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Title:
BOARD GAME WITH A MATHEMATICAL COMBINATION OF 256 PLURALITY NUMBER PATTERN BOARD GAME LAYOUT DESIGN AND NEW INTERACTIVE MECHANISM TOOLS
Document Type and Number:
WIPO Patent Application WO/2018/109569
Kind Code:
A1
Abstract:
The present invention relates and based on ancient traditional board game snake and ladder. The present invention is board games that include "Power Ludo" and "Snake- O-ladder" game with new and novel mechanism tool that differentiating the new Power Ludo and snake and ladder game with traditional game. The present invention board game invention relates to an active learning system and method to board games employing active learning methodology on team skills, strategy and same time increase education & awareness with the likelihood of learning nutrition rich food among kids age group 4 to 15 years. Active Learning Methodology intended to facilitate learning of educational material using a competitive, performance-based, game-playing environment that may involve winning, losing, rewards, and challenges. The present invention board game includes mechanism device like Snake-O-Ladder base, sling shot (Funny Gulel), player ring and diceBox. This invention includes new sets of game rules require intelligence and involve the concept of team building and other learning skills to nurture young one's brain. The new set of the game invention also unique by way of its mathematical combination that results in board game multiple Snake-O ladder board game layout patterns in 256 different number pattern layouts.

Inventors:
AGARWAL SUNIL (IN)
Application Number:
PCT/IB2017/050691
Publication Date:
June 21, 2018
Filing Date:
February 08, 2017
Export Citation:
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Assignee:
AGARWAL SUNIL (IN)
International Classes:
A63F3/00
Foreign References:
US20100090401A12010-04-15
Attorney, Agent or Firm:
SINGH, Advocate Arvind (IN)
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Claims:
CLAIMS

"I claim on invented board game the following"

1. The apparatus for the board game according to the invention comprising: a game board divided into a plurality of games i.e. plurality refer here meant by multiple number of games as in Snake-O -Ladder and as Power Ludo, the compartments/point box being located on the game board in the form of a path to be followed by participants in the game.

2. A board game apparatus according to claim 1, in which comprising, a play board having a plurality of number pattern board layout design (drawings FIG 4): i. A mathematical combination device embedded on the play board; the computing device further comprising set various combination and form different board game layout, we claim 256 different board game layout by game mechanism technique

ii. A game apparatus according to claim 2, a system for playing a board game by generating a plurality number pattern board game layout comprising: a play board having a plurality of board layout; a mathematical combination device embedded on the play board;

iii. Combination device has input section to receive a button trigger signal from a player; a processing section manually or by motor operatively coupled to the input section; an output section operatively coupled to the processing section; wherein the processing section stores and generates a random layout on receiving the button trigger signal from the opposite player; and wherein, the processing section moves the plurality of layout on the play board corresponding to the random layout board game generated therein.

3. A board game apparatus according to claim 1, in which has plurality of options a player must choose from to perform a challenge to avoid hurdle wherein: i. A Funny Slingshot (Funny gulel) for the Blackhole challenge eventually involves participant with chance to successfully clear the board game challenge (Drawings FIG 2)

ii. Player ring for the choice of option by the player which he will have to use to succeed the challenge and avoid snake bite effecting sliding down to downwards point box or used for anti-ladder effecting the same result, amongst a larger number of power and mechanism techniques featured within the available options; and (drawings FIG 6 A & FIG 6B)

4. An apparatus for playing a game according to claim 1, wherein the participants in the game are each represented on the game board by a physical token, the tokens being progressively moved around the path formed by the compartments/point box in response to scores fortuitously obtained.

5. An apparatus for playing a game according to claim 1, a diceBox to start a board game either Power Ludo or Snake-O-ladder and to score the desired number for path movement and an outcome is based on the successful defeat of opposition player while using diceBox for a number. Also to continue and further playing the game (drawings FIG 1 & FIG 3).

6. A game apparatus according to claim 1, in which a plurality of indicia revealing predetermined rewards to be earned if the player is successful in the challenge, wherein the rewards vary depending upon the option that is chosen by the player and available during the play. Predetermined rewards and power cards can be purchased by the player in the means of exchanging game points earned by the player during the game play. (FIG 7)

7. A game apparatus according to claim 3, wherein a plurality of mechanism device as shown in drawing FIG 2, FIG 4 FIG 6 and FIG 7, create game more interactive and new strategic board game also differentiate it from the other existing board game i.e. new invention. A game apparatus according to claim 6, wherein a plurality of said devices are provided in the form of playing power cards. Shown in drawing FIG 7, makes game as strategic & trading game.

8. A game apparatus according to claim 3 & 7, an active learning board game comprising a set of power cards and rules for playing at least one card during game using said set of power cards, each of said cards representing a respective one of the educational nutrition elements listed in the power card and carrying information about said one of the health & nutrition elements, together forming a detachable physical model of the nutrition information of such elements, the rules prescribing for cards to be distributed to the players who, in their turns in a particular round of the game, use power by playing a card of pre-defined type. A game apparatus according to claim 1, an active learning board game provides mechanism and set of new rules comprise hurdles, challenges, strategies and immunity to players. These new set of rules involves team learning, strategy and team skills

9. A game apparatus according to claim 1, comprising:

a. providing at least a one round of play in snake O ladder for winning the game and

b. Providing at least three round of play in power Ludo to winning the game

c. Providing an authority named here in game as APP (Authority of power points), APP will monitor game rules and allow power cards in exchange for game points.

d. providing that within a round, a team will have the opportunity to take on several successive challenges;

e. providing that with respect to each challenge, at least one player or member of the team will assume the role of "the performer" and other as opponent or challenger. Where in if a plurality of players assume the role of the performer with respect to a given challenge they will be required to follow instruction of challenge where such performer will perform the task to win the challenge and other will be competing against the player as opponent. All player will be bound by the same rules and outcome of its decision;

f. providing that in order to succeed in a challenge the performer will have to make at least one other participant participate by playing a challenge as opposition as claim in 3 ;

g- providing that prior to starting each challenge, the performer will have the opportunity to choose amongst a plurality of options as per game instructions;

h. Providing a power while playing board game either through points earned based system within Snake-O-ladder board game to trade power card and providing power to a player by reaching a power point box in Power Ludo board game.

i. providing that within a round, a team/player will faces hurdles and challenges and has to take on several successive hurdles;

j- providing that card power to a player to overcome such hurdles in board games.

k. providing that hurdles and penalties inviting a player to exchange points to purchased card power to overcome such hurdles and avoid penalties or take on challenges.

10. A game apparatus according to claim 1, a board game apparatus including, in combination, a board having marked spaces or areas, constituting' a path to win box, the said Power Ludo board, said spaces or areas having a set of power & hurdles to be drawn from by players arriving at said areas compartments/point box, said box having data of imposed power against hurdles; a set of power having data/instructions of benefits; and a set of tokens or symbols shaped in representation of diversified objects, and constituting the playing pieces. DiceBox or the like to determine the extent of the player's movements along said path or course

11. A game apparatus according to claim 1, a board game apparatus including, in combination, a board having marked spaces or areas, so constituting a path or course extending about to 100 point box about the Snake-O-ladder board, said compartment/spaces or areas having, respectively, designations for power and hurdle in random locations, as well as points and penalties; DiceBox or the like to determine the extent of the player's movements along said path or course;; and a set of tokens or symbols shaped in representation of diversified objects, and constituting the playing pieces.

12. A game apparatus according to claim 1, a board game apparatus including, in combination, a board having marked spaces or areas constituting a path or course extending about the said board, said spaces or areas having designations indicative of locations; diceBox or equivalent means to determine the number of spaces or areas that the respective players shall move along said path; said path being of a plurality of sizes to indicate as many different characters of hurdle and powers to overcome the hurdle; and a mark of pieces to indicate respective players and adapted to be moved by said players in accordance with the new mechanism (FIG 3) to score number for path movement the s equivalent indication.

13. A game apparatus according to claim 1, a board game apparatus including, in combination, a board having marked spaces or areas constituting a path or course extending about the said board, certain of said spaces or areas having designations indicative of locations and having other designations indicative of penalties or benefits; one or more sets of cards having penalties or benefits specified thereon, and to be drawn from by players arriving at one of said designations of penalties or benefits; diceBox (movement), player ring (challenges for immunity and penalties) or sling shot (challenges for immunity and penalties) the like to determine the extent of the players' movements and immunity or penalties along the said path or course;

14. A game apparatus according to claim 1, a board game apparatus including in combination, a square board having marked spaces or areas extending along the four edges thereof so as to constitute a continuous path, and including four marked corner areas, one of which constitutes the starting area; said board having, among the said marked spaces or areas certain that are marked to indicate locations; certain of said spaces being designated as by position or colour so as to constitute a 4 distinguishable group, there being a plurality of such groups each having its spaces adjacent on the same side of the board; said apparatus containing notations setting forth comparative values pertaining A to said locations; a single playing piece for each player to be moved in accordance with the rules of the game; means for determining by chance the length or extent of each playing movement of each player along the said path; and a set of articles representing position to be erected or positioned by players moving to final 100 in snake o ladder or win box position in Power ludo areas in accordance with the rules of the game.

15. A game apparatus according to claim 1, A Strategy Board Game having a present 'power & hurdle" used in the game and present rates set for the path starting space with instructions to players for performance of simulated strategic activities, and, on occasion, choosing a mandatory instruction from point box, whereby the performance of at least some of such instructions will afford progress of a player with respect to at least one of a plurality of Strategy game goals;

16. A game apparatus according to claim 1, A set of power instruction cards, such cards being provided with a plurality of mandatory instructions to players to perform and overcome hurdle in the game. The instructions of which may be performed by a player at his option during any one of his playing turns, so as to enable the players to exercise some discretion in the movement of their playing the game;

17. A game apparatus according to claim 1, wherein the credit units are in terms of "points", said game also including purchase price indicating means, adapted to indicate randomly selected power by exchanging points. A game apparatus according to claim 4, a method for playing a board game by generating a random number pattern layout board extending to path number 100 substantially as herein above described in the specification with reference to the accompanying drawings FIG 4.

19. A board game substantially as herein above described in the specification with reference to the accompanying drawings.

Description:
1. TITLE OF INVENTION:

"Board Game with a mathematical combination of 256 plurality number pattern board game layout design and new interactive mechanism tools."

2. APPLICANT (S)

a) Name: Mr. Sunil Agarwal

b) Nationality: Indian

c) Address: C/O The DNS, D 12/77-78, 3rd Floor, Sector-8, Near Rohini East Metro, Delhi- 110085.

PREAMBLE TO THE DESCRIPTION

3. BACKGROUND & FIELD OF INVENTION

This invention relates to board' game apparatus and is intended primarily to provide a game of fun activity along with team skill building learning, thus involving team skills and the new invention involves new mechanism device and set of rules as a completely new game. In order that the principle of the invention may be readily understood, I have disclosed a single embodiment thereof in the accompanying drawings, wherein. The present invention relates to a board game based on traditional India ancient game of snake and ladder and Ludo but it standout and separates the invented game from traditional game.

4. OBJECT OF INVENTION

4.1 "Active learning" refers to learning that involves more activity on the part of the learner than simply listening and watching. Without active learning, students may not be engaging in learning material beyond simple memorization. Active learning often emphasizes learner/player working in cooperative and collaborative groups and requires students to take increased responsibility for their learning. A sense of competition and one's status in the group(s) encourages learner/player to work hard. The recognition and respect that come from successful participation in an active learning session "fuel participation and invest the participants in the experience because it transforms knowledge into social capital". Not only do participants "own" their learning because they participated actively in the process, but also ownership is worth something in a social context where one's status is derived from peer acknowledgment, i.e., by other participants. This incentive may be more powerful than grade point average or teacher approval.

4.2 Educational games, using game boards, playing cards or computers and the like, may foster active learning by requiring interactivity, peer-learning, and teamwork, promoting collaboration, and increasing motivation. Games can be used to address cognitive psychomotor and affective domains of learning and to support different learning styles. Perhaps most significantly, games respect a performance-based environment. One cannot be passive when playing a game. Learning through performance requires active discovery, analysis, interpretation, problem-solving, memory and physical activity which result in the sort of extensive cognitive process that deeply roots learning in a well-developed neural network. To some extent, this approach is followed in higher education and professional education, with the teacher or mentor providing guidance.

4.3 Known board games involving a game board, question/answer cards, and player tokens/markers can generally be classified into either of two groups, namely entertainment and education, according to their primary objective, though many board games serve both purposes. As the name suggests, the primary objective of a board game is to give some entertainment & education to the player(s) achieving the same with its unique combination. The primary objective of a board game, however, is active involvement & entertainment as well helps the player(s) in their nutrition learning or acquiring team & strategic skills and uses game playing so that the learning process.

4.4 One example of an entertainment board game is the well-known game Trivial Pursuit™ by Hasbro S.A., Switzerland which comprises a game board and a set of playing cards containing questions about "trivia". Replacement sets of question cards are available for different topics. As the term "trivia" implies, the questions and answers in any particular set, however, as formulated, are not constrained to a specific course of study or predetermined subject matter to be learned by the player(s). While players might learn from answers given during play, such learning would be incidental. Also, the questions are randomly selected, so learning is somewhat, Unsystematic.

4.5 There remains a need, therefore, for an active learning system and entertaining method, as well as a board game that increase likelihood about food in specific kids age group which is necessary for their growth and development. The board game/ or board & card game as the combination for employing active learning methodology, which better facilitates the learning of a body of prescribed subject matter.

5. BRIEF DESCRIPTION OF THE DRAWINGS (SEPARATE PAGE)

The drawings, when considered in connection with the following description, are presented for the purpose of facilitating an understanding of the subject matter sought to be protected. These documents include a detection service flow chart, illustrations and detailed drawings with a figure from 1 to 7.

6. FIG. 1 is a plan view of one form or arrangement of one board for playing Power Ludo for the game, the lettering on the respective spaces or areas' being clearly represented and the distinctive colors being indicated thereon according to the chart for draftsmen in the Patent Office Rules of Practice; 7. FIG. 2 is a design of Funny Gulel (Funny slingshot) shows an embodiment of a present design and layout, represents in perspective the slingshot used to determine the outcome to move over black hole hurdle in Power Ludo game while moves of the players along the path or course;

8. Fig. 3 is a plan view of one form with 4 section, and different number pattern board arrangement under one board for playing Snake o ladder for the game after using mechanism, the lettering on the respective spaces or areas' being clearly represented and the distinctive colors and layout pattern being indicated thereon according to the chart for draftsmen in the Patent Office Rules of Practice

9. FIG. 4 is a design of mechanism in working formation of multiple combination patterns of Figure 3, by using switch which runs on motor or hand lever mechanism an opponent player can create different board game layout of Snake- O- ladder is shown in Figure 3, as per mathematical calculation up to 256 different patterns can be created with a one board game layout. Layout pattern being indicated thereon according to the chart for draftsmen in the Patent Office Rules of Practice

10. FIG. 5 is design of diceBox tool mechanism device shows an embodiment of a present design and layout, represents in perspective the diceBox used to score a number to determine the extent or length of the moves of the players along the path or course; layout pattern being indicated thereon according to the chart for draftsmen in the Patent Office Rules of Practice.

11. FIG. 6 is design of Player ring tool mechanism device shows an embodiment of a present design and layout, represents in perspective the player ring used to stop another player the extent or length of the moves of the players along the path or course through challenging him in player ring; layout pattern being indicated thereon according to the chart for draftsmen in the Patent Office Rules of Practice

12. FIG. 7 is a plan view of one form of "card" to be used as power under Snake o ladder board game, the lettering on the respective spaces or areas' being clearly represented and the distinctive colors and layout pattern being indicated thereon according to the chart for draftsmen in the Patent Office Rules of Practice.

13. DETAILED DESCRIPTIONS OF INVENTION:

METHOD, MECHANISM TOOL AND RULE TO PLAY FOR POWER LUDO:

14. Before describing the power Ludo game in detail, I will set. Forth certain of the salient features thereof and the general purpose of the game that is primarily one of fun activities along with team building skills. Much of the interest in the game lies in overcome different hurdle created on another player at any point of time while gaming. While I have illustrated and will now describe in detail that specific embodiment of my invention involving board game consisting two games Power Ludo and Snake-O-Ladder, it is to be understood that in its broader aspect my invention is not limited to the representation or simulation (among other features) of snake and ladder and Ludo game, with or without building improvements thereon, In as much as other types of properties and mechanism device are comprehended within the scope thereof, and other privileges or benefits than traditional snake and ladder and Ludo board game would in such cases be provided for in such other forms of my invention.

15. The board as a whole is indicated in Fig. 1 is known upon the market as Power Ludo, that name is indicated at Fig 3 will know as Snake-O Ladder, Now I will move on the Regulation & features and other properties of the game.

16. Rule of play for Power Ludo:

The board in figure 1 (Power Ludo) will be played by and include a minimum of 2 players and maximum 4 players at a time to complete the game. Power Ludo board game will play in a team, all four players independently competing for each other or 4 players can divide themselves into two teams of 2 players each forming as one team, let's say two player form team A and other form team B, and compete with each other. Each team can support to another team player. If there is only two player than this two player can also take two section in game of opposite sides as one team and can play and compete with each other

17. The team refers here as two opposite diagonal color player (i.e. blue and green mark as one team and rest pink and orange as one team) can play as a team or they can play as an independent team competing for each other. If there are 2 players then among these 2 players, one player each will play from two opposites diagonal color box as one team or player, and All player will give 2 marks/coin. Each player have their own marker (counter) with different color, shapes, coins, stones etc. which make it good markers may be qualified.

18. In my invention game I have introduced additional a concept of APP (Authority of Power & Points ) who act as body of APP (Authority of Power & Points) who will take care of all the authority of distribution of points and power, this can be taken by 5th person or this position can be else played by any player. During the game, if any player runs out of power or points, then the player has a provision of buying such power or points from APP and APP will keep records of it. The power can be used only at the second stage of the game to overcome the hurdle or use against the competitor or other teammates. A player can take one or two paths on his own discretion to get more power for second round or later stages. Power once used will go to APP centre.

19. Play begins with stage 1 and moves his marker towards arrow directed him to take path movement and complete stage 1 and 2 and 3 to reach win box first. Power Ludo wining for Individual Player is to reach first in victory box with all his similar color marks and if the game is between team than if any one of team player reach first in victory box with its color mark or team each player one-one mark totalling two points mark reached first in victory box, will be declared as winner. Illustrations: First winning case: A, B, C and D as individual player, A reach first with its all marks (2 blue marks) will be winner. Second winning case: A & B is team 1 and C & D is team 2, if team 2 either of C or D reach victory box first with its 2 similar color marks, than team 2 (C & D). Third winning case if Team 2 (C & D), if player C & D one mark's each reach the victory box and that total number of 2 marks of team in victory box also count as winner.

20. To start the game and its movement player need to score start through diceBox. To decide who goes first, the player whoever scores the first start in diceBox will start the game first. All players will make his path movement towards direction arrow and reach its next movement box as per number scored in diceBox. To clear this I state illustrations if a player score start number in diceBox and the player starting from home, the player will move its mark to position box place from his initial movement/last place. Also if a player scores six in diceBox will get additional chance the player need to complete its first mark movement/position box then the only player is eligible for an additional chance and based on outcomes player make his move again. Every time a player score 6 in diceBox will get additional chance irrespective of numbers the player score 6 in diceBox. Provided if a player scores 6 number more than two times in the continuous row then third score number of 6 will not be valid and no additional chance will be given. The reason to introduce player step movement so the opponent player (i.e. who is next player waiting for its turn) use his right to change the layout pattern as much as an opponent player can before the mark of other player reach its final destination. Step movement let both player the time lapse they have with them.

21. In Power Ludo, if a player who is taking path movement reach the same box of opposite/competitive team where the opposite team coin/s are already placed then in such case if the earlier team coins in a box to be found in even number. While player moves their mark on the path to reach win box , if one player mark says green is already placed one of path box and then another play with different mark color placed its mark on the same box. Then in such case if green mark is in even number i.e. two marks is already placed on the same box then the player with even number of marks/coins consider as safe from another mark, but if its odd number then the odd number mark player will move its mark back to home and restart the game process for such mark. Please note only odd number consider back for the home box if a player has 3 marks at one place and other player mark placed on the same box then only one of its mark will be placed back to the home box not all three of them. Even number consider as safe house against other opponent mark/coins.

22. Illustrations to point 21 i.e. marks/coins in total of 2,4 6 & so on at same box will be resume safe from current player mark/coins and in any other situation if earlier team marks/coins in same path box found to be odd number i.e. 1,3,5,7 then earlier placed player coins will move to home box and have to start game from beginning which is similar to starting of game for such coins

23. In the invention board games, I have added additional features. The player will face hurdle and also have the power to overcome such hurdles. There are three ways to score power to be used against a hurdle. a) The player has a chance to collect power only in the first stage of Power Ludo game.

b) Player and player team member can give power to the player who needs the power to overcome hurdle during any stage of the game.

c) If the Player land in hurdle box and don't have any power , then in such situation the player will either choose to start from stage 1 home box or decided to stay there till then his other mark/coins or teammate get a power. In case the player all other mark/coin or its teammates mark/coin is in the third stage or second stage and the player or its team doesn't have any possibility to score power in such case player coin land in hurdle has to start from first stage i.e. from home box of its mark/coin identical color. 4. Below are the list of Hurdles and power which can be used to come out of it

Hurdle Power Description for education purpose

Underwater Yoga power As yoga improve your power of breath so player can come out from the water with this power, (Its promotes young age one to do Yoga)

Bushes Banana Power As banana give Iron to player body as strong as iron and cut bushes with this power, (promotes consumption of fruits that's gives iron and other vitamins and proteins)

Stone Milk power Milk gives calcium and iron and other major protein to strong bones (Milk power can break the stones, promotes consumption of milk and for stronger and healthy mind).

BhoolBhulaiya (Maze) Walnut power Walnut and almond sharp the mind shape, it sharps you mind and player with sharp mind only can come out of bhoolbhulaiya (maze), (Eat walnut, almond, cashew nuts to sharp your mind-promotes healthy living) .

Black hole Funny Gulel power (sling Player used Funny short power)* Gulel to clear black hole obstacles. Player will be given 3 chances and the player will win power only when his dice ball will come out first position. Player will compete with other player. If funny gulel (sling shot) is not available with the player then card power can used.

High wall Spinach green veg power Spinach has lot of power you can jump and come to other side of wall (Green vegetables are source of all the power we required to run our body)

25. Funny Gulel (Funny slingshot) will use by a player to overcome the hurdle named as a black hole. Rule of play to Funny gulel (Funny slingshot) All players will place the ball as shown in FIG 2 and stretch the bend while placing a ball in it and one person or APP will announce "Goli" to start the game. And all player need to release their ball on same time aiming to take out their ball in the first position however will take out ball first will be the winner, whose ball will come first out of ball plate will win that chance.

26. Further, Power Ludo is played in the total of three stages and differentiates from other than Tradition Ludo. In traditional Ludo, the player makes move as per diceBox outcome and reach its final destination completing the path in a board game and move into a safe house (of the same home color of player). Power Ludo has the first stage with similar features but if the player after taking the path at stage 1 reaches the same home color box while reaching safe house the player promoted to stage 3 and otherwise will play continuously as traditional play and complete stage 1 to reach stage 2 and complete stage 2 to reach stage 3.

27. Power Ludo diceBox is different from the traditional dice, in the diceBox a player can start getting path movement based on number player score while using diceBox, the preliminary condition of diceBox a player can start only if he pushes the dice with his finger in start hole, on the other hand, the opposite player used sword as obstacles for striker player to get the desired number DiceBox mechanism and how to use explain in Para 53 to Para 54 28. Change to Stages: The stages can be changed after completing path of first stages only and a player can move to next stage 2, if player moving path at stage 1 reach the same home color box while reaching safe house i.e home picture box, then the player promoted to stage 3 directly and will play continuously as traditional play. During player path movement, if the player land on any hurdle you will back directly to the first stage and the player can avoid such event by using the power obtain from APP or by using power from its other team member.

29. Stage 1 to 2: The entry to the second stage and third stage are marked with a box of multiple colors of player mark/coins on board game as box and or can be identified with multiple colors box, if player mark colors are within multiple colors box then player can go to the second stage from that box as direction to the second stage. In stage 1 if a player reaches it's marked to a safe house (home picture box) then the player mark directly promotes to third stage's safe house.

30. Stage 2 to 3: The player can reach to stage 3 through entry box as directed by path arrows. The player can enter in stage 3 from any directed route path there is no restriction of color combination, player can proceed to the stage 3, Illustration: if player mark is on 2nd stage and from its position the entry for 3rd stage is at four more box and if player get 4 number in diceBox player reach 3rd stage if not or player get 3 or another number in diceBox then the player has to rotate in that stage and can make entry from other two entry point. (Home Rule: if player wish they have freedom to their own comfort and can stay at same box or nearest box to entry point but by doing so the player has to forfeit his path movement or his dice turn will not be available for path movement)

31. If Player reaches in second or third stage and land on any hurdles while its path movement, then team member of the same team can help the other player of its team. In case if a player and its team do not hold any power obtained in the first stage to come out from hurdle, a player will be placed back directly in the first stage from the starting home box player initial point.

32. Snake-O-Ladder power and hurdle Wining of game and rule of play below:

33. A player who will reach first on 100 points and with the winning power will win the game.

34. The invention game of Snakes O Ladders is for a minimum of 2 or maximum of 4 players any additional player above 4 players can play a role of APP (Authority of Power & Points) i.e. 5th person who is willing to involve game can act as APP. The APP role also can be played by any of mutually chosen person among player. For details refer to Para 18thor read 38thpara.The Character and name of four players are Chhota Narayan , Sajili Souni , Chabila Madhav and Chitu-mitthu.

35. The Snakes O Ladders game and is played on a board game as shown in FIG 3 (drawings) with 100 squares numbered 1 to 100. Play begins on square number 1 at the bottom left-hand corner of the board and finishes on square 100 at the top left- hand corner. Each player has their own marker (counter) with different color, shapes, coins, stones etc. that make qualified it as a good marker. 36. To decide who goes first, the player whoever scores the first start in diceBox will start the game first. All player will make his path movement step by step, the player is not allowed to fly over the path and reach direct movement box as per number. To clear this point here is an illustration: if a player scores 6 number in diceBox its movement will not end him to move directly from 1 to 6 number box in a board game or 6th place from his initial movement/last place. He has to place his marker in every board game box and reach to its destination on the 6th step, In case the player while moving pass his mark either by movement or moving mark by cause of snake or anti-ladder or by any such game instruction land or touch or pass earthworm will follow as instructed .Start button refers here as taking out the player from home so it represents 1 or 6 as in traditional dice.

37. Players take turns to roll a score a dice number through diceBox as shown in FIG. 5 and move along the number score with diceBox. If a player lands on a square that has the base of a ladder upon it then they automatically advance their position by moving up to the top of the ladder. Similarly, if a player lands on a square that has the head of a snake or earthworm or centipede or any other hurdle described in this patent application, upon it then the player must automatically follow down to the tail of the snake thereby losing position. The winner is the player who is first to land on square number 100 with win power. You must get the exact number needed to land on 100 and finish the game by winning. If a player scores a six, the player has additional chance to score a number again by using diceBox, provide he used to move his position as per his first score. The players who score six in diceBox are forbidden, to sum up, two chance number and play it' s movement collectively.

38. In Snake-O-ladder Before game the same concept of APP will be repeated in my invention game I have introduced a concept of APP (Authority of Power & Points ) who act as body of APP (Authority of Power & Points) who will take care all the authority of distribution of points and power, this can be taken by 5th person or this position can be else played by any player. During the game, if any player runs out of power or points, then the player has a provision of buying such power or points from AAP and APP will keep records of same. The power can be used only at the second stage of the Power Ludo game & in Snake-O-ladder any time, to overcome a hurdle or use against the competitor or other teammates as per game board rules. A player can be purchased one power at one time and can repurchase only the same power if required once a player has exhausted its earlier similar power. Power once used will go to APP center.

39. If any power/points end with APP, then the players can buy from the market, Each player will get 10 points by default in beginning. In a case of multiple players, next turn player will be treated as an opponent.

40. The following chart defines invention board game hurdle, power, and points system. Hurdle Negative points Positive points

Snake

• Poisonous (Red) 15

• Non Poisonous (Green ) 10

• Naughty (orange)

• Anaconda 5

50

• Earthworm (Pink)

10

• Centipede (Kankhajoora)

10

(Black and red)

• Slider (silver colour)

15

Power to tackle against Description Power to be take hurdle against exchange of points

Card Power Card power can be Refer to drawings figure purchased/trade by 7

exchanging points by

player earned in game

so far.

Win power Must for every player 50

before reaching the

wining point, without

this player even after

finishing the game

will not be consider

as winner

Anti Poisonous (other than Power to overcome 20

anaconda) anti poisonous snake

hurdle

Anaconda veto power Power to overcome 40

hurdle Anaconda

snake.

Anti Ladder Power to used against 25

opponent player to

forbid to climb ladder

Anti Skid from slider Power to be used 15

against or avoiding

step down box from

skid ladder

Slider climbing power Power to be used to 10

stay at same box of

slider instead of going

down to tail box of

slider. Force down power in To be used against 15

earthworm opponent player to

slide him down tail

box

Master Net To overcome 20

anaconda box and

move ahead from

same box

Rest power Enables player to skip 10

the chances if he

wants to do so.

41. Power & Points exchange points represent a set of power cards, all of them can be bought from APP by exchanging the player earned game points. Power card used in board game will be as shown in FIG 7, as total and carry different points and their description within the card.

42. The player can purchase power from APP by exchanging earned points in the game, all player will start with 10 points as default in a game. The player can purchase power only when the player started it's marked on board game box point. Post that player can buy power from APP by exchanging game points earned by the player on the board game, also a player can earn the same power free or without exchanging game points when they land or their mark reaches such point power box.

43. The player is forbidden to buy power at hurdle point i.e. the player cannot buy power when the player reached hurdle point or box. The player cannot buy power at the very point of a hurdle, the player has to buy power before such event occurs in the game that's how one develop its strategic skills while playing this game.

44. In the invented Snake-O-ladder game, the board game has Mini power that provides players earn a point in bonus, the player can be earned this points by crossing the point box or when it reach its mark in such box point. The crossing here in Snake-O-ladder game refer to the player movement where a player from point 20th box moving to point 26th box based on his score on diceBox, while between 20th to 26th box point, if any of box point have mini power and player cross over such points or fly over as in home rule such player will earn mini power points, but wherein player cross mini power box, while taking ladder or hurdle or bite by snake, anaconda, centipede, earthworm, slider player, will not get these points.

45. Snake in Snake-O-ladder game refers mainly as hurdle and player loose the points and slide down to the tail of snake box point. Although Snake-O-ladder board game has some snakes which give player positive points. If player land on Non- Poisonous snake box then player have two choices first the player can move his mark to tail box of snake and without Losing points and second if player chooses to stay at the snake head point box the player can do so by losing points. On the other hand if player reaches on naughty snake player has chance to earn additional points. Player may earn these points, only if player follow the instructions of box point i.e. as decided mutually between themselves can set home rule for such player to act or sing and other activity based on instruction given by Opponent. If a snake has multiple tails then a player can decide and choose the tail box. The opponent has no right or decision in choosing the striking player mark tail box. The same can be avoided if a player has the power to avoid the event.

46. If a player reaches its mark on Anaconda point box then player mark will go below to tail box but if the player wishes to retain the same position then the player has to use anaconda veto power and master net to stay at same anaconda head box & make his move to next point from same anaconda box. If a player has only veto power the player mark will go to nearest rest point and miss two dicebox turns. If a player has master net power and anaconda veto power both power combined immune the player mark to stay on head box point on anaconda and make his next move from the head box point.

47. The master net power and mini power are within the board game layout and player can earn the same by reaching its mark on master net box point. If you reach snake tail box where such tail box has another snake and then the player mark will go further down to continuing snake tail box or as per instruction of box if any.

48. If any case the snake tail box and head box have different indication or instructions the tail box instruction will always follow for points or action whatever the case apply. The same can be avoided if a player has the power to avoid the event.

49. In invented board game of Snake o ladder if player while making it's marked movement to designated point box, based on diceBox number and cross any part of Earthworm the player can choose to go up to head box of an earthworm or go downwards earthworm head box. For earthworm box instructions, a player need not be reaching its mark on a head box of an earthworm but the effect will apply for crossing any part of an earthworm or reaching its mark on a head box of an earthworm. The player will earn additional points as per point table in Para 40. The Opponent player can stop a player who is on strike, if the opponents player has the power to instruct the player on strike to go downwards or whatever opponent wish and if opponent uses such power the player on strike has to follow instructions of opponent player, as well as such player, will not get the additional points, player reach on the any head of earthworm he has to move to opposite head.

50. Ladders: If a player reaches on ladder box then a player has to follow step by step process as written before in Para number 36, at the same time if an opponent player wish can change the layout section and the player movement will be same as the number and final as per new screen layout. If new screen creates hurdle or power or whatever may be the case the player has to follow the instructions. The opponent player action as before explains limit by the time the other player completed its movement. Once mark movement is completed the opponent cannot change the layout section

51. If opponent player has the power that stops player on strike to climb the stairs, the opponent player has to show the power immediately to stop other player to climb the ladder to player on strike, if another player has already started climbing stairs then the opponent player power will not take effect to pull back or stop the player. If player mark climbs ladder and reaches for another ladder box in continuation of his mark then the player will climb another continuing ladder and get point for both the ladder, also it's player choice to climb in continuity another ladder or stay there, the opponent party in continuation cannot stop striking player to climb the ladder if he fails to produce power at first instance/movement. The ladder point will be given as per ladder type i.e. silver or gold or case may be.

52. MECHANISM & MATHEMATICAL APPLICATIONS OF BOARD GAME'S

53. DICEBOX: In invention Snake-O-ladder board game, the player will use the diceBox instead of traditional dice box to mark the movement number on a board game. The player will use his finger (refer to FIG 5) to strike the ball and aim to score the number. If the player using diceBox to start the game then the player need to score start by striking the small ball in diceBox, if a player fails to score start while starting the game then the player cannot move his color mark, until player score start. Once he started the game the start number rule for starting player will not apply, every time a player scored 6 number for his movement will get additional chance to strike the diceBox ball again as additional chance, But before taking this additional chance the player has to finish his last scored number movement and then only he can use additional chance. If a player scores 6 number in diceBox more then twice then player dice score will be forfeited.

54. In the diceBox a player strike the diceBox ball number to his desired number and at the same time opponent will try to stop player on strike to achieve the same number, the opponent player will use a sword as obstacles to stop the other player on strike to scored desire number. The player number scored in diceBox and player movement on board game is limited by player's mark has to move step by step only, means if player at 10th position and the same player get 4 number on diceBox, the player cannot directly move to 14th position, instead the player have to pick mark and put on 11 thanl2, then 13, and then 14th place and so on. If a player at 11th or so on any position face hurdle or power before reaching 14th point has to read the details and follow the box instruction accordingly i.e. if its snake he will go down or ladder go up or power will get power vice-versa. Although as an inventor I have given freedom to make an own Home rule: where player wish they can skip a step by step movement and make directly to the 14th point from the 10th point.

55. Change of Layers: The current invention board game layout has been divided into four layers see FIG 4 i.e. four different section by assembling make the entire board game. These layout name as "Anaconda", section 2 will name and known as "tri-face", section 3 name as "S Shape", and lasts section name known as "Easy" and each section has marked a level 1 to 2. The Snake o ladder board game layer divided into four changing layout. In invention Snake-O ladder game these layouts are interchangeable or layout screen can be changed and reset in the different complete layout of Snake-O-ladder number pattern board game layout design. The mechanism change different layout by pushing trigger button of one section or all or any combination, the layout the Snake-O-ladder number pattern board game layout design will form the new & different number pattern board layout of board game changing the hurdle and power and so on from 1 to 100 points box than earlier screen layout when a player started the game.

56. This layout can be changed and have their own movement that will be operated by motor or hand liver by opponents. The Snake-O-ladder four changing layer section is a mathematical and calculated combination of up to 256 different layout board game screens which makes its different unique and novel board game invention.

57. The opponent player can change this layout screen of the board game by using liver or motor provide to change the complete layout of Snake o ladder game at any time and any number of times while the player marks his movement. The opponent player using the layout changing option limited to the time the striking player making his movement. The opponent player has to change the layout before the striking player finish his move once the striking player finishes his move he cannot change the layout, so both players have to act fast to win the favourable layout.

58. In case of processing layout changes between movement by player and the opponent player changing layout, in case if such layout section did not fit properly with the board game complete layout i.e. 1 to 100 points then the layout will move forward or downward will decide by level 1 to 2, as to be seen on every layout section mark as LI, and L2 in the board game (drawings FIG 4). If level cross the any of one marking point (given on top and bottom of layout outside design) will move upwards and if fail to do so will move downwards. If a player playing with APP as an independent person can decide the outcome of layout section going up or down. In any decision, the Snake-O-ladder board game layout must form square board includes 1 to 100 points in the parallel alignment as shown in FIG 2 & interchanging in FIG 4.

59. Player Ring: The player can use player ring when a striking player reaches on snake or ladder box and player on strike can challenge to avoid reaching snake tail box point and on other hand opponent player also use the challenge to the striking player for the player ring to stop him climbing the ladder. The player ring has two components as per Snake-O-ladder board game. If player's mark reaches snake box point then in the ring box the opponent will hold the Snake in hand and another player will have a sword in hand, all player have three chances to attack and defend. The striking Player who like to avoid snake tail box will win if he touches sword to the face of snake and opponent will win if he touches any place of player. In a case of tie general rules will be applicable.

60. Another hand if player marker reach ladder box the opponent player can challenge and will have a stick in hand and the other player will have a ladder in hand, both will have three chances to attack and defend. The striking player has to defend in such way from the opponent, that opponent winning will decide if an opponent tries to get hold or hook of a ladder from the stick on the other hand if performing player turn the stick around will be consider as winner of player ring. If the opponent successfully manages to do that then the opponent will win and the another player is prohibited to climb the ladder and so the player also loses the ladder point as player did not climb the ladder and if opponent fail does so then the other player will win and he is allowed to climb the ladder and earned ladder points , in case of tie general rules, will be applicable.

61. Rule ends.