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Title:
APPARATUS FOR AN ELECTRONICALLY-ENABLED BOARD GAME
Document Type and Number:
WIPO Patent Application WO/2022/036389
Kind Code:
A1
Abstract:
The present invention provides an apparatus for an improved board game combining the advantages of both traditional and electronic games. The apparatus comprises a game board and a plurality of game pieces, wherein the apparatus is configured to detect the identity and location of a given game piece on the game board; and a server communicable with the game board and configured to receive information on the identity and location of the game pieces relative to the game board, and, if appropriate, send to the game board a display instruction, wherein the game board is configured to, in response to the display instruction, electronically display a game progress indicator.

More Like This:
WO/1998/040137DICE GAME METHOD
JP2654364SLOT MACHINE
Inventors:
THOMSON STEPHEN JOHN (AU)
Application Number:
PCT/AU2021/050881
Publication Date:
February 24, 2022
Filing Date:
August 11, 2021
Export Citation:
Click for automatic bibliography generation   Help
Assignee:
THOMSON STEPHEN JOHN (AU)
International Classes:
A63F3/00
Foreign References:
US20190388776A12019-12-26
US20180178113A12018-06-28
US20120052934A12012-03-01
US20190022517A12019-01-24
Attorney, Agent or Firm:
PIPERS (NZ)
Download PDF:
Claims:
CLAIMS:

1. An apparatus for an electronically-enabled board game, said board game being configured for playing by at least two players, each assigned a plurality of game pieces, the players taking sequential turns to cause or instruct movement of at least one of their game pieces relative to a game board in accordance with the rules of the game, said apparatus comprising: the game board; the plurality of game pieces assigned to each player; wherein the apparatus is configured to detect the identity and location of a given game piece relative to the game board; and a server comprising a processor and a memory and communicable with at least the game board, wherein the server is configured to receive information on the identity and location of the game pieces relative to the game board, the server being further configured to, upon each sequential turn taken by each player, determine whether a game progress indicator is appropriate, and if so, send to the game board a display instruction, wherein the game board is configured to, in response to the display instruction, electronically display the game progress indicator.

2. The apparatus of claim 1, wherein each of the plurality of game pieces contains an electronic identifier such as an RFID chip, and the game board is configured to electronically detect, such as via an RFID reader, the identity and location of a given game piece on the game board.

3. The apparatus of claim 1 or claim 2, wherein the game progress indicator is determined by the type of game event to which the most recent player’s move(s) corresponds; wherein the type of game event comprises at least: “simple move”, and “move plus outcome”; wherein the type of game event is at least partly determined by one or more of: the start and / or end location on the game board of the game piece(s) involved in the most recent player’s move(s); and: the identity of the game piece(s) involved in the most recent player’s move(s).

37 The apparatus of claim 3, wherein the type of game event is at least partly determined by the identity and / or start and / or end location of at least two game pieces assigned to different players. The apparatus of claim 3 or claim 4, wherein there are a plurality of subtypes of “move plus outcome” game event. The apparatus of any one of claim 3 to claim 5, wherein there are a plurality of types and / or subtypes of game progress indicator corresponding to the types and / or subtypes of game event. The apparatus of any one of the preceding claims, wherein the game progress indicator comprises one or more of: illumination of at least one region of the board; and: one or more sound effects. The apparatus of any one of the preceding claims, wherein the server is further configured to store any relevant parameters associated with one or more of the plurality of game pieces. The apparatus of claim 8, wherein the players have input as to at least some of the parameters associated with one or more of the plurality of their game pieces. The apparatus of claim 8 or claim 9, wherein the parameters associated with the game piece(s) involved in the most recent player’s move(s) contribute to determining the type of game event to which that move(s) corresponds, and hence the appropriate game progress indicator (if any). The apparatus of any one of claim 8 to claim 10, wherein the parameters comprise the ammunition supply associated with the game piece(s) involved in the most recent player’s move(s). The apparatus of any one of the preceding claims, wherein the apparatus comprises a plurality of game boards, wherein each player has a game board.

38 The apparatus of claim 12, wherein the game progress indicator is displayed on all of the game boards, such that each player can move the relevant piece(s) on their board to reflect the most recent player’s move(s). The apparatus of any one of the preceding claims, wherein the apparatus further comprises a personal electronic device, such as a smartphone, tablet, or personal computer, associated with each player, and communicable with the server, said personal electronic device being configured to display a real-time simulation of the board game, including one or more of: the identity and location of the plurality of game pieces on (or in relation to) the game board; the latest player’s move(s); the corresponding type and / or subtype of game event; the corresponding game progress indicator; any relevant prompts or instructions to the player; any relevant parameters associated with the plurality of game pieces; and / or the game score. The apparatus of claim 14, wherein the personal electronic device is configured to receive player input and transmit this to the server. The apparatus of claim 15, wherein the personal electronic device is configured to receive player input as to at least one of the parameters associated with one or more of the plurality of that player’s game pieces. The apparatus of claim 16, wherein the at least one parameter comprises the ammunition supply associated with a particular game piece, and the player input comprises one or more of: electing to use at least some of the ammunition as part of the player’s move(s); or: replenishing the ammunition supply associated with that game piece. A game board configured for use in an electronically-enabled board game, said board game being configured for playing by at least two players, each assigned a plurality of game pieces, the players taking sequential turns to cause or instruct movement of at least one of their game pieces relative to the game board in accordance with the rules of the game, wherein the identity and location of the game pieces relative to the game board is detectable by a server, the server being configured to, upon each sequential turn taken by each player, determine whether a game progress indicator is appropriate, wherein the game board is configured to, if the server determines that a game progress indicator is appropriate, receive from the server a display instruction, wherein the game board is configured to, in response to the display instruction, electronically display the game progress indicator. A game piece configured for use in an electronically-enabled board game, said board game being configured for playing by at least two players, each assigned a plurality of game pieces, the players taking sequential turns to cause or instruct movement of at least one of their game pieces relative to a game board in accordance with the rules of the game, wherein the identity and location of the game pieces relative to the game board is detectable by a server, the server being configured to, upon each sequential turn taken by each player, determine whether a game progress indicator is appropriate, wherein the game board is configured to, if the server determines that a game progress indicator is appropriate, receive from the server a display instruction, wherein the game board is configured to, in response to the display instruction, electronically display the game progress indicator. A server configured for use in an electronically-enabled board game, said board game being configured for playing by at least two players, each assigned a plurality of game pieces, the players taking sequential turns to cause or instruct movement of at least one of their game pieces relative to a game board in accordance with the rules of the game, wherein the server is configured to detect the identity and location of the game pieces relative to the game board, the server being further configured to, upon each sequential turn taken by each player, determine whether a game progress indicator is appropriate, wherein, if the server determines that a game progress indicator is appropriate, the server is configured to send to the game board a display instruction, wherein the game board is configured to, in response to the display instruction from the server, electronically display the game progress indicator.

Description:
APPARATUS FOR AN ELECTRONICALLY-ENABLED

BOARD GAME

FIELD OF THE INVENTION

The present invention relates to an apparatus for an electronically-enabled board game, and more particularly a board game comprising a physical board and physical pieces, the board being electronically-enabled to detect the presence and identity of the pieces thereupon, the board further being communicable with a server, such that the board electronically displays game progress indicators.

BACKGROUND

Traditional board games comprising a physical game board and game pieces are ancient and widely known - such as for example chess, backgammon, monopoly, and a wide variety of other games. These typically comprise moving the physical pieces on the board in accordance with predetermined rules. In their classic form, these require the players to be gathered about the board, each moving their respective pieces. While “remote” versions of, for example, chess, are known, these are relatively cumbersome and rely on each player relaying (such as in writing) their chosen move, with the other players then updating the placement of the pieces on their individual boards to reflect this.

Furthermore, these games are limited in how many “moving parts” or components they can have, lest they become overly fiddly and cumbersome for players. As such, games like for instance chess tend to be an “approximation” or “representation” of warfare, but at a high level without real-life detail or variants.

In more recent times, electronic games have become popular. These are virtual games played on a personal electronic device, such as a smartphone, tablet, or laptop. However, such games lack the pleasure, engagement value, and other benefits of classic board games. A number of “hybrid” games have been proposed, that combine physical elements / pieces with electronics. For instance, US7,791,483 discloses the use of RFID chips; and US9,616,334 discloses an interactive children’s game which also includes RFID technology. These documents are incorporated herein by reference. Such “hybrid” games, however, tend to be limited to, or constrained by, their particular gaming formats / contexts.

It is accordingly an object of the present invention to provide an improved board game apparatus that more comprehensively, effectively, and engagingly combines the benefits of classic and electronic games; or at least to provide the public with a useful choice.

STATEMENTS OF THE INVENTION

According to one aspect of the invention, there is provided an apparatus for an electronically- enabled board game, said board game being configured for playing by at least two players, each assigned a plurality of game pieces, the players taking sequential turns to cause or instruct movement of at least one of their game pieces relative to a game board in accordance with the rules of the game, said apparatus comprising: the game board; the plurality of game pieces assigned to each player; wherein the apparatus is configured to detect the identity and location of a given game piece relative to the game board; and a server comprising a processor and a memory and communicable with at least the game board, wherein the server is configured to receive information on the identity and location of the game pieces relative to the game board, the server being further configured to, upon each sequential turn taken by each player, determine whether a game progress indicator is appropriate, and if so, send to the game board a display instruction, wherein the game board is configured to, in response to the display instruction, electronically display the game progress indicator.

Preferably, each of the plurality of game pieces contains an electronic identifier, and the game board is configured to electronically detect the identity and location of a given game piece on the game board. More preferably, the electronic identifier is provided by an RFID chip in each game piece, and the game board is configured with an RFID reader.

Preferably, the game board is divided into regions, each region corresponding to a location on the game board.

Preferably, the regions and / or their significance are adjustable, such as programmable.

Preferably, the server is remote from the game board.

Preferably, the server receives from the game board the information on the identity and location of the game pieces on the game board upon each sequential turn taken by each player.

Preferably, the type of game progress indicator is determined by the type of game event to which the most recent player’s move(s) corresponds, in accordance with the rules of the game.

Preferably, the type of game event is at least partly determined by one or more of: the start and / or end location (i.e. origin and / or destination) on the game board of the game piece(s) involved in the most recent player’s move(s); and: the identity of the game piece(s) involved in the most recent player’s move(s).

Preferably, one type of game progress indicator corresponds to the game event “simple move”.

Preferably, another type of game progress indicator corresponds to the game event, “move plus outcome”.

More preferably, there are a plurality of subtypes of game progress indicator corresponding to a plurality of subtypes of “move plus outcome” game events.

Preferably, the game progress indicator comprises illumination of at least one region of the board. More preferably, different types and / or subtypes of game progress indicator comprise different illumination colours, and / or different illumination sequences.

Preferably, the game progress indicator comprises one or more sound effects. Preferably, more than one game progress indicator, and / or type and / or subtype of game progress indicator, may be simultaneously displayed.

Preferably, the server is further configured to store any relevant parameters associated with one or more of the plurality of game pieces.

Preferably, the parameters associated with the one or more of the plurality of game pieces are changeable throughout the game.

Preferably, the players have input as to at least some of the parameters associated with one or more of the plurality of their game pieces, in accordance with the rules of the game.

Preferably, the parameters associated with the game piece(s) involved in the most recent player’s move(s) contribute to determining the type of game event to which that move(s) corresponds, and hence the appropriate type of game progress indicator.

Preferably, the parameters comprise the ammunition supply associated with a particular game piece.

Preferably, the type of game event to which a player’s move(s) corresponds, and hence the appropriate type of game progress indicator, is at least partly determined by the identity, start and / or end location, and / or any relevant parameters of at least two game pieces assigned to different players, in accordance with the rules of the game.

Preferably, the apparatus comprises a plurality of game boards; and more preferably, one board per player.

Preferably, the game progress indicator is displayed on all of the game boards, such that each player can move the relevant piece(s) on their board to reflect the most recent player’s move(s).

Preferably, the apparatus further comprises a personal electronic device, such as a smartphone, tablet, or personal computer, associated with each player, and communicable with the server.

Preferably, the personal electronic device is configured to display a real-time simulation of the board game, including one or more of: the identity and location of the plurality of game pieces on (or in relation to) the game board; the latest player’s move(s); the corresponding type and / or subtype of game event; the corresponding game progress indicator; any relevant prompts or instructions to the player; any relevant parameters associated with the plurality of game pieces; and / or the game score.

Preferably, the personal electronic device is further configured to receive player input and transmit this to the server.

More preferably, the personal electronic device is configured to receive player input as to at least some of the parameters associated with one or more of the plurality of that player’s game pieces, in accordance with the rules of the game.

More preferably, the parameter comprises the ammunition supply associated with a particular game piece, and the player input comprises one or more of: using at least some of the ammunition as part of the player’s move(s); or: replenishing the ammunition supply associated with that game piece, in accordance with the rules of the game.

According to another aspect of the invention, there is provided a game board configured for use in the apparatus substantially as described above.

According to another aspect of the invention, there is provided a game piece configured for use in the apparatus substantially as described above.

According to another aspect of the invention, there is provided a server configured for use with the apparatus substantially as described above.

The present invention provides a number of advantages over the prior art, including, in some embodiments:

Providing a board game apparatus that combines the engagement / excitement value of physical game pieces on a game board with the advantages of electronics;

Including providing a board game apparatus wherein the state of play, the score, the parameters associated with each piece, et cetera, are monitored and displayed to players in real time throughout the game; Including also providing a game wherein the physical board is electronically augmented, providing greater clarity as to each player’s move(s) and the effect / outcome of that move(s);

Also enabling the board game to comprise a much greater array and / or combination of options, add-ons and detail, without these becoming cumbersome or fiddly for the user;

Thereby also enabling the board game to have a vast number of permutations and variations; and

At the very least, providing the public with a useful choice.

BRIEF DESCRIPTION OF FIGURES

Further aspects and advantages of the invention will become apparent with reference to the accompanying Figures, which are given by way of example only and in which:

FIGURES 1A and IB are schematics showing the architecture of and steps taken by the apparatus according to a first preferred exemplary embodiment of the invention;

FIGURE 2 is a schematic showing the architecture of and steps taken by the apparatus according to a second preferred exemplary embodiment of the invention;

FIGURE 3 is a schematic showing two possible moves using the apparatus of

Figures 1A or IB; and

FIGURE 4 is a photograph showing an exemplary arrangement of game pieces on the game board; and

FIGURES 5.1 - 5.24 are schematics corresponding to Example A set out below.

DETAILED DESCRIPTION OF FIGURES

Figures 1 -4 Figures 1 A and IB are schematics showing the steps taken by the apparatus according to a first preferred exemplary embodiment of the invention.

The architecture of the apparatus in Figures 1 A and IB is the same; what differs is that the type of move made by the player corresponds to a different type of game event, and accordingly the output generated by the server and displayed to the player is different.

It will be understood that the apparatus is suitable for use with any game that involves, in general, a game board and a plurality of game pieces. The architecture and working of the apparatus is independent of the rules of any particular game. One particularly preferred game for which the apparatus of the invention may be employed is called “High Command” (also known as “Ammunition Game”), the rules of which are detailed at Example A.

For completeness, it is noted that the apparatus is also suitable for use with games having “ancillary” pieces or components such as, for instance, dice. The principles of the invention disclosed herein can likewise be applied to such ancillary components; for instance, where the game involves the throwing of dice, the apparatus may be configured to detect the outcome of the throw (such as if the dice are thrown on the game board, with the game board being configured to detect how the dice land). This may again be conducive to the playing of “remote” versions of such board games, since it avoids the need to rely solely on the players’ honesty in reporting the outcome of their throws.

For the sake of explanation, the following assumes a notional war-like game involving two players, with one move per turn, each player having an identical set of pieces, with the rules of the game stipulating that each of the pieces has particular rules and powers associated with it, in relation to the other pieces as well as to how that piece is allowed move on the board. None of the specifics of the game rules, or the terminology used to denote types of game events and the like, are to be taken as limiting on the scope of the invention.

The apparatus (generally indicated by 100) of Figures 1A and IB comprises a physical game board (102), in this embodiment divided into squares, and a plurality of physical game pieces assigned to a first and second player (respectively 108 and 110). The board (102) and game pieces (108, 110) can be formed from plastic or any other suitable material. In this embodiment, each game piece (108, 110) contains an electronic identifier, and the game board (102) is configured to electronically detect the identity and location of a given game piece (108, 110) on the game board (102). This is preferably achieved via RFID tags embedded in each game piece, with the board being configured with an RFID reader. The skilled person will be readily able to effect this. For instance, US7,791,483 discloses one example of the use of RFID technology in game boards, in a manner that allows accurate RFID detection / communication between the pieces and the board.

However, other technologies may also be suitable. For instance, the apparatus may include an overhead camera(s) configured to detect the identity and location of the game pieces on the game board. The skilled person may identify still other suitable technologies, or combinations of technologies, in this regard.

The apparatus also comprises a server (104), which may be a cloud server or any other type of server deemed suitable by one skilled in the art. The server (104) comprises a processor (104 A) and a memory (104B), and is communicable with the game board (102) using known technological means with which one skilled in the art will be familiar. The memory (104B) stores, among other things, the rules of the particular game being played, and can of course be updated / reprogrammed accordingly.

In the embodiment of Figures 1A and IB, the apparatus also comprises a personal electronic device (PED) (106) associated with each player. The PED can be in the form of, for example, a smartphone, tablet, laptop, et cetera; and may be loaded with a suitable app or other software enabling the PED to “talk” to the server, i.e. be communicable with the server using known technological means. The PED is advantageous in providing each player with a virtual simulation of the game, as well as detailed information that may not be readily discernible by looking at the board alone: such as the implications of a given move according to the rules of the game, and / or parameters (e.g. current ammunition supply) associated with a given piece. The PED is particularly useful where each player is using their own remote board, as discussed below with reference to Figure 2.

The PED is also part of what allows the apparatus to accommodate much more complex and detailed games than traditional board games. For instance, the ammunition supply can be kept track of, and moreover virtually expended and replenished by the player, rather than the player needing to fiddle around with intricate plastic add-ons on the physical game piece (this also makes production more straightforward and cost-effective).

However, this is not intended to be limiting. It is within the scope of the invention for the apparatus to not include the PED. For instance, where players are physically gathered about a single game board such that each is able to physically move their respective pieces on the board, the PED might not be required (though a single-board embodiment that includes one or more PEDs is, of course, within the scope of the invention).

More generally, it should be understood that a range of high-tech / low-tech variations / combinations are within the scope of the invention. In some embodiments, the pieces may be relatively low-tech, with supplementary information optionally being provided to players via the PED as described above. In other embodiments, the pieces and / or board may be more complex or sophisticated, such that they themselves (in addition to, or instead of, the PED) can display supplementary information, such as for example ammunition levels and / or the implications of a game move. For example, the pieces may be configured with LEDs or similar representing the amount of ammunition each piece has at a given point in time. The player to whom a given piece belongs dictates (via the PED or otherwise) the usage and replenishment of that piece's ammunition. The server then causes this to be indicated, via the LEDs, on the relevant piece and, in multi-board embodiments, on the corresponding piece on the other players’ boards. In another example, the apparatus (i.e. the board, the pieces, or both) may be configured to display complex / sophisticated game progress indicators that indicate the implications of a given move. For instance, a particular illumination sequence (and / or sound effect) of one or more squares on the board, perhaps in conjunction with illumination (and / or sound effects) of one or more game pieces, might signify a move having a particular implication or outcome. While keeping the board and game pieces relatively low-tech and displaying most of the supplementary information via the PEDs is likely to be the most practical option, a range of variations such as those mentioned here are likewise within the scope of the invention. Looking again at Figure 1 A, the first player makes a move, as indicated by the arrow at the top left of the board. In this embodiment, this is accomplished by the player physically moving their chosen piece on the game board. However, it is within the scope of the invention for movement of the pieces on the game board to be automated, in response to player commands.

The player’s move is detected (120) by the game board (102). More particularly, the game board (102) detects the identity of the piece being moved (here Tank 1), and the start and end location (i.e. square) of that piece. At (122), the game board transmits this information to the server (104).

At (124), the server (104) determines the type of game event to which the move corresponds. Depending on the rules of the game, the type of game event may be determined by, among other things, the identity of the game piece and its start and end location. For instance, there may be “squares of special significance”, or squares which have special significance if a particular game piece lands on them. The type of game event may also be determined by any relevant parameters associated with that piece (in the notional game described here, one of the relevant parameters is how much ammunition each piece has). The type of game event may also be determined by reference to more than one game piece, as discussed below with reference to Figure IB.

Since in the Figure 1A example, the move is a simple move of the first player’s piece from square 1: 1 to square 2:1 (i.e. with no incursion on enemy pieces), the server (104) identifies the type of game event as being “simple move”.

Having determined the type of game event, at (126) the server (104) transmits a display instruction to the game board (102), instructing the game board (102) to display a game progress indicator corresponding to that type of game event. (Note, depending on the rules of the game, some game events may not trigger any game progress indicator).

At (128), the game board (102) accordingly electronically displays the appropriate game progress indicator, as indicated by the bold border surrounding square 2: 1. In preferred embodiments, the game progress indicator is in the form of illumination, such as via LEDs embedded in the game board (102). More preferably, different colours and / or sequences of illumination correspond to different types of game events (for instance, yellow for a “simple move” and red for a “move plus outcome”). Illumination may be of one square or multiple squares, together or in a pattern / sequence, in one colour or in different colours. Further game progress indicators can also be provided by, for instance, sound effects generated by the game board (102). It is also possible for the game progress indicator to be provided by the board in conjunction with one or more pieces (such as simultaneous illumination). As noted above, in some embodiments the pattern / sequence of the game progress indicator may be sufficiently sophisticated that it indicates, in its own right, a specific outcome or implication of a move. In other embodiments, the game progress indicator is more in the nature of a general “prompt” or “aid” to the player(s), with more detailed information being obtainable from the players’ PED.

As noted above, the game pieces (108, 110) may also be communicable with the server (via known technological means) and capable of electronically displaying game progress indicators. For instance, the pieces may include LEDs which are instructed by the server to light up to indicate the amount of ammunition a given piece has left. All of these various game progress indicators may be displayed on the board and / or pieces in lieu of, or in addition to, being displayed on the PED.

At (130), the server (104) sends to the PED (106) information relating to the updated location and identity of each piece (108, 110) on the game board (102), such that the PED (106) can display a simulation of this. The server (104) also sends to the PED (106) information relating to the move, and this is also displayed on the PED, as shown in the magnified view in Figure 1A. The PED also displays an “INSTRUCTION” field, which indicates to the player any repercussions of a game event, such as the need to remove a piece from the board altogether (as discussed below): this does not apply in the present case, as the first player’s move was of the type “simple move”.

A notable variation on the above might be where the player is playing against a computer (i.e. the computer is the second “player”), and the computer is making the current move. In that case, the first step would not be the game board (102) detecting movement of a physical game piece (108, 110) thereupon. Rather, the server (104) would directly receive information regarding the computer’s move and send to the game board (102) an instruction (similar to 126) to cause the game board (102) to display a game progress indicator. This would tell the player which of the “opponent’s” pieces to move on the board and where. For instance, the square under the relevant piece might be illuminated, followed by illumination of the “destination” square. This is within the scope of the invention.

Conceivably, this could also be the case more generally, not just where the opponent is a computer. That is to say, in some embodiments, rather than physically moving their game pieces on their game board, a player might enter the move into their PED. The server would then cause a corresponding game progress indicator to be displayed on the game boards of all of the players, to prompt them to move the physical pieces according to the player’s chosen move. (It is also possible for this “prompter” to be displayed on the virtual representation of the board on the players’ PEDs, in addition to, or in lieu of, being displayed on the physical boards).

A further possible variation to note is that, in some embodiments, the apparatus may be configured to effect movement of the pieces on the game board other than manually by the players. This may be effected in a variety of different ways. By way of example only, reference is made to the applicant’s co-pending application, AU2020903325 (for which a PCT application has been or will shortly be filed), incorporated herein by reference, which relates to a game board whereby the pieces are movable via electromagnetics, correlated electromagnetic array technology, and / or correlated magnets.

It should also be noted that, in some preferred embodiments, the game board (102) is configured such that its size, regions, and / or the significance of various regions are adjustable. This may be achieved electronically, such as by the players being able to programme the size / layout of the squares, or being able to instruct that a portion of the board be “ignored” (i.e. inactive) for a particular game. It might also be achieved physically, by the board comprising modular segments which can be attached / detached by the players on demand. Such segments will of course need to be appropriately configured to be electronically connectable when attached to the remainder of the board; the skilled person will identify ways of achieving this.

Turning now to Figure IB, this shows apparatus identical to that of Figure 1A, but operating in response to a different type of game event. Here, as again indicated by the arrow on the game board (102), the player has moved their piece (108 - again Tank 1) from square 2:1 to square 3:2. But square 3:2 already contains an opponent’s piece (110 - here, the second player’s Armoured Vehicle 1). As such, this move represents “engagement” or “attack” on the first player’s part. Accordingly, when the move is detected (120) by the game board (102) and sent (122) to the processor (104), the processor recognizes (124) that the type of game event in this case is different: namely, “move plus outcome”.

In determining (124) the type of game event, the processor (104) takes into account not only the start and / or end location of the moving player’s game piece, but also the location of the opponent’s piece, as well as the identity of the respective pieces and the relevant parameters of each at that point in the game (which are stored on the memory (104B)).

In this example, the processor (104) determines (124) that the subtype of game event is “destroy”. This is because the player’s game piece (108) has ammunition, while the opponent’s game piece on the destination square has no ammunition. Depending on the rules of the game, if the opponent’s game piece also had ammunition, the subtype of game event may have been different - for instance, “engage” or “combat” rather than “destroy”. Also depending on the rules of the game, it may be that an “attacking” player whose game piece has ammunition may choose whether or not to use that ammunition during the attack, rather than (as in this example) the server automatically deducting one round of ammunition.

More generally, it will be understood that, due to the large number of permutations enabled by the apparatus of the present invention, a given move may potentially correspond to a variety of different types or subtypes, and / or may have a variety of implications, depending on parameters of the piece(s) in question and other related factors. For example, if a piece being moved has no ammunition left, then a move which might otherwise be of the “move plus outcome” type (e.g. attack or engage) might instead be of the type “simple move”, due to that piece having no ability to engage in combat at that time. Another example is a variation on Figures 1A and IB. Figure 1A was described above as being a “simple move” since the destination square is empty; while Figure IB was a “move plus outcome” since the destination square contains an opponent’s piece. But it is also possible for a move to be “aggressive” (and thus a “move plus outcome”) even though the destination square is empty, much like placing an opponent’s piece “in check” in the game of chess. For instance, the move might place an opponent’s piece “in the firing line” of the moving player’s piece in accordance with the rules of the game. Referring to Figure 1A, if the piece (108) being moved to square 2: 1 (the destination square) has ammunition, then this move might put the opponent’s piece at square 3:2 in the “firing line” of the piece being moved (whether or not the move is considered to constitute actual “firing”, or only the potential to fire). This may therefore be a further type of “move plus outcome” allowed by the rules of the game. The skilled person will appreciate that many such variations are possible within the scope of the invention.

Returning to Figure IB; at 126, the server (104) again transmits to the game board (102) an instruction to display a game progress indicator corresponding to the type (or subtype) of game event; which the game board (102) does at 128, indicated by the bold border around square 3:2. In this embodiment, a a further game progress indicator, 128 A, is provided - such as in the form of sound effects.

At 130, the server (104) sends information pertaining to the move and the relevant game pieces to the PED, which displays a simulation of the game board along with information and instructions relating to the move. Notably, in this case the information tells the first player that only 2 of 3 ammo rounds are remaining on their Tank 1 (as a result of the attack); while the instructions tell the players to remove the second player’s Armoured Vehicle 1 from the game board, as it has been destroyed.

In this example, the first player then, at 132, elects to replenish Tank l’s ammo supply (subject to the rules of the game allowing this). At 134, this information is sent to the server (104); and at 136, the server in turn sends this information to the other players’ PEDs, to update them of the change.

The types of moves (and game events) described above with reference to Figures 1A and IB are also illustrated in the schematic at Figure 3. On the top half of the game board (302), move A involves moving the first player’s game piece (305), which has 2 of 3 ammunition rounds remaining, from its origin square (304) to its destination square (308) along path (306). The destination square (308) is empty: as such, this move is classed as a game event of the type “simple move”, and the destination square (308) lights up yellow as a game progress indicator of this.

On the bottom half of the game board, move B involves moving the first player’s game piece (311), which has 1 of 3 ammunition rounds remaining, from its origin square (310) to its destination square (314) along path (312). But the destination square (314) is already occupied by the second player’s piece (313), which has no ammunition remaining. Due to the destination square being occupied, the move is classed as a game event of the type “move plus outcome”; and due to piece (311) being armed while piece (313) is unarmed, the event subtype is “destroy”. Accordingly, the destination square (314) lights up red as a game progress indicator of this.

Turning now to Figure 2, in the top half of the image is shown an apparatus identical to that of Figure IB. However, in this embodiment the two players are playing remotely, on 2 different boards, as indicated by the line 201 - the first player on board 102, and the second player on board 202. When the first player makes a move, this is processed by the apparatus in a manner identical to that described above with reference to Figure IB. In addition, the server (104) also transmits a display instruction (226) to the second player’s board (202). This causes the appropriate game progress indicator(s) (228, 228A) to be displayed on the second board (202), signaling to the second player the move that the first player has made. The game progress indicator(s) (228, 228 A) may include, for instance, illumination of the square under the relevant game piece followed by illumination of the “destination” square. This allows the second player to physically move the first player’s piece(s) on their board (202) accordingly. In addition, as indicated by 230, information relating to the first player’s move is also transmitted to the second player’s PED (206).

Figure 4 is a photograph showing an exemplary arrangement of game pieces on the game board. Here, the game board is styled as a battlefield, with the outline of its squares visible. A number of the squares have topographical features such as trees, valleys, pits / lakes, et cetera, and these can be written into the rules of the game (e.g. that a piece cannot land on that square, or that that square affords protection to a piece). The game pieces are styled as soldiers and various types of military craft, and again their relative hierarchy, powers, manoevrability, et cetera, can all be written into the rules of the game.

Though not shown, each of the game pieces contains an electronic identifier, such as an RFID chip, and the board is configured to electronically detect the identity and location of a given game piece. With each turn taken by a player, the board transmits to a server (not shown) information pertaining to that move. The server then, with reference to the rules of the game, determines the type of game event to which the move corresponds, and instructs the game board to display a corresponding game progress indicator(s), such as in the form of coloured illumination, sound effects, et cetera.

Example A (and Figures 5.1 -5.24)

Example A, reproduced below, describes the rules of one particularly preferred game that may be played using the apparatus of the present invention, known as “High Command” (or “Ammunition Game”). One of the advantages of High Command is that it allows 2 moves per turn, which means players can be more strategic, and can even work together. More generally, the two-move-per-turn format increases the number of permutations the game can have. Example A is exemplary only, and is not to be taken as limiting on the scope of the invention.

Example A is as follows:

BRIEFING

Overview of game

High Command

High Command board and pieces represent real life military bases, equipment & personnel. The concept of the game is for players maneuver their playing pieces, as Generals would maneuver their forces in battle.

Operation Forest Storm

Operation Forest Storm is a peace keeping mission in central Europe. Players are commanders of the airforce & army bases in the Forest sectors.

Forest sector forces

Command Centers Airforce Control tower x I, Army Headquarters x I

Attack Crews Fighter aircraft x 2, Bomber aircraft xl, Helicopters x I, Missile launcher x I, Tanks x 2, Jeeps x 2, Commandos x 2

Defense Crews Anti-aircraft guns x 2, Mortars x 2, Machine guns x 2.

Mission

Your mission is to win control of your opponents Sectors, by destroying their command centers or attack crews. The success of your mission is judged on the speed of your victory, and the protection of your personnel & equipment.

DOCUMENTS

Writen instructions & rules

Instruction sheets

'Instruction sheets' on how to play, start, move & attack, are provided, to help new players & quickly understand, and enjoy the game. It is recommended that you use these sheets as a guide whilst playing your first games.

How to play sheet Introduction to game & terms

How to start sheet Turns for two & four player games

How to move & attack 'Intelligence report’- Ammunition & maneuvers.

Rule book

This 'Rules of Engagement manual', is designed to be used as a reference to answer specific questions. It contains detailed explanations of the rules, and examples of game play.

This manual also contains information about changing Rank and advanced play with Flexible board layouts.

RULES OF ENGAGEMENT

Index to rules of the game

OBJECTIVE 9.8 Target out of range, shielded, camouflaged

1.1 Wining BOMBING & FIRING

BOARD 10.1 Flexible firing range

2.1 Sectors 10.2 Set firing & bombing range

2.1 Quadrants 10.3 Firing rapid fire ammunition

PIECES 10.4 Shells

3.1 Structures, landscape & crew 10.5 Missiles

3.2 Setting up 10.6 Bullets

3.3 Fixed structure & landscape 10.7 Guided missiles

3.4 Movable crew 10.8 Bombs

3.5 Using crew COVERING FIRE

3.6 Stands for aircraft 11.1 Protection

3.7 Destroyed 11.2 Crews able to provide

3.8 Captured 11.3 Crews unable to provide

AMMUNITION 11.4 Direction & range

4.1 Red & yellow 11.5 Limit & Loss

4.2 Destructive force SHIELDING

4.3 Arming crews 12.1 Protection

4.4 Reaming 12.2 Position

4.5 Captured o r destroy ed 12.3 Crews

TWO PLAYER GAME 12.4 Structures & landscapes

5.1 Command 12.5 Limit

5.2 Turn 'Maneuver' CAMOUFLAGE

5.3 Starting Turn 13.1 Commando

FOUR PLAYER GAME 13.2 Protection

6.1 Command 13.3 Limit

6.2 Alliances DESTROYING

6.3 Turn 'maneuver' 14.1 Uncovered targets

6.4 Starting 14.2 Covered targets

6.5 Sequence of maneuvers 14.3 Structures

6.6 One commander out 14.4 Radar

6.7 Opposing commanders out 14.5 Supplies

MOVING 14.6 Pieces removed

7.1 Flexible CAPTURING

7.2 Set moves 15.1 Bases

7.3 Air crews & occupied quadrants 15.2 Crews

7.4 Ground crews & occupied quadrants 15.3 Escaping

AIMING 15.4 Ammunition

8.1 Line of fire 15.5 Counter attacking base

8.2 Set aims RANK

8.3 Flexible aims 16.1 Initial

8.4 Artillery 16.2 Promotion & demotion

ATTACKING 16.3 Title & insignia

9.1 Opponents pieces 16.4 Authority

9.2 Firing attack FLEXIBLE

9.3 Bombing attack 17.1 Layout & set up

9.4 Counter attack 17.2 Layout of sectors

9.5 Shielding targets 17.3 Set up of pieces

9.6 Camouflaging targets

9.7 Destroying targets RULES OF ENGAGEMENT

Detailed rules of the game

OPERATION FOREST STORM

1.1 Objective

■ To win the game, you must win control of the opponent's forest sectors One & Two, by destroying the opponent's -

□ airforce control tower in sector One and army head quarters in sector Two. or

□ aircraft, mobile and infantry pieces.

Opponents artillery pieces do not have to be destroyed to win

BOARD

2.1 Sectors

■ The board is forest landscape divided in four blocks, called 'sectors'.

■ The army bases are in sector one, and the airforce bases are in sector two.

■ The hoard surface is divided by fine lines, into squares called 'quadrants'.

2.2 Quadrant

■ Each square is called a quadrant.

■ A quadrant can only be occupied by one playing piece at a time.

PIECES

3.1 Structures, landscape & crew pieces

■ You have three types of playing pieces structures, landscape, and crews.

3.2 Setting up pieces

■ All pieces are placed on the board at the start of the game.

■ Aircraft start the game without a stand fitted.

■ See map for locations.

3.3 Fixed structure & landscape pieces

■ Structure and landscape pieces are fixed, and can not be moved during the game.

■ Structure pieces are the control tower, headquarters and ammunition depot.

■ Landscape pieces are trees.

3.4 Movable crew pieces

■ Crew pieces are moveable, and can be moved during the game.

■ Aircraft pieces are called 'air crew'.

■ Mobile and Infantry pieces are called 'ground crew'.

■ The airforce has both 'air & ground crews'.

■ The army has only 'ground crews'. 3.5 Using crew pieces

■ In one maneuver, you can use a crew once to either aim, move, or fire.

■ In one maneuver, you can not, with the same piece -

□ aim and fire.

□ move and fire.

□ fire and move.

□ move twice or fire twice.

3.6 Stands for aircraft pieces

■ Aircraft start the game without a stand, to indicate they are on the ground.

■ Stands are fitted to aircraft in flight to indicate they are flying.

■ Stands are removed when planes land to reload, and refitted after take off.

3.7 Destroyed pieces

■ All destroyed pieces are removed from the board.

3.8 Captured pieces

■ Captured crew pieces are removed from the board.

■ Captured ammunition depots remain on the board.

AMMUNITION is used to destroy targets

4.1 Red &yellow ammunition

You have two different types of ammunition-

□ red colored 'high explosive ammunition' guided missiles and bombs.

□ yellowed colored 'rapid fire ammunition' missiles, shells and bullets.

4.2 Destructive force of ammunition

■ High explosive ammunition destroys any target.

■ Rapid fire ammunition destroys any

□ uncovered target.

□ covered but unarmed target.

4.3 Arming crews with ammunition

■ Ammunition pieces slot into the crew pieces.

■ Crews start the game armed with their full quantity of ammunition.

See intelligence report for type & quantity of ammunition.

4.4 Rearming ammunition

■ During the game crews can rearm ammunition, as many times as needed.

■ Rearming of ammunition takes place at the start of a maneuver. To rearm -

□ planes land on the airstrip loading zone.

□ helicopters land on their helipads or on the airstrip loading area.

□ mobile units stop in the army base loading zone.

□ artillery and infantry stop in either the air base or army base loading zones.

Note if a crew is on a Loading Zone when they run out of ammunition they must move to another Loading Zone quadrant to rearm

See map for locations of loading zones 4.5 Ammunition captured or destroyed

■ Crews can not rearm ammunition at a base captured by the opponent.

■ Captured ammunition may be hit and destroyed by the forces that lost it.

■ Destroyed ammunition is removed from the board.

TWO PLAYER GAME two commanders game

5.1 Command

■ In a two commander game, each player controls 'commands' the airforce and army pieces.

5.2 Two commanders turn 'maneuver'

■ With each maneuver you may

□ 'aim' rotate one artillery crew in its quadrant and

□ 'move' two different crews. or

□ 'attack' from two different crews. or

□ 'move' one crew and 'attack' from another crew.

You can not use the same crew twice in one maneuver.

5.3 Starting two commander game

■ The player who is in command of the gray forces begins play.

FOUR PLAYER GAME four commander game

6.1 Command

■ In a four commander game each player controls 'commands' one airforce or army.

6.2 Alliances

■ In four commander game you play in pairs, called an 'alliance'.

■ Your partner is called an 'ally'

■ One ally commands the airforce crews, and one ally commands the army crews.

6.3 Four commander game turn 'maneuver' is as follows.

■ With each maneuver a player may with the force under their command -

□ 'aim' rotate one an artillery piece and

□ 'move' one piece or

□ 'attack' one piece 6.4 Starting four commander game

■ The player in command of the gray army begins the game and has the first turn ‘maneuver’.

6.5 Sequence of maneuvers

■ A four commander game is played in the following sequence.

1st. Commander of the gray army goes first.

2nd. Commander of the green army goes second.

3rd. Commander of the gray airforce goes third.

4th. Commander of the green airforce goes fourth.

This sequence continues until one commander is out of the game.

6.6 One commander out of the game

■ If a player loses all the crews under their command, that player is out of the game.

■ The game continues with three players, with the lone commander alternating maneuvers with the two alliance commanders. Example -

1st. Lone commander

2nd. Alliance commander of the army.

3rd. Lone commander.

4th. Alliance commander of the airforce.

This sequence continues until one alliance commander is out of the game.

6.7 Opposing commanders out of the game

■ If one commander is lost from each alliance, the turns change to a two player game of one aim and two moves and/or fires per maneuver.

Two remaining commanders use two player game rules

MOVING is deploying crews

7.1 Flexible moves

■ With most crews you can choose the number of quadrants moved 'distance' up to the maximum number.

See intelligence report for diagrams

7.2 Set moves

■ With the stealth jet and commando crews, you must move the set distance.

See intelligence report for diagrams. . 7.3 Air crews flying through occupied quadrants

■ Air crews (excluding bomber) can -

□ fly through quadrants occupied by structures, landscape, ground crews and own aircraft in flight.

□ not move through quadrants occupied by enemy aircraft in flight.

□ not land in occupied quadrants.

■ Bombers can move through any occupied quadrant.

7.4 Ground crews moving through occupied quadrants.

■ Ground crews can

□ move under aircraft in flight.

□ not move through quadrants occupied by structures, landscape, landed aircraft or ground crews, unless they are commandos.

■ Commandos can move through any occupied quadrant.

AIMING is selecting the firing direction

8.1 Line of fire

■ The row of quadrants that a crew fires through is called the 'Line of fire'.

8.2 Set aims

■ Most crews have set firing directions and firing patterns.

8.3 Flexible aims

■ With artillery crews, mortar, anti-aircraft and machine gun, you can 'Aim' choose the firing direction.

8.4 Aiming

■ At the beginning of each maneuver you have the choice to change the firing direction of one artillery crew, this is called 'aiming'.

■ To aim you

□ must do it before your moves and/or fires.

□ say "Aiming (crews name)" as you rotate the artillery.

□ rotate the artillery within its quadrant, to the new line of fire.

□ you can only rotate a maximum of 90 degrees per turn

□ you can not aim and fire the same weapon in one maneuver.

ATTACKING is bombing &firing ammunition

9.1 Attacking opponents pieces

■ Crews are armed with ammunition to bomb or fire at the opponents structures & crews.

■ Ammunition is deemed fired, when it is removed from the attacking crew.

■ A crew can only attack once per maneuver.

■ A target may be hit twice per maneuver, by being fired on by two crews 'crossfire'. 9.2 Attacking by firing

■ To fire you remove one round of ammunition from your attacking crew, and say -

□ "(Crew's name) attacking (Crew's name)." Examples "Tank attacking Jeep "

9.3 Attacking by bombing

■ To drop or set bombs you move your attacking crew to the target quadrant.

■ Remove one bomb and say,

□ "Bombing crews name) bombs (Target crews name)" Example "Commando bombs Mortar. ".

■ The destroyed piece is removed from the board, and replaced by the bombing piece.

9.4 Counter attacking

Crews under attack has ammunition and is covered.

■ The defending commander removes one round of ammunition from the crew and says -

□ "(Crew's name) and (Covering crews name) counter attacking (Attackers name)"

Example - "Jeep and Helicopter counter attacking Tank. "

Covering Fire and shields are useless against high explosive ammunition

9.5 Shielding targets

Crew under attack is shielded by another piece

■ The defending commander says -

□ "(Crew's name) shielded by (Shielding piece name)

Example - "Commando shielded by tank "

9.6 Camouflaging targets

Commando crew is occupying a quadrant next to a landscape quadrant.

■ The defending commander says -

□ "(Commando) camouflaged by (Landscape) from (Attacking piece name) Example - "Commando camouflaged by tree. "

9.7 Destroying targets

Crew under attack has no ammunition or cover.

■ The defending commander removes the destroyed crew from the board and says -

□ "(Crew's name) Destroyed"

Example - "Jeep destroyed"

9.8 Target out of range, shielded, camouflaged

■ You waste ammunition, if you attack a target that is found to be -

□ out of your firing range.

□ shielded by other pieces.

□ hidden by camouflage BOMBING & FIRING AMMUNITION

Guided missiles, Missiles, Shells lets & Bombs

10.1 Flexible firing range

■ With most crews you can choose the number of quadrants fired across 'firing range' up to a maximum number.

10.2 Set firing & bombing range

■ The missile launcher has a fixed firing range.

■ The stealth bomber and commando have a fixed bombing range.

See intelligence report for diagrams

10.3 Firing rapid fire ammunition

■ Rapid fire ammunition -

□ travels from the attacker's quadrant to the target's quadrant.

□ travels in a straight 'line of fire'.

□ crews remain in their quadrant, and do not move to the target quadrant.

10.4 Firing rapid fire shells

■ Anti-aircraft gun shells can only hit aircraft in flight.

■ Mortar shells can only hit ground targets.

■ All shells can be fired over the top of your own ground crews.

10.5 Firing rapid fire missiles

■ Rapid fire missiles can -

□ hit both air and ground targets.

□ be fired over the top of your own ground crews.

□ be fired above or below your own aircraft in flight.

10.6 Firing rapid fire bullets

■ Rapid fire bullets travel in straight lines and can -

□ hit both air and ground targets.

□ be fired over own ground crews at enemy aircraft.

□ be fired under aircraft in flight at enemy ground crew.

□ not destroy or travel through buildings, landscape or tanks.

10.7 Firing high explosive guided missiles

■ High explosive guided missiles -

□ can only hit ground targets.

□ can hit enemy targets shielded behind other pieces.

□ are programmed and fly from the launcher to the target quadrant.

□ can fly through any occupied quadrant.

□ crews remain in their quadrant, and do not move to the target quadrant. 10.8 Firing high explosive bombs

■ High explosive bombing

□ can only hit ground targets.

□ can hit enemy targets shielded behind other pieces.

□ are dropped by bombers flying to, and occupying the target quadrant.

□ are set commandos by moving to, and occupying the target quadrant.

COVERING FIRE is support fire from other crews

11.1 Protection of cover

■ Your crews with rapid fire weapons, can provide other crews with 'covering fire’ to protect them from being destroyed.

11.2 Crews able to provide cover

■ Crews can only provide cover if the -

□ covering crew has rapid fire ammunition

□ crew being attacked is within their covering fire range

□ covering crews weapons can normally hit the enemy.

For example a mortar gun crew can not provide covering fire against a plane, as a mortar can not hit a plane.

11.3 Crews unable to provide cover

■ Crews with high explosive ammunition can not provide covering fire.

