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Patent Searching and Data


Title:
A GAME
Document Type and Number:
WIPO Patent Application WO/1998/000208
Kind Code:
A1
Abstract:
An apparatus for playