Login| Sign Up| Help| Contact|

Patent Searching and Data


Title:
METHODS, TILES AND BOARDS FOR MULTI−GENERATIONAL GAMES OF STRATEGY AND TERRITORY OCCUPATION PLAYED WITH PROGRESSIVELY SIZED TILES ON GEOMETRIC
Document Type and Number:
WIPO Patent Application WO/2003/063980
Kind Code:
A2
Abstract:
Strategy board games that schematize competitive, yet non−combative, ecological or biological processes and, more particularly, preferred embodiments comprising multi−generation games of strategy and territory occupation played on a grid. During a first generation, players alternate placing game pieces, generally one grid unit in size, into unoccupied spaces on the grid, until substantially all territory is occupied. During successive generations, progressively larger game pieces are used and players alternate three−part moves consisting of: a. removing a smaller piece of one own's color&semi b. placing as many larger pieces as possible of one own's color&semi and, c. removing a smaller piece of one own's color&semi until no more smaller pieces are on the board. After the final generation, the player with the most pieces&sol territory wins.

Inventors:
GESHWIND DAVID M (US)
Application Number:
PCT/US2003/002400
Publication Date:
August 07, 2003
Filing Date:
January 27, 2003
Export Citation:
Click for automatic bibliography generation   Help
Assignee:
GESHWIND DAVID M (US)
International Classes:
A63F3/02; A63F3/04; A63F; (IPC1-7): A63F/
Attorney, Agent or Firm:
Avellone, Anne C. (New York, NY, US)
Download PDF:
Claims:
CLAIMS
1. A method for playing a board game comprising a competitive yet noncombative structure based on an ecological or biological process.
2. A method as in claim 1, wherein said process is evolution.
3. A method as in claim 2, wherein said process comprises competition for territory.
4. A method as in claim 3, wherein for each player game pieces of that player are not removed by any other player.
5. A method as in claim 4, wherein said game progresses in a multiplicity of generations and the configuration of pieces progresses from generation to generation.
6. A method as in claim 5, wherein said game is played on a square grid.
7. A method as in claim 6, wherein said configuration of pieces progresses by doubling in area at each generation and alternates between squares and 2x1 rectangles.
8. A method for playing a board game, wherein for at least one generation a move for a particular player consists of: a. removing one of said player's pieces of a first size; b. placing, if possible, at least one of said player's pieces of a second size, double that of said first size; and, c. if possible, removing one of said player's pieces of a first size.
9. A method as in claim 8, comprising, in addition, a preliminary generation where moves consist of players alternating placing one of their own unit square tiles within said squares of said board grid until substantially all of said squares are occupied.
10. A method as in claim 9, comprising three generations, utilizing pieces of size lx1, 2x1 and 2x2, played on a 7x7 grid.
11. A method as in claim 10, comprising two players each utilizing tiles of a particular color.
12. A method as in claim 10, comprising pieces of different thicknesses for different sizes.
13. A product comprising instructions to play the game of claim 1.
14. A product comprising instructions to play the game of claim 2.
15. A product comprising instructions to play the game of claim 3.
16. A product comprising instructions to play the game of claim 4.
17. A product comprising instructions to play the game of claim 5.
18. A product comprising instructions to play the game of claim 6.
19. A product comprising instructions to play the game of claim 7.
20. A product comprising instructions to play the game of claim 8.
21. A product comprising instructions to play the game of claim 9.
22. A product comprising instructions to play the game of claim 10.
23. A product comprising instructions to play the game of claim 11.
24. A product comprising instructions to play the game of claim 12.
25. A product comprising: a. a board comprising a square 7x7 grid; b. at least two distinct sets of 24 1x1 square pieces; c. at least two distinct sets of 2x1 pieces each sufficient to cover substantially the entire board; and, d. at least two distinct sets of 2x2 pieces each sufficient to cover substantially the entire board.
26. A product as in claim 25 comprising: e. in substitution or addition a board comprising a square grid between 12x12 and 15x15 ; f. in addition at least two distinct sets of 2x4 pieces each sufficient to cover substantially the entire board; and, g. at least two distinct sets of 4x4 pieces each sufficient to cover substantially the entire board.
27. A product as in claim 25 comprising: h. in substitution for each of said two sets of pieces in element c. a single set with distinct designations on each side; and, i. in substitution for each of said two sets of pieces in element d. a single set with distinct designations on each side.
28. A product as in claim 27 comprising: j. in substitution for each of said two sets of pieces in element b. a single set with distinct designations on each side.
29. A product as in claim 26 comprising: k. in substitution for each of said two sets of pieces in element f. a single set of 2x4 pieces with distinct designations on each side sufficient to cover substantially the entire board; and, 1. in substitution for each of said two sets of pieces in element g. a single set of 4x4 pieces with distinct designations on each side sufficient to cover substantially the entire board.
30. A method for playing a board game comprising at least in part moves where a single player: a. removes at least one piece; b. is permitted to place at least one piece; and, c. removes at least one additional piece.
31. A method as in clam 30 wherein said removed pieces are of a first size and said at least one placed piece is of a second larger size.
32. A product comprising at least in part the rules of the game of claim.
Description:
BACKGROUND OF THE INVENTION FIELD OF THE INVENTION Generally, the instant invention relates to strategy board games that schematize competitive, yet non-combative, ecological or biological processes, particularly a preferred embodiment which comprises a multi-generation game of strategy and territory occupation played with tokens on a gridded board. Here generation means a level or phase of play where a particular set or sets of tokens are utilized.

DESCR1PTION OF RELATED ART The instant invention has been made in the general realm of games; however, it is a game of strategy, as opposed to games such as sports (e. g. , baseball, basketball, football or tennis)<BR> video action games or games of skill (e. g., Doom or Pacman) physical games (e. g. , jacks or Twister) or role playing games (e. g., Pokemon or Dungeons''and Dragons).

Further, it is a board game, as opposed to other strategy games such as those utilizing cards (e. g., Gin, Poker or Mille Bornes) or tiles (e. g., Mah Jong). Note that as used in conjunction with Mah Jong, the word"tiles"refers to solid pieces with symbols that are comparable to playing cards. However, as used in conjunction with this application, the word "tiles"is generally synonymous with game pieces, markers or tokens, such as those used in chess, checkers, etc.

More particularly, the instant invention is a board game of territory occupation, as opposed to theme games (e. g., Mo7opoly or Careers) or games of position and rearranging pieces (e. g., checkers, chess or backgammon).

However, unlike games such as Risk, or other tactic & strategy war simulation games, the instant invention is generally played on a geometric grid and, thus, has most in common with games such as'go'and Othello (Reversi).

There are also some similarities with the game Cathedral, in as much as that game does use pieces of several shapes; however, that game only has a single generation, and the pieces are not used in the same way as with the instant invention.

Unlike'go', in which stones are placed at grid intersections, with the instant invention, tiles are placed within the grid's squares (or, whatever grid units are used). (Note, it is possible to construct versions of the instant invention, where the game pieces are played at intersections, which are the equivalent or'dual'-in the sense of graph theory-of the embodiments described herein. However, for clarity, these variations will not be further described herein.) Further, unlike any game currently known to inventor, with the instant invention, pieces (also called tiles, tokens or markers) at different generations of play are of different sizes and/or configurations-generally, progressively larger-and are replaced by each other. That is, the tiles are geometrically distinct and successively played, as opposed to different types of pieces in other games which are generally played during the same phase of the game. Different pieces in games like chess have completely distinct functions, and are not replaced by larger pieces; nor is'kinging'a checker like the use of alternative tiles in the instant invention. Even with those games that do use pieces of different sizes or values, the pieces are not used as in the instant invention. For example, in Risk-in order to save space on the board and the number of pieces needed to play-10 small cube-like pieces representing 1 army each can be replaced by a single loaf-like piece, approximately twice the volume, representing 10 armies. Similarly, in Monopoly, after purchasing four houses on a property, you can trade them (and additional cash) in for one slightly larger hotel piece. These represent different amounts of military strength or monetary value, not geometric territory and, as will be seen, the configuration and use of distinct types of tiles in the instant invention is quite different.- The intended practitioner of the present invention is someone who is skilled in designing, implementing, building, creating, printing or publishing board games. That is, one skilled in the art required to practice the instant invention is capable of one or more of the following: design, graphics production, printing, publishing and/or construction of game boards, pieces and/or packaging.

The details of accomplishing such standard tasks are well known and within the ken of those skilled in those arts; are not (in and of themselves, except where noted) within the scope of the instant invention; and, if mentioned at all, will be referred to but not described in detail in the instant disclosure.

Rather, what will be disclosed are novel configurations of boards and pieces, and move algorithms or rules of play.

In summary, the disclosure of the instant invention will focus on what is new and novel and will not repeat the details of what is known in the art.

BRIEF SUMMARY OF INVENTION As stated, the instant invention has most in common with the extant games'go'and its simplified cousin Othello (itself a commercial version of the classic Reversi). However, those games, as well as chess and many other games, are metaphors for, or schematics of, war; and, play is combative, with opponents attacking or capturing each other's pieces or positions.

In contrast, games based upon the instant invention are competitive, yet not combative.

The mechanism for success, generally (a few specific embodiments aside), is not battle with, or decimation of, the enemy but, rather, fitness (expressed as strategy and tactics of taking, releasing and re-taking space) to expand into unoccupied areas better, or faster, or more stably, than the competition.

More particularly, the basic idea of the instant invention is to provide a schematic version of what happens as single-celled organisms, over multiple generations, become larger and more complex, and compete with each other for biological niches and resources (SPACE).

Briefly, in a preferred embodiment of a version of the game called 2, 0-short for BINARY (base 2) EVOLUTION-a three (or more) generation (or phase, or level) game of strategy and territory occupation is played on a 7x7 (or larger, for more than three generations) grid of squares. During a first generation, players (usually two but, optionally, more) alternate placing lx1 unit-square game pieces (of a different color for each player) into unoccupied spaces on the grid, until substantially all territory is occupied; in the two-player game, one space is left open.

During the second generation, order of play is reversed. The pieces put into play are now larger-2xl-and are placed on any two adjacent unoccupied squares, either horizontally or vertically. Each player, in turn: a) removes one lxl piece of their own color; b) places as many larger 2x1 pieces as possible of their own color into adjacent pairs of unoccupied spaces; and, c) removes a smaller lxl piece of their own color. Players alternate these three-step moves until no more smaller pieces are on the board.

During the third generation, order of play is again reversed. The pieces put into play are now larger still-2x2-and are placed on any 2x2 cell of adjacent unoccupied squares. Each player, in turn: a) removes one 2x 1 piece of their own color; b) places as many larger 2x2 pieces as possible of their own color into unoccupied 2x2 cells; and, c) removes a smaller 2x1 piece of their own color. Players alternate these three-step moves until no more smaller pieces are on the board. In the embodiment just described, at most nine 2x2 pieces can be fit on the board (usually, it is nine, but some placements of pieces can lower this amount) and, thus, with two players a tie, while possible, is rare.

Optionally, additional generations are played with progressively larger tiles alternating between the'brick'and square configurations.

After the final generation, the player with the most pieces/territory wins.

Figure 3 depicts a more general flow diagram of the preceding algorithm.

BRIEF DESCRIPTION OF DRAWINGS Figure 1 depicts a 7x7 square grid board suitable for playing some embodiments of the instant invention.

Figure 2 depicts seven progressively sized pieces suitable for playing some embodiments of the instant invention.

Figure 3 depicts a flow diagram of the moves for the first and subsequent generations for the basic preferred embodiment of the instant invention.

DETAILED DESCRIPTION OF PREFERRED EMBODIMENTS WITH REFERENCE TO THE DRAWINGS BASIC GAME : The instant invention, generally, relates to strategy board games that schematize competitive, yet non-combative, ecological or biological (or even societal or cultural, including economic or political) processes; and, more particularly, to a preferred embodiment comprising a multi-generation game of strategy and territory occupation, played on a grid. During a first generation, players alternate placing game pieces, generally one grid unit in size, into unoccupied spaces on the grid, until substantially all territory is occupied. During successive generations progressively larger game pieces are used and players alternate moves consisting of: a) removing a smaller piece of one own's color; b) placing as many larger pieces as possible of one own's color; and, c) removing a smaller piece of one own's color. Players alternate these three-step moves until no more smaller pieces are on the board. After each generation: a) the order of play is reversed (308,331) ; and, b) the pieces that were put down in the previous generation become the'small'pieces to be picked up in the upcoming generation, and still larger pieces are selected to be the ones to be put down (331). After the final generation, the player with the most pieces on the board, or territory, wins.

STRATEGIC STRUCTURE : A key element of this preferred embodiment that enhances'playability', is the structure of the three-part move. In an alternative embodiment, in generation two and beyond, the game is played by picking up a small piece and then, if possible, putting down a large piece. Since the default opening of generation two (with two players) is one space open, the first player will pick up an adjacent small piece, thereby create a 2x1 hole, and then take it.

There will then be no open space. The second player will pick up one small piece and have no space to place a large piece. This set of circumstances will repeat, almost always, and the first player will obtain virtually all territory in generation two. Therefore (at least on the average) two small pieces must be removed for each turn permitting a large piece to be placed.

The previously disclosed three-part move will be referred to as"up down up" ("UDU").

Two alternatives are: both removals precede the placement ("UUD"); or, both follow ("DUU").

Although any of the three will work, UDU is preferable because it provides a good balance between offense and defense, while UUD is primarily offensive and DUU is primarily defensive.

That is, a removal prior to placement is offensive in that the player attempts to open a (best) hole for themselves to occupy; and, a removal subsequent to a placement is defensive in that the player attempts to avoid providing any similar (or, at least, only to provide the strategically worst) opportunity for their opponent (s). With UDU each move comprises both elements.

Further, with UUD many moves will comprise picking up two adjacent pieces of one's own color and immediately filling the vacated space. The players do not fully interact strategically until a relatively few scattered small pieces remain. Additionally, if a situation develops where a player has no alternative but to pick up two non-adjacent pieces, because there are no two adjacent pieces of their own color, then it is highly likely that the opponent will be able to pick up two of their own pieces, one next to each just vacated, and take two larger pieces of territory. The first player is then in the same position on the next turn. This is an unstable situation that will then to lead to lopsided and, thus, unsatisfying games.

Similarly, with DUU many moves will comprise picking up two pieces from within occupied territory so that no holes develop that are large enough for the opponent (s) to occupy with a large piece. It is only after the board becomes'swiss cheese'that the players fully interact strategically, and that large enough holes are open to take territory with large pieces. Again, at that point, the game tends to become unstable and cascade in favor of a first player, when their opponent is forced to vacate pieces that connect individual holes into a large size area. The first player fills that area and, likely, can also create a situation where they can (more) safely perform their removals. The opponent, then, is often put in the same bad position repeatedly.

Thus, UUD and DUU each, in their own way, provide games that tend to spiral out of control for one player or the other; and, the winning strategy is based on factors that are often tiny and/or hard to comprehend (a'la the butterfly effect of chaos theory) and, most likely, not intended on the part of the winner. Such games may be exciting. However, this inventor believes that games which are stable and balanced, and are won by carefully considered strategy and astutely executed tactics, are ultimately much more satisfying. That is, this is especially so as one gains understanding (for example, the strategic significance of edges, corners, and'safe' positions where a tile of one's own color is surrounded left, right, top and bottom by one's own color or edges), develops skill and sees their game improve. Further, such well-balanced games exercise logical thinking, attention, visualization, planning and imagination. Providing these experiences as an absorbing and open-ended challenge (especially in a face-to-face physical format) provides educational and social benefits to children too often exposed to solitary electronic pastimes. Recently, chess has been offered to some students as a way to develop cognitive skills and self-esteem. However, chess is a fairly complex game with a substantial learning curve; and, in some circles, it has a bit of an'egghead'taint. 2vo has neither of these problems, and has been tested with children as young as six, who are able to play and comprehend the rules and basic strategy of the game by the second game they play. Finally, it is suggested that the"competitive, yet non-combative"paradigm of games employing the instant invention, provides an ethically distinct, and arguably preferable, model for children to emulate, when compared to the schematic"war"that characterizes games such as chess, checkers,'go', Othello, Stratego, Battleships, Risk, etc.

COMPONENTS FOR BASIC GAME: Figure 1 shows a board (100) suitable for playing the particular preferred embodiment, comprising three generations and played on a 7x7 grid of squares, as described in the sections entitled BRIEF SUMMARY OF INVENTION and BASIC GAME, above.

A decorative edge, or the physical border of the playing board, is indicated by the double line (101). The edge of the active playing area is depicted by the single line (102). One of 49 unit- squares is designated as (103). Playing tiles are to be placed within the boundaries of the grid's squares.

Figure 2 shows game pieces, or tiles, suitable for playing the version of the game described thus far. A 1x1 tile is shown at (201), a 2x 1 tile is shown at (202), and a 2x2 tile is shown at (203). The double lines (208) show the tile outlines ; the single lines (209) are drawn to show the number of unit-squares involved and, although such lines might, optionally, be drawn on the tiles, are not meant to show physical divisions or other features of the tiles.

Figure 3 depicts a general flow diagram of the algorithm for the basic game, played by any number of players, and played for any number of generations. The flow diagram, in concert with the instant specification, is essentially self-explanatory ; but, several comments, following, will elucidate.

The loop of elements (301) through (306) comprise the first generation, ellipsis (303) indicates steps for additional players between 1 and N, if N > 2; (307) results in branching to a later generation (s), first passing through element (308) which reverses order of play; looped passes through elements (309) through (328) comprise a later generation, ellipsis (319-321) indicates steps for additional players between F (irst) and L (ast), if N > 2 ; (329) through (333) determine whether to perform an additional generation, or not (334); and, (335-336) are performed after play is over.

When it is decided (330) that an additional generation is to be played: a) the order of play is reversed (308,331) ; and, b) the pieces that were put down in the previous generation become the'small'pieces to be picked up in the upcoming generation, and still larger pieces are selected to be the ones to be put down (331). In generation one the players are described as 1 through N.

In later generations they are referred to as F (irst) and L (ast) because the order of play is reversed in alternate generations.

BOARD SIZE AND SHAPE: In the preferred embodiment described thus far, with three generations played on a 7x7 grid, three types of pieces (201-203) are used. However, two additional generations are, optionally, played with 2x4 tiles (204) and 4x4 tiles (205) resulting in only a single 4x4 tile fitting on the board at the last move. However, such play'to the bitter end'would be anticlimactic, and too dependent upon who was going first in the last two generations, and it is recommended that play end when nine square tiles can be fit onto the board. With the three- generation preferred embodiment described, a 7x7 grid was chosen because this was the maximum size grid that fit this criteria. With a 5x5 board only four 2x2 tiles would fit. With a 6x6 board nine tiles would fit, but there would be no'wiggle room' ; that is, labeling both rows and columns from 0 through 6 with the upper-left comer labeled (0,0), if any tiles were not put with their upper-left comer on a square with both X and Y being even, fewer than nine tiles would fit. Put another way: nine 2x2 tiles cover 36 squares; and, a 6x6 board is exactly 36 squares. On the other hand, a 7x7 board permits some of the 2x2 tiles to be offset by one grid square, in X and/or Y, and yet still have nine tiles fit on the board. (Note that with some offsets <BR> <BR> in the placement of 2x2 tiles, fewer than 9 will fit on the board, with 4 as a minimum. ) If an 8x8 board is used, than up to 16 2x2 tiles can be fit on the board. Thus, in this case, the only number that is greater than 6 and less than 8 is 7; so a 7x7 grid is used.

Using the same criteria, if it is desired to increase the number of generations to 5-using tiles of size lxl (201), 2x1 (202), 2x2 (203), 4x2 (204) and 4x4 (205)-then the size of a square grid would need to be more than 12x12 (where there is no'wiggle room') and less than 16x16 which would permit 16 4x4 tiles to fit. Thus, acceptable values are 13,14 or 15. Two resulting elements trade off as the size of the board is increased. With a 13x13 board only 168 moves need to be made during the first generation, but a minimum of'wiggle room'is available.

With a 15x15 board 224 moves need to be made during the first generation, but there is a maximum of'wiggle room'permitting more variation in moves and strategy. With a 14x14 board these two elements are both intermediate; however, with an even number of squares, when playing with the most usual number of players-two-either 0 or 2 spaces will be left open after the first generation; thus, odd-numbered boards are not necessary, but preferred.

On the other hand, if dual (or more) resolutions are to be inscribed on a single board, then the 7x7 board leads to 14x14 and 28x28 higher resolutions as unit squares are halved and quartered, in each direction.

Similarly, for a game of 7 generations, the board size would need to be greater than 24x24 (if at least a single row and column of'wiggle room'were made available, exactly 24x24 if no 'wiggle room'were made available) and less than 32x32 (or up to 16 8x8 tiles would fit). Again, a 25x25 board would make for the fastest game; and 31x31 board would make for the most flexible placement of tiles and, thus, the most complex strategy and tactics.

Even larger boards are, optionally, used and, with the embodiment using generations alternating between tiles that are squares and those that are 2: 1 ratio'bricks'on a square board, the following algorithm holds. For N = 1,2, 3, etc.: the number of generations = (Nx2) +1 ; the minimum tile is lxl and the maximum tile is a square of 2N on a side. In order to have nine tiles in the last generation, the minimum sized board (permitting at least some'wiggle room') is (3x2N) +1 on a side, and the maximum sized board is (2N+2)-1 on a side. However, for physical board games, grids much beyond 25x25 may not be practical; for example,'go'is typically played on (the intersections of) a 19x19 grid, and is a long game of one generation only.

NUMBER OF PLAYERS: Returning now to the 7x7 board, the number of players will be discussed.

With the standard default of two players, in the first generation each player puts down 24 lxl tiles so that 48 squares are covered, leaving one square open to begin the second generation. With three players, each puts down 16 lxl tiles so that, again, 48 squares are covered and one is left open for generation two. With four player, each places 12 tiles and, again, 48 squares are covered and one is left open at the end of generation one. Similarly for 6 players each placing 8 tiles and 8 players each placing 6 tiles. With the 7x7 board, even more than eight players is possible, but more than about six are probably not very practical, strategically.

With 7 players, the board is full at the end of generation one, each player having placed 7 lxl tiles. Thus, when generation two is started the first player in generation two (who was the last player in generation one) will have to pick up two lxl tiles without being able to put any down. Alternatives to avoid this are: each player only places 6 tiles, leaving 7 spaces open to- begin generation two; or, each player picks up one piece before generation two starts, which is mathematically equivalent, but not strategically, because the first tile picked up may not be the same as the last one put down (or the one left open) by any particular player. Similarly, with five players, each would place nine tiles, leaving three squares open for generation two.

For other board sizes, and numbers of players, similar situations develop. In general, the algorithm for generation one is that N players alternate placing lxl tiles, until there are N or fewer open squares. However, there are optional variations on, this rule, and these and other such variations are within the scope of the instant invention. For example, in a game where several open squares are present between the first and second generations, the number of larger pieces put down is limited to one for each player, during the first round (or two, or more) of turns for that generation. Alternatively, if there are several spaces open, all but one are filled with null <BR> <BR> pieces (e. g. , of a color not used by any player, or specially marked with an X or other symbol).

These are placed: by players taking turns before, after, or anytime during play of the first generation; by some published rule (e. g., symmetrically equivalent, any corner for 1, any 2 diagonal corners for 2, any 3 corners for 3, all corners for four) ; or, by chance (e. g., by throwing two special dice with more than 6 sides displaying (columns) 1-7 and (rows) A-G, as per- Figure 1). The pieces are: left throughout the second generation only and then removed before generation three; left throughout the game; picked up algorithmically during generation two (e. g., a null is removed with every fifth regular unit tile picked up); any one picked up as the first, second or on both removes, by players until null pieces are gone ; any one picked up by a player as an open strategic option at any time instead of, or in addition to, a piece of their own color; etc.

Tournament structures of any kind are practiced to score multiple games, particularly for multiple players. Scoring over multiple games optionally counts or accumulates: number of games won ; total area or number of pieces; highest scores; or, other ranking method. Timing is optionally made an element. Total game time, or the time of individual moves is optionally limited, or scoring optionally takes time expended into account.

Any known or custom tournament structure and rules are optionally applied. For example, with three players, games of only two players are used and a'round robin'tournament is performed with three games consisting of A vs B, B vs C, and C vs A. The player with the best accumulated score wins; or, the best two players then go head-to-head in one game or a series.

Such a series, between several or even just two players, is decided based upon: winning N out <BR> <BR> of M games (e. g. , 2 out of 3); total score after N games; play as many games as necessary until one (or more) player reaches a score of N, at which time play is ended immediately or the current game is completed before scoring; or, otherwise.

When playing with several people, in one variation, play starts with all playing together, and proceeds to eliminate players until only two are left to play a final game or series. One or more worst scorer is eliminated at each round; and, how many are eliminated depends, optionally, upon the particular scores. For example, consider four players A, B, C & D and a final round with nine tiles. A number of example scores and possible outcomes follow : A=1 B=2 C=2 D=4: D wins, or drop A only.

A=1 B=1 C=3 D=4 : D wins, or drop both A and B.

A=0 B=1 C=3 D=4: D wins, or drop A, or drop both A and B.

, A=0 B=1 C=3 D=3: Drop A, or drop both A and B.

A=l B=1 C=3 D=3: C and D play run-off game or series.

In most games of strategy, there is a real or perceived strategic advantage (or disadvantage) to going first. Thus, the standard embodiment of the instant invention reverses order of play at each generation, and reverses starting order in the first generation in alternate games. However, when playing with more than two people, the situation is not symmetrical because there will be one or more players'in the middle'who never go first or last. Further, with two players, A follows B, and B follows A. However, with three players, for example, A follows B, B follows C, and C follows A, again strategically asymmetrical. While knowledge of the strengths and weaknesses of who precedes and follows a player can be used to strategic advantage, it nevertheless may be desired to eliminate or, at least, randomize such relationships after each game or generation, or even as often as after each round of moves. This is accomplished by rolling dice or cutting cards for rank, or any other standard selection mechanism.

For example, there are six ways three players may be ordered, 24 ways for four players, 120 ways for five players, and so on. A single standard die shows six sides; two such <BR> <BR> distinguishable (e. g. , one red and one blue) dice provide 36 combinations; two distinguishable 12-sided dice provide 144 combinations, etc. A simple printed table is provided to convert dice outcomes to player order so that player order may be quickly enough established so as to be practicable to perform even for each move. For rolls beyond the range needed, table entries will repeat some entries or specify,'roll again''reverse last order''use last order'or some other instruction. For three players the table data constitutes: 'for a die roll of 1, player order is A B C; 'for a die roll of 2, player order is A C B; for a die roll of 3, player order is B C A; for a die roll of 4, player order is B A C; 'for a die roll of 5, player order is C A B; and, for a die roll of 6, player order is C B A.

TILE CONSTRUCTION: With the basic 7x7 board, three generations, and two players, for each color: 24 lxl tiles (24 units in area) are required, always; 24 1x2 tiles (48 units in area) are required at an absolute maximum, although this is a highly unlikely, strategically lopsided situation in the middle game (12 are the average, but not sufficient, and 18 each would probably , cover well more than 95% of situations, but what do you do in those few other situations?) ; and, 9 2x2 tiles (36 units in area) are required at a maximum, but a shutout is a much more likely possibility in the end game. Thus, for each color, 57 pieces, totaling 108 units in area are required. If one color, pieces can comprise inexpensive reversible tokens like wooden checkers or plastic tiddlywinks; or, they may be more expensive weighted pieces with a felted bottom, like pieces supplied with deluxe versions of other games.

An elegant alternative is to produce dual-sided pieces, as are used with the game Othello.

These are one color (nominally black) on one side and a second color (nominally white) on the other. They are turned one side up, or the other, depending upon which player places them in play. In addition to elegance, an advantage is that only 24 lx2 pieces are needed in total, not 24 for each color; and, similarly only 9 2x2 pieces. If the pieces are painted with two different colors, or imprinted with two symbols, the material (but not necessarily the manufacturing) cost is cut in half for the middle and larger pieces. However, if a standard black piece and a standard white piece are sandwiched, then the cost of sandwiching is added to the materials cost. Further, for the 1 x 1 tiles, only 24 of each single color are needed. If these are sandwiched, then only 24 dual-sided lxl pieces result, and 24 more are needed, doubling materials. So, an alternative is to have 24 single-sided (a geometric misnomer) lxl pieces of each color, and dual-sided pieces for the larger sizes. Dual-sided pieces are painted, stained, coated or printed; or, different colors of material (wood, plastic, metal, foam or otherwise) may be sandwiched; etc. If a single layer, or sandwiched materials, or a middle layer between a sandwich, is magnetic or metallic, and the playing board is complementary, then pieces adhere to the board and a'travel'style game is produced.

Additionally, if pieces of a third color are added, and these are definitely designated as the third color (or dual-sided third/fourth color), then only 16 lxl's are needed; but, to cover all possibilities, 24 lx2's and 9 2x2's are still needed. Similarly, the designated fourth color requires only 12 lxl's. However, limiting color choice for primary colors may not be worth the corner cutting; and, providing full complements of all colors is preferred to maximize customer satisfaction.

With a physical game, it is necessary to be able to place and remove tiles from the board without disturbing the other tiles on the board. Thus, the tiles will, generally, be somewhat smaller than the territory they are meant to occupy. For example, if the unit grid is a lxl square, the unit tile would be a 3/4x3/4 square, leaving 1/4 unit between tiles for fingers to grasp the tiles. However, for later generations and larger tiles, the ratio will need to be adjusted. At the fifth generation, tiles are 4x4 unit squares. If the 3/4 factor were applied, this would result in a 3x3 unit tile that could be exactly fit into a 3x3 space, when a 4x4 space is what is required strategically. Therefore, rather than making tiles a uniform size that is 3/4 of the linear distance of the space they are to occupy, leaving a uniform (or, just slightly progressively larger) border around the tile will produce tiles that are both handlable and unambiguously fill the required space. For example, the 4x4 unit tile would be produced as 3-1/2x3-1/2 units.

Another alternative that will help with distinguishing, and physical handling of, the tiles is to make them of different heights. For example, for a three generation game the lxl tiles are made 1 unit high, creating a lxlxl cube ; the 2x1 rectangles are made 1/2 unit high, making a fairly standard'brick'shape ; and the 2x2 squares are made 1/4 unit high, making a shape similar to ceramic wall tiles.

INTELLECTUAL PROPERTY The graphics and layouts of boards, graphics and configuration of pieces, algorithms and rules of play, steps described and/or depicted in any flow diagram, and other elements disclosed herein, are exemplary. A number of alternatives for each element have been disclosed, as have specific choices of alternatives comprising some specific preferred embodiments. To whatever degree these alternatives are not in conflict, any and all of the alternatives for any element are practiced, in any combination, with any and all of the alternatives for other elements, in order to create alternative preferred embodiments of the instant invention. Furthermore, certain steps or other elements may be arranged differently, combined, separated, modified or eliminated entirely, without deviating from the intended scope of the invention.

Further, these elements can be combined with elements of other games, now in existence or later developed, without deviating from the intended scope of the invention. Additionally, any method of manufacture, publishing or distribution of physical game boards and pieces used to play such games, now known or later developed, is intended to be within the scope of the instant invention., The contents of the disclosure of this patent document, and the accompanying figures, is copyright to the inventor. The copyright owner has no objection to the facsimile reproduction of the patent document or the patent disclosure, as it appears as issued by the Patent and Trademark Office, to the extent permitted by law. Written permission of the copyright holder must be obtained for any other use. Copyright holder otherwise reserves all copyright rights whatsoever, including the right to excerpt, compile or otherwise alter or adapt, or make any other use of, this information.

Further, the name 2vo and other names, and any other trademarkable elements, are trademarked to the inventor.

In any event, any publication of or about any of the information contained herein must contain appropriate patent, trademark and copyright notices.' It will thus be seen that the objects set forth above, among those made apparent from the preceding description, are efficiently attained and certain changes may be made in carrying out the above method and in the construction set forth. Accordingly, it is intended that all matter contained in the above description or shown in the accompanying figures shall be interpreted as illustrative and not in a limiting sense.

Now that the invention has been described, what is claimed as new and desired to be secured by Letters Patent is: