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Patent Searching and Data


Title:
JEU
Document Type and Number:
WIPO Patent Application WO/1990/004438
Kind Code:
A1
Abstract:
Jeu se composant, dans un mode de r�alisation, d'un plateau (2) sur lequel se trouve trac�e ou imprim�e une grille quadrill�e (4) et d'une pluralit� de pi�ces (6). Chaque pi�ce du jeu se diff�rencie par une combinaison unique de deux cat�gories de propri�t�s, � savoir la couleur et la forme. Chacun des deux joueurs se voit attribuer une cat�gorie donn�e et tente ensuite d'aligner ou de regrouper les pi�ces en fonction respectivement de la couleur ou de la forme. Il existe des r�gles qui d�terminent comment les joueurs peuvent placer chacun � leur tour les pi�ces (6) sur le plateau (2), de m�me que des r�gles qui fixent le nombre des points obtenus par un joueur pour un alignement ou un regroupement de pi�ces. Le joueur qui obtient le nombre de points le plus �lev� a gagn�.

Inventors:
ELLSBURY GRAHAM (GB)
Application Number:
PCT/GB1989/001234
Publication Date:
May 03, 1990
Filing Date:
October 18, 1989
Export Citation:
Click for automatic bibliography generation   Help
Assignee:
ELLSBURY GRAHAM (GB)
International Classes:
A63F3/02; A63F9/00; (IPC1-7): A63F3/02
Foreign References:
AU561948A
US1404108A1922-01-17
US3746343A1973-07-17
US4138120A1979-02-06
US2282871A1942-05-12
DE2436779A11976-02-12
US3124357A1964-03-10
US4659085A1987-04-21
US4700951A1987-10-20
DE3205005A11983-08-25
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Claims:
443818 Claims
1. A game comprising a set of n pieces each possessing one of n possible characteristics of a first category and one of n possible characteristics of a' second category, such that no two pieces are identical in both categories, n being 3. 4 or 5 whereby rules may provide for alternate placement of pieces by two players in a grid or array to achieve one or more alignments or groupings manifesting a predetermined selection of characteristics.
2. A game as claimed in claim 1 where n = 4.
3. A game as claimed in claim 1 where n = 5.
4. A game as claimed in any one preceding claim wherein one category of characteristic is colour and the other category of characteristic is shape.
5. A game as claimed in any of claims 1 to 3 wherein both categories of characteristics are perceivable by touch, whereby blind persons can play.
6. A game as claimed in any one preceding claim further comprising a board marked with a square grid of side n for placement of the pieces.
7. A game as claimed in claim 6 having some form of nonslip surface or configuration between the board and the pieces.
Description:
A GAME

The present invention relates to a game and in , particular, but not exclusively, to a game which comprises a plurality of pieces and usually, although not essentially, an associated board.

A previously known game which comprises a plurality of pieces and a board for play of the pieces is described in U.S. Patent No. 4 138 120. The game comprises 16 playing pieces which are categorised into 4 sets, each set comprising 4 identical pieces. The sets differ in colour and shape, there being two different colours and two different shapes. The prior invention provides that the pieces are initially divided and allocated to the two players, such that each player receives two pieces from each set. The pieces are placed alternately by the two players on a board comprising a 4 x 4 grid until all the pieces have been used.Points are awarded for three or four characteristics, i.e. identical colours or identical shapes, appearing in a horizontal, vertical or diagonal line. The player with the most points wins the game.

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Combinatorial .analysis indicates that there are 6 350 400 possible ways of ordering the playing of the pieces in accordance with the rules and 6 3063 x 10 possible final positions of pieces on the board; thus there is a total of 6 350 400 x 6.3063 x 10 =

004753 x 10 14 different vari.ations (including symmetrical reflections and rotations) of play of the prior art game.

These values are many orders of magnitude smaller than the corresponding values of the present invention, which in addition to enormously greater complexity and intricacy provides very much greater interest and variety in the quality of play. The present invention will now be defined.

In one aspect the present invention consists in a

2 game comprising a set of n pieces each possessing one of n possible characteristics of a first category and one of n possible characteristics of a second category such that no two pieces are identical in both categories n being 3, 4 or 5.

The pieces are neither divided nor allocated to each player,but are common to both players, before, during and after play (as later described)-. Before each game one player is assigned the first category of

3 characteristics and the other player is assigned the second category of characteristics. Rules provide for alternate placement of pieces by two players in a grid or array to achieve one or more alignments or groupings manifesting a predetermined selection of characteristics of the category of characteristics assigned to that player.

Preferably, n is 4 or 5 (the embodiment wherein n=3 being more suitable for a children's game). Combinatorial anaylysis, on the same basis as discussed above i.e. including symmetrical reflections and rotations, gives the following results:-

(a) for n = 4

Ways of ordering the playing of the pieces

2.092 x 10 13 Final positions 2.092 x 10 13

26 Variations on the game 4.378 x 10

(b) for n = 5

Ways of ordering the playing of the pieces

1.551 X 10 25 Final positions 1.551 x 10 25

50 Variations on the game 2.406 x 10

Thus, in addition to being substantially different from the prior art game the present invention with n = 4

12 has more than 10 (an American trillion) times as many variations as the prior art game and the present invention w th n = 5 has more than 6 x 10 35 times as many variations as the prior art game.

Thus the difference in complexity is many orders " of magnitude, and the feel and play of the present invention is totally different from that of the prior art.

An advantage of the game is that " only a small number of pieces are used. If, as the rules will for simplicity provide, the pieces are laid in a square grid pattern

2 i.e. in a square where n tiles are laid in an n x n square grid then strictly speaking a board is- unnecessary. The pieces can be laid in rows and columns upon any suitable surface. Nonetheless, a board is preferably supplied, for example a board marked with a square grid of side n (other grid patterns are also possible). If desired, a table-top or other such area can be suitably marked out as a location for play.

One category of characteristics is preferably shape, and the other is preferably colour. Thus, the pieces can be, for example, circula .square, star-shaped, cross-shaped or triangular in outline being typically .5 - 10 cms across and .1 - 5 cms thick (eg 4 cms/.3cms to

give satisfactory handling. They can be, for example, red. orange, yellow, green or blue in colour. Each piece has a unique combination of shape and colour.

It is envisaged that the game can be embodied for blind persons. In such a case, while peripheral shape may still be a valid characteristic, colour is immaterial. Some other tactile characteristic could therefore be used, for example, surface texture or raised dots in different numbers of patterns. Also, a board will be preferable for such an embodiment, as will some form of non-slip surface configuration (hook-and-loop polymer sheet, felt, locating studs or lodgement recesses) between the board and the pieces, in this case, as in others, the invention continues to require that each piece is unique.

By way of example one embodiment of the present invention will now be described with reference to the accompanying drawing.

The embodiment comprises a board (2) having a grid pattern (4) printed or marked thereon. The grid pattern (4) forms a square having n locations, where n=5.

The board (2) is used with a plurality of pieces (6) where the total number of pieces (6) is equal to n 2.

4438

Each piece (6) has a particular colour and peripheral shape as shown, the colours being depicted by various hatchings in the accompanying drawing. There are five colours and five shapes available, whereby each individual piece (6) is unique. Since each piece (6) is unique, the number of possible permutations of arrangement and ordering of the pieces largely avoids the repetition which severely restricts the complexity of the arrangement and ordering of the pieces in the prior art, and permits significantly greater versatility in play, resulting in a more challenging and stimulating game.

From the description of a 5 x 5 grid and game the nature of a 4 x 4 grid and game will be readily understood. Typical objectives and rules by which a competitive game can be played are as follows, for 5 5 and 4 versions of the invention.

The n = 5 version of the present invention may be played with, for example, one of each of the following twenty-five playing pieces: red star, red cross, red circle, red square, red triangle, blue star, blue cross, blue circle, blue square, blue triangle, green star, green cross, green circle, green square, green triangle, yellow star, yellow cross, yellow circle, yellow square, yellow triangle, orange star, orange cross, orange

7 circle, orange square, orange triangle.

The board features twenty-five locations arranged in a five-by-five formation.

The object of the n = 5 Version.

The object of the game is to score more points than your opponent.

An Example of a Method of Play for the n = 5 Version

(1) Place the board and pieces within the convenient reach of both players.

(2) Decide who will be the colour-player and who will be the shape player.

(3) The colour-player makes the first move.

(4) The colour-player selects any one of the pieces and places it on any one of the locations on the board. This completes the colour-player's first move.

The shape-player then selects any one of the remaining pieces and places it on any one of the remaining unoccupied locations. This completes the shape-player's first move.

(5) Play alternates in this way until every location on the board is. occupied and no pieces remain unplaced. The game is now at an end.

(6) It is not permitted to miss a move.

(7) It is not permitted to place a piece on a location already occupied by a piece.

(8) The score is determined from the final position at the end of the game.

(9) The winner is the player with the greater number of points. If the players have an equal number of points the game is drawn.

A Method of Scoring for the n = 5 version

Points are scored according to the positioning of colours and shapes.

The colour-player (the first player) scores points according to the positioning of colours. The shape-player (the second player) scores points according to the positioning of shapes.

The colour-player scores 2 points for each '+' formation and for each 'X' formation (each of which is called a cross) of five pieces which are all of different colours.

43

The colour-player scores 3 points for each straight horizontal, vertical or diagonal line of five pieces which are all of different colours.

The colour-player scores 5 points for each straight horizontal, vertical or diagonal line of five pieces which are all of the same colour.

The colour-player scores 8 points for each '+' formation and for each 'X' formation (each of which is called a cross) of five pieces which are all of the same colour.

The shape-player scores, points in exactly the same way as the colour-player but with shapes instead of colours.

Summary of the n = 5 Point Scoring System

Each cross of five different colours or shapes = 2 points.

Each line of five different colours or shapes = 3 points.

Each line of five identical colours or shapes = 5 points.

Each cross of five identical colours or shapes = 8 points.

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10

Further Explanation of the n = 5 Point Scoring

System.

The points are awarded to the appropriate player irrespective of which player completes the cross or line.

Thus, the colour-player is awarded the points for each cross or line of five pieces which are all of the same colour or all of different colours; and the shape-player is awarded the points for each cross or line of five pieces which are all the same shape or all of different shapes; irrespective of which player completed the cross or line.

Five pieces which are all of the same colour will all be of different shapes. Therefore, for a cross of this type the colour-player scores 8 points and the shape-player scores 2 points and for a line of this type the colour player scores 5 points and the shape-player scores 3 points.

Five pieces which are all of the same shape will aLI be of different colours. Therefore, for a cross of this type the shape-player scores 8 points and the colour-player scores 2 points and for a line of this type the shape-player scores 5 points and the colour-player scores 3 points.

11 scores 3 points.

Sometimes a cross or line can have five pieces which are all of different colours and are also all of different shapes. Therefore, for a cross of this type the colour-player scores 2 points and the shape-player scores 2 points and for a line of this type the colour-player scores 3 points and the shape-player scores 3 points.

A piece can be in any number of point scoring crosses or lines.

Neither player is required to keep the score during i the course of the game but it is in the interests of each player to do so.

Typical rules for the n = 4 version of the present invention, may be, for example, as follows:

The n = 4 version of the present invention may be played with, for example, one of each of the following sixteen playing pieces: red star, red circle, red square, red triangle, blue star, blue circle, blue square, blue triangle, green star, green circle, green square, green triangle, yellow star, yellow circle, yellow square, yellow triangle.

4438

12

The board features sixteen locations arranged in a four-by-four formation.

The object of the n = 4 Version

The object of the game is to score more points than your opponent.

An Example of a Method of Play for the n=4 Version

Cl) Place the board and pieces within the convenient reach of both players.

(2) Decide who will be the colour-player and who will be the shape player.

(3) The colour-player makes the first move.

(4) The colour-player selects any one of the pieces and places it on any one of the locations on the board. This completes the colour-player's first move.

The shape-player then selects any one of the remaining pieces and places it on any one of the remaining unoccupied locations. This completes the shape-player's first move. (5) Play alternates in this way until every location on the board is occupied and no pieces remain unplaced. The game is now at an end.

13

(6) It is not permitted to miss a move.

(7) It is not permitted to place a piece on a location already occupied by a piece.

(8) The score is determined from the final position at the end of the game.

(9) The winner is the player with the greater number of points. If the players have an equal number of points the game is drawn.

A Method of Scoring for the n = 4 Version

Points are scored according to the positioning of colours and shapes.

The colour-player (the first player) scores points according to the positioning of colours. The shape-player (the second player) scores points according to the positioning of shapes.

The colour-player scores 2 points for each two-by-two square formation (called a quad) of four pieces which are all of different colours.

438

14

The colour-player scores 5 points for each straight horizontal, vertical or diagonal line of four pieces which are all of the same colour.

The colour-player scores 8 points for each two-by-two square formation (called a quad) of four pieces which are all of the same colour.

The shape-player scores points in exactly the same way as the colour-player but with shapes instead of colours.

Summary of Point Scoring System for the n = 4 Version

Each quad of four different colours or shapes =

2 points

Each line of four different colours or shapes = 3 points

Each line of four identical colours or shapes = 5 points

Each quad of four identical colours or shapes = 8 points

Further Explanation of the n = 4 Scoring System

The points are awarded to the appropriate player

4438

15 irrespective of which player completes the quad or line.

Thus, the colour-player is awarded the points for each quad or line of four pieces which are all of the same colour or all of different colours; and the shape-player is awarded the points for each quad or line of four pieces which are all the same shape or all of different shapes: IRRESPECTIVE of which player completed the quad or line.

Four pieces which are all of the same colour will all be of different shapes. Therefore, for a quad of this type the colour-player scores 8 points and the shape-player scores 2 points and for a line of this.type the colour-player scores 5 points and the shape-player scores 3 points.

Four pieces which are all of the same shape will all be of different colours. Therefore, for a quad of this type the shape-player scores 8 points and the colour-player scores 2 points and for a line of this type the shape-player scores 5 points and the colour-player scores 3 points.

Sometimes a quad or line can have four pieces which are all of different colours and are also all of different shapes. Therefore, for a quad of this type the

4438

16 colour-player scores 2 points and the shape-player scores 2 points and for a line of this type the colour-player scores 3 points and the shape-player scores 3 points.

A piece can be in any number of point-scording quads or lines.

Neither player is required to keep the score during the course of the game but it is in the interests of each player to do so.

Handicapping

Players who are of unequal ability may nevertheless still play on equal terms. The weaker player may start the game with a head start of a number of points. If the players are of nearly equal strength a handicap of (say) one or two points could be given to the stronger player, but if there is a greater gap in the ability of the players a greater handicap of (say) up to ten or more points could be given to the stronger player.

Match Play

Matches consisting of a number of games may be played between players up to a prearranged limit. For example, the winner of the match might be the player who

17 has the greater number of points after playing ten games or the winner of the match might be the first player to obtain a total score greater than one hundred points..

A Method of Notation

Games may be easily notated by assigning a unique address to each location by, for example, labelling one axis of the grid with letters and labelling the other axis with numbers. The pieces may then be indicated with two letters, the first indicating its colour and the second indicating its shape. Thus the notation RTai would indicate the placement of the red triangle on location al.