, each respective playing piece could incorporate a visually apparent means indicating when it had been temporarily disabled, for example, each respective playing piece could be adapted to receive a flag indicating disablement. Alternatively, at the top of each respective playing piece, there could be centrally located, a push button switch that we depressed operates a light within the playing piece to illuminate it indicating to all of the players of the game that that particular playing piece is disabled. A further depression of the switch, turning off the light and thereby indicating that the disablement has been removed.

In an alternative embodiment (not illustrated) playing pieces of the same general type (ie tiered) as illustrated in Figure 1 can be used wherein each tier is of the same general shape as a zone on the playing surface of the board. Alternatively, each tier can be for example, octagonal whilst each zone on the board can be hexagonal.

In a further embodiment the playing pieces may take the form of military items. An example of this would be naval vessels such as battle ships/destroyers/gunboats/submarines etc. These could be incorporated into the tiered pieces or alternatively the military pieces could carry a number equal to the value of the piece or valued by size. In another version a key would be provided. Army and Air Force versions are equally possible on this basis or any other form of adversaries.

The overall method of game play is laid out in the rules, not shown in the drawings. The rules can conventionally be printed on a sheet supplied as part of the apparatus. Again, there may be other ways of supplying apparatus containing the rules (for example, audio or video tape), and these can be selected without further inventive thought by the intended addressee of this specification and without departing from the scope of the invention.

At the start of the game, each player is provided with a set of playing pieces, for example, four units of each type giving that player a total of sixteen playing pieces. The pieces used by each player are a different colour so that they can be readily identified during play. The rules appended have been written for a two person game but there can be any number of players within reason, with the rules suitably varied.

This particular embodiment is played on a hexagonal board as illustrated in Figures 2-15 inclusive. The game is a game of skill and strategy whereby each player tries to destroy or disable their opponents pieces. The winner being the player with the greatest remaining "strength" which is defined as the total value of each respective players "active" units on the board added to the value of each respective players units not yet played on the board.

A "unit" is defined as any playing piece and an "active unit" is defined as any unit that has been placed on the playing surface of the board during the course of game play that has not been "destroyed" or "disabled". A

"destroyed" piece is one that has been permanently removed from the playing surface of the board for the duration of that game as a result of it being taken by an opposing player. A "disabled" playing piece is defined as one that whilst still remaining on the playing surface of the board, loses its ability to function as a playing piece as a result of being temporarily disabled by an opposing playing piece. The strength/value of playing pieces, (140, 130, 120, and 110) in this particular embodiment are 4, 3, 2 and 1 respectively.

The shape of the board is important in that it affects the way pieces can move during play. This is best illustrated by explaining how the game is played and the reader is referred at this point to the rules accompanying this specification. The game is started by a player choosing a unit and making it active by placing it on a vacant zone on the playing surface of the board. The opposing player then selects a unit and places it on a further vacant zone on the board also making the unit active. The subsequent alternative moves which can be made are:

i) placing a new unit on a vacant zone of the board;

ii) moving an active unit on the board to an adjacent vacant zone;

iii) disabling an opposing unit or

iv) destroying an opposing unit whether it is active or disabled.

Each successive movement or part movement of each respective playing piece can only be a linear movement and can occur only across mutually connecting zones.

In this particular embodiment, playing piece 140, for example, if it is to be moved on the playing surface of the board must move across four mutually connecting zones to complete its move. Whereas, playing piece 120, for example, must move across two mutually adjacent zones in a linear fashion. A playing piece can move through a zone already occupied by another playing piece belonging to the same player, but a playing piece during movement cannot pass through a zone occupied by an opponents playing piece. Zones occupied by "friendly" active playing pieces are "free" zones. In other words, they are not counted in any move by each respective player. For example, playing piece 140 can traverse five linear zones if another "friendly" playing piece occupies one of the zones in the path of the desired movement of playing piece 140. No zone can be used twice in the same move and no zone can be occupied by more than one playing piece at a time. Any playing piece which has come to occupy a zone on an edge of the playing surface of the board part way through a move can only complete that move by either:

i) moving along the edge of the area at a non-acute angle (ie, the angle subtended by the original line of movement by the playing piece prior to the move being interrupted by the edge of the playing surface of the board and the subsequent line of movement of the playing piece along the edge of the playing surface of the board or

ii) by moving away from the edge without moving back on itself (in a similar manner to Snells law in physics which states that the angle of incidence = the angle of reflection).

Should a playing piece part way through the completion of its movement meet firstly, an edge and continue to move along the edge in a substantially linear fashion moving across mutually connecting zones and then secondly, meet a corner, any further movement that the playing piece is entitled to make to complete its move must be through mutually connecting zone(s) that make up the next edge of the playing surface of the board. For the purposes of this specification, zones that form a corner of the playing surface of the board are not zones that form an edge of the playing surface of the board.

Should a playing piece part way through its move across mutually connecting zones meet a zone defining a corner of the playing surface of the board before it has come into contact with a zone occupying an edge of the playing surface of the board, the continuing movement of that playing piece in order to complete its move must be along mutually connecting zone(s) that occupy the edge of the playing surface of the board. Movement along one of the two sets of zones that make up the two edges that the corner zone forms a part is now the only movement allowed.

It will therefore be appreciated that the shape of the playing surface of the board and the zones that make up the playing surface/area of the board will very much determine the way the pieces move and more interesting moves are possible if the playing surface of the board is not square or rectangular. 5, 6, 7 and 8 sided playing surfaces made up of zones at least some of which have 5, 6, 7 and 8 sides are likely to be popular and it is envisaged that more than one playing surface may be provided with each playing set.

Part of the uniqueness of this game is the idea of notional moves ie, where the playing piece exerts influence without physically moving. The rules specify that the disabling or destroying of a piece occurs as a result of such

notional movement. Disabling or destroying of a piece can only occur at the extreme range of notional movement (although in alternative embodiments of the game this need not necessarily be so). In other words, taking playing piece number 140 as an example, without physically moving from the zone that it occupies on the playing surface of the board, it can disable or destroy any opposing playing piece that is four mutually connecting linear zones from it bearing in mind, subsequent zonal movement resulting from edge or corner interruption. Should an opposing playing piece occupy a zone adjacent to playing piece 140, that playing piece could not be disabled or destroyed by playing 140.

The moves and notional moves available under the first set of rules that form part of this specification are more clearly illustrated in Figures 2-7 inclusive.

Playing pieces that are active can only disable opposing active playing pieces that are greater in value/strength than themselves. Such an opposing unit can be disabled when it is at the extreme range of the attacking active playing piece provided that no opposing active playing piece is notionally passed over in the move. Such a disabling action, constitutes a move. The attacking unit does not move physically but the disabled unit/playing piece, whilst still remaining on the playing surface of the board is laid on its side in the zone that it occupies to indicate to each player that the playing piece is disabled.

As specified earlier, the disabled playing piece loses all of its ability to function as a playing piece including the ability to be used as a free move. Furthermore, until this temporary disablement has been relieved, the zone that the disabled playing piece occupies, although it may not be further occupied by either player (ie, two playing pieces cannot occupy one zone whether one of the playing pieces is disabled or not) the zone can be treated as a "blank" zone by the opposing player and as such, the opposing player is entitled to move any of his/her active playing pieces through the zone occupied by a temporarily disabled opposing playing piece to carry out a move.

In other words, the opposing player can move one of his/her active playing pieces physically through the zone in accordance with the rules, alternatively, the playing piece can now disable or indeed destroy any opposing playing piece that the now disabled opposing playing piece was "guarding".

Furthermore, any disabled playing piece remains disabled whilst at the extreme range of any opposing active playing piece whatever strength/value whether or not, it was the original active playing piece responsible for originally disabling the unit.

Disablement of a formally active playing piece need only be temporary and can be abated through the following actions:

i) the active playing piece(s) responsible for carrying out and/or maintaining the disablement (supra) move on another playing piece, move "out of range" of the disabled playing piece by moving through zones on the playing surface of the board;

ii) the active playing piece(s) responsible for carrying out and or maintaining the disablement (supra) move on another playing piece is/are itself/themselves disabled or destroyed;

iii) (an) active playing piece(s) belonging to the same "side" as the disabled playing piece into a zone that blocks the notional "path(s)" of the active playing piece(s) responsible for carrying out and/or maintaining the disablement (supra) move on the disabled playing piece.

In this particular embodiment, an opposing playing piece whether disabled or active can be destroyed whilst at the extreme notional range of an attacking playing piece of equal or greater strength. Furthermore, in this particular embodiment, an opposing unit, whether disabled or active can also be destroyed if it is at the extreme notional range of two or more units whose

combined strength/value is equal to or greater than the opposing unit. In either case, destruction of the opposing unit cannot occur if there is an opposing active playing piece occupying a zone in the notional path of the attacking units.

This version of the game ends when the last piece of either player has been played onto the board or when a player accepts defeat by resigning or discontinuing playing.

For further details of this version of the game the reader is referred to the first of rules (below) and which describe a version of the game known as "Attrition".

A second set of rules also accompanies the first set of rules, the second set of rules being somewhat simpler to follow. As younger or less experienced players may wish to take part in playing the game, the second set of rules could be used.

For younger or less experienced players, the second set of rules (below) provide a simpler series of options or moves.

For example, when a playing piece has come to occupy a zone on an edge of the playing surface of the board part way through a move, there is now only one way that the playing piece can complete the move. This is by moving away from the edge without moving back on itself (in a similar manner to

Snells law in physics which states that the angle of incidence = the angle of reflection).

As this particular second set of the rules was drawn up for the playing surface illustrated in Figures 2-15, the angle of incidence that is specified is 60°. For alternative tessellated zones, this angle would vary to ensure that Snells law applied.

Furthermore, in this second set of rules, a disabled playing piece remains disabled whilst at the extreme range of any opposing active playing piece provided that the active playing piece is of lesser strength than the disabled playing piece, and whether or not, it was the original attacking playing piece.

Similarly, a playing piece, whether disabled or active under this second set of rules, can now only be destroyed whilst at the extreme range of a single active attacking playing piece of equal or greater strength, provided that no opposing active playing piece occupies a zone in the notional path of the attacking unit.

A sample game based on these alternative rules is also included as part of the second set of rules that forms part of this specification.

The object of the game can vary depending on the version of the game being played. For example, the object could be the first to play all his/her pieces onto the board whilst at the same time losing pieces of lesser total value than the opponents. Alternatively, the object could be attacking and permanently occupying a zone(s) specifically designed to each player. This zone(s) could be one (or indeed all) of the zones that form one of the six substantially triangular areas illustrated in Figure 9. Lastly, another alternative object of the game could be destroying a game playing piece of some form allocated to each player.

4.3.2.1 or the game of

ATTRITION

First Set of Rules

4 UNITS with a range of 4 zones each

4 UNITS with a range of 3 zones each

4 UNITS with a range of 2 zones each

4 UNITS with a range of 1 zone each

The game is started by a player choosing a UNIT and making it ACTIVE by placing it on a vacant zone of the Board. The opposing player, after deciding on a strategy, makes a selected UNIT ACTIVE by placing it on a further vacant zone.

1.0THESUBSEQUENTALTERNATEMOVESAREMADEBYEITHER:-

1.1 Placing a new Unit on a vacant zone of the Board.

1.2 Moving and Active Unit on the Board to an adjacent zone.

1.3 Disabling an opposing Unit.

1.4 Destroying an opposing Unit whether it is Active or Disabled.

2.0 BASIC RULES

2.1 No zone can be used twice in the same move.

2.2 Disabling and Destroying moves do not involve physical movement of units except the removal of a Destroyed Unit from the Board.

2.3 Zones occupied by Friendly Active Units are free zones. (They are not counted in any move by the respective player)

3.0 MOVES WHEN DISABLING OR DESTROYING

3.1 All moves must be in a straight line through the centre of the zones with no Opposing Active Unit intervening.

3.2 When the forward movement is firstly interrupted by the edge of the Board it is deflected in either of two directions into adjacent zones and continues in the most forwardly direction for the remainder of the move. If the change of direction is along the perimeter of the Board then the move continues along the perimeter for the remainder of the move.

3.3 Where there is a third adjacent zone the choice is between the two generally forward ones. If the change of direction is along the perimeter of the Board then the move continues along the perimeter for the remainder of the move.

4.0 DISABLING MOVE

4.1 An opposing Unit can be Disabled when at the range of an Attacking Active Unit of lesser strength and no Opposing Active Unit, (which can be looked upon as a guard) is passed over in the move.

4.2 The Disabled Unit is laid on its side to denote Disablement and loses all its powers.

4.3 A Disabled Unit is treated as a blank zone in subsequent moves by either player. (They are included in any move by either player).

4.4 A Disabled Unit remains Disabled whilst at the range of any opposing Active Unit of whatever strength whether or not it is the original attacking unit.

5.0 IMMEDIATE RELIEF FROM DISABLEMENT

5.1 The attacking Unit/s move/s out of range.

5.2 The attacking Unit/s are Disabled or Destroyed.

5.3 A friendly Unit is interposed on the line of attack by being moved or placed on the Board (but see 4.4).

6.0 DESTROYING MOVE

6.1 An opposing Unit whether Disabled or Active can be Destroyed whilst at the range of an attacking Unit of equal or greater strength or the totalled ranges of two or more Units of equal or greater strength and no Opposing

Active Unit, (which can be looked upon as a guard) is passed over in the move.

7.0 OBJECT OF GAME

7.1 To be the first to play all pieces to the board whilst at the same time having a greater remaining numerical strength than the opponent.

8.0 END OF GAME

8.1 When the last piece of either player has been played to the Board.

8.2 When a player accepts defeat by resigning of by discontinuing playing.

9.0 WINNER

9.1 The player with the greatest remaining strength which is the value of the players Active Units on the Board added to the value of the players Units not yet placed to the Board. An equal strength denotes a Draw. The win is expressed as the remaining strengths of both players i.e.20-15.

Sample Game of ATTRIΗON

Z = Piece Number Zyy New piece introduced to board

yy = Zone Number yyyy Piece on

Board moved from zone yy to zone yy

= = Disable =yy Disablement of piece on zone yy

X = Destroy Xyy Destruction of piece on zone yy

R - after move indicates relief of own piece from disablement.

r - after move indicates relief of opponents piece from disablement.

01. 345 : 146 21. X37 : 257 41

02. 244 : 347 22. 366 : 237 42

03. 476 : 167 23. X58 : =66 43,

04. 7685 : 4748 24. 258 :245 44

05. 486 :447 25. X37 : X75 45,

06. 375 : X86 26. 124 : 286 46.

07. =47 : =85 27. = 14 : X66 47.

08. X67R : 437 28. 234 : =84 48.

09. 466 : 358R 29. =25 49.

10. 8576 : 435 30. BLACK RESIGNS 50.

11. 267 : X45 31. GAME DRAWN 51.

12. X46 : 325 32. 11 - 11 52.

13. 364 : X44 33. 53.

14. X35 : X67 34. 54.

15. X48 : 436 35. 55.

16. 467 : 5868 36. 56.

17. 7685 : 314 37. 57.

18. X68 : X67 38. 58.

19. X47 : 158 39. 59.

20. 8584 : X66 40. 60.

SUBSTITUTE SHEET (RULE 26\

VARIOUS VERSIONS OF THE GAME

It is anticipated that there will be different playing versions of the game as simplier rules will appeal to a vast number of players which may involve a different number and combination of playing pieces.

An alternative Rule to Rules 3.2 and 3.3 could be combined as follows;

New Rule 3.2. When the "straightness" of the move is interrupted by the edge of the board the move continues by "bouncing off at an angle of 60°. When the move is along the line from the centre of the board to one of the six corners there will be a choice of two directions.

Rule 4.4

Replace the word "whatever" with the word "lesser".

Rule 6.1

Omit the words "or the totalled ranges of two or more units of equal or greater strength"

A sample game based on these changed rules follows.

OBJECTS OF GAME

The object of the game can vary depending on the version of the game being played.

(a) To be the first to play all pieces to the board whilst at the same time losing pieces of lesser total value than opponent.

(b) Attacking a zone/s specially designated to each player.

(c) Destroying a "game piece" of some form allocated to each player.

4.3.2.1 or the game of

ATTRITION

Second Set of Rules

4 UNITS with a range of 4 zones each

4 UNITS with a range of 3 zones each

4 UNITS with a range of 2 zones each

4 UNITS with a range of 1 zone each

The game is started by a player choosing a UNIT and making it ACTIVE by placing it on a vacant zone of the Board. The opposing player, after deciding on a strategy, makes a selected UNIT ACTIVE by placing it on a further vacant zone.

1.0THESUBSEQUENTALTERNATEMOVESAREMADEBYEITHER:-

1.1 Placing a new Unit on a vacant zone of the Board.

1.2 Moving and Active Unit on the Board to an adjacent zone.

1.3 Disabling an opposing Unit.

1.4 Destroying an opposing Unit whether it is Active or Disabled.

2.0 BASIC RULES

2.1 No zone can be used twice in the same move.

2.2 Disabling and Destroying moves do not involve physical movement of units except the removal of a Destroyed Unit from the Board.

2.3 Zones occupied by Friendly Active Units are free zones. (They are not counted in any move by the respective player)

3.0 MOVES WHEN DISABLING OR DESTROYING

3.1 All moves must be in a straight line through the centre of the zones with no Opposing Active Unit intervening.

3.2 When the "straightness" of the move is interrupted by the edge of the Board the move continues by "bouncing off" at an angle of 60°. When the move is along the line from the centre of the Board to one of the six corners there will be a choice of two directions for the continuation of the move.

4.0 DISABLING MOVE

4.1 An opposing Unit can be Disabled when at the range of an Attacking Active Unit of lesser strength and no Opposing Active Unit, (which can be looked upon as a guard) is passed over in the move.

4.2 The Disabled Unit is laid on its side to denote Disablement and loses all its powers.

4.3 A Disabled Unit is treated as a blank zone in subsequent moves by either player. (They are included in any move by either player).

4.4 A Disabled Unit remains Disabled whilst at the range of any opposing Active Unit of lesser strength whether or not it is the original attacking unit.

5.0 IMMEDIATE RELIEF FROM DISABLEMENT

5.1 The attacking Unit/s move/s out of range.

5.2 The attacking Unit/s are Disabled or Destroyed.

5.3 A friendly Unit is interposed on the line of attack by being moved or placed on the Board (but see 4.4).

6.0 DESTROYING MOVE

6.1 An opposing Unit whether Disabled or Active can be Destroyed whilst at the range of an attacking Unit of equal or greater strength and no Opposing Active Unit, (which can be looked upon as a guard) is passed over in the move.

7.0 OBJECT OF GAME

7.1 To be the first to play all pieces to the board whilst at the same time having a greater remaining numerical strength than the opponent.

8.0 END OF GAME

8.1 When the last piece of either player has been played to the Board.

8.2 When a player accepts defeat by resigning of by discontinuing playing.

9.0 WINNER

9.1 The player with the greatest remaining strength which is the value of the players Active Units on the Board added to the value of the players Units not yet placed to the Board. An equal strength denotes a Draw. The win is expressed as the remaining strengths of both players i.e.20-15.

Sample Game of ATTRIΗON

Z = Piece Number Zyy New piece introduced to Board

yy = Zone Number yyyy Piece on Board moved from zone yy to zone yy

= = Disable =yy Disablement of piece on zone yy

X = Destroy Xyy Destruction of piece on zone yy

R - after move indicates relief of own piece from disablement

after move indicates relief of opponents piece from disablement.

01. 444 : 133 21. X54 : 224 41.

02. 321 : 434 22. 222 : 5646 42.

03. 212 : 3323 23. 113 : 6556 43.

04. 232 : 145 24. =24 : 4635 44.

05. X23 : 425 25. 2233 : 3546 45.

06. X34 : X44 26. 122 : 266 46.

07. 322 : 224 27. X24 : 276 47.

08. 443 : X12 28. 1324 :X23 48.

09. X24 : 2536 29. 143: X24 49.

10. 333 : 456 30. 3141: :324 50.

11. =36 : X22 31. WHITE RESIGNS 51.

12. 331 : 134r 32. BLACK WINS 52.

13. 3242 : 347 33. 21-17 53.

14. X34 : =43 34. 54.

15. =36 : 37 35. 55.

16. 423 : X33 36. 56.

17. X36 : 154 37. 57.

18. X37 : X43 38. 58.

19. 233 : 365 39. 59.

20. 411 : X33 40. 60.




 
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