11.4 Direction & range of cover

■ With most crews, the 'cover' & 'firing' pattern are the same.

■ Artillery & fighter air crews have a covering fire pattern, which is wider than their firing pattern.

See intelligence report for diagrams

11.5 Limit of cover & Loss of cover in radar zones

■ Your crew is destroyed regardless of cover if it is hit -

□ whilst out of ammunition.

□ by high explosive ammunition.

□ whilst flying in an enemy radar zone

Note a radar zone quadrant is every quadrant that is exactly (5) quadrants from an airforce control tower or army headquarters structure

See army base & airforce base diagrams SHIELDING is a barrier to enemy rapid fire ammunition

12.1 Protection of shields

■ You can protect your structures and crews from enemy rapid fire ammunition by using other pieces as a shield.

You can not shield against high explosive ammunition.

12.2 Position of shields

■ Shields can be structures, landscape or other crews, that are -

□ in between the enemy and the crew being protected.

□ the enemy's line of fire.

‘Line of fire ' is the direction, or quadrants weapons fire though.

12.3 Crews as shields

■ The enemy can only hit the closest crew, if in one line of fire you have -

□ two or more air crews.

□ two or more ground crews.

□ a ground crew between your structure and any enemy rapid fire crew. Enemy crews with rapid fire ammunition can not fire over or through your structures or ground crews, to hit another structures or ground crews.

12.4 Structures & landscape as shields

■ If a structure or landscape is in the enemy's 'line of fire', a ground crew is shielded from bullets.

12.5 Limit of shields

■ Shields can not stop guided missiles or bombs, any structure or crew hit by high explosive ammunition is destroyed.

CAMOUFLAGE is concealment of personnel & equipment

13.1 Commando camouflage

■ Commandos can use camouflage for protection.

13.2 Camouflage protection

■ When a commando is in a quadrant next to a landscape 'tree' quadrant, they are camouflaged, and can not be seen or hit by a-

□ ground crew with rapid fire ammunition firing through the landscape.

□ air crews with rapid fire ammunition.

13.3 Limit of camouflage protection

■ Camouflage does not protect a commando who is hit -

□ by ground crews with a clear line of fire.

□ by high explosive ammunition.

□ whilst not next to a landscape 'tree' quadrant. DESTROYING is the destruction of opponents targets

14.1 Destroying uncovered target

■ If you hit an uncovered target, it is destroyed.

14.2 Destroying covered targets

■ You destroy a covered target if you hit it and it is -

□ out of ammunition.

□ a plane on the ground.

□ an aircraft flying in your radar quadrant.

□ hit with high explosive ammunition.

14.3 Destroying structures

■ You destroy the army head quarters and airforce control tower structures, when you hit them with any ammunition, except machine gun bullets.

Machine gun bullets can not destroy a buildings or tanks

14.4 Destroying radar

■ The radar is destroyed when the airforce control tower or army head quarters structure supporting it is destroyed.

14.5 Destroying supplies

■ You destroy a ammunition depot if you hit it with any ammunition.

14.6 Destroyed pieces removed

■ All destroyed pieces are removed from the board.

CAPTURING seizing opponents territory and ammunition

15.1 Capturing bases

■ You capture a base when you

□ destroy the command centre and have a ground crew or helicopter landed on the loading zone of the base. or

□ have all ready destroyed the command centre and maneuver a ground crew or helicopter onto the loading zone of the base that the enemy can not destroy.

See 'How to start' map for loadings zones of bases.

15.2 Capturing crews

■ When you capture a base all ground crews (including grounded air crews) on the gray & brown quadrants of the base are captured, and removed from the board. Any crews on green quadrants are not on the base. 15.3 Crews escaping capture

■ Crews avoid capture when a base is destroyed, if they are

□ outside of the area of the base when it is destroyed.

□ air crews in flight.

15.4 Capturing ammunition

■ When you capture a base with the ammunition depot intact, you may re-arm your-

□ aircraft, infantry and artillery crews at a captured air base.

□ mobile, infantry and artillery crews at a captured army base.

15.5 Counter attacking a captured base

■ Following the opponent's capture of a base, and the removal of your 'captured crews, you can -

□ re-enter the base area and attack the occupying force.

□ hit and destroy the captured ammunition.

□ not re-arm with the captured ammunition.

RANK recognition of military skill

16.1 Initial rank

■ All commanders have the rank of General, and can be promoted to a -

□ One star general

□ Two star general

□ Three star general

□ Four star general (Maximum)

16.2 Promotion & Demotion in rank

■ A commander is promoted in rank by one star, when they complete their mission -

□ by destroying both of the enemy command centers and

□ without the loss of one of their own command centers.

■ A commander is demoted in rank by one star, when they fail their mission, and fail to destroy one enemy command centre.

16.3 Title & Insignia of rank

■ Commanders may use the title and wear the insignia of their current rank only.

16.4 Authority of Senior Ranking Officer

■ If during a game, the commanders are unable to decide on the interpretation of a rule, the Senior Ranking Officer present, has the authority to determine that rule for the remainder of the game. FLEXIBLE GAME rearranging of sectors &pieces

17.1 Flexible layout & set up

■ At the start of the game, players can choose to use the standard board layout, and pieces set up, or choose to create their own layout and set up.

17.2 Flexible layout of sectors

■ Sectors have been designed to be used in different positions, for example sectors -

□ One & Two can be changed from left to right of the square layout.

Or

□ Can be layout in a long rectangle pattern, rather than a square pattern.

The only restriction on the layout of the sectors, is that the three different height levels of each sector, must match exactly with the sectors beside it.

17.3 Flexible set up of pieces

■ All pieces can be set up in any quadrant on a base, except -

□ planes must be on the airstrip.

□ fighters planes must have a clear path to the end of the airstrip of at least two quadrants.

See Intelligence report for area of bases

The following table explains Figures 5.1 - 5.24, which are example diagrams of attacking and defending per the game of Example A:

It will of course be realized that while the foregoing has been given by way of illustrative example of this invention, all such and other modifications and variations thereto as would be apparent to persons skilled in the art are deemed to fall within the broad scope and ambit of this invention as is hereinbefore described.

If any reference numeral(s) is/are used in a claim or claims then such reference numeral(s) should not be considered as limiting the scope of that respective claim or claims(s) to any particular embodiment of the drawings.

It is acknowledged that the term ‘comprise’ may, under varying jurisdictions, be attributed with either an exclusive or an inclusive meaning. For the purpose of this specification, and unless otherwise noted, the term ‘comprise’ shall have an inclusive meaning - i.e. it will be taken to mean an inclusion of not only the listed components it directly references, but also other nonspecified components or elements. This rationale will also be used when the term ‘comprised’ or 'comprising' is used in relation to one or more steps in a method or process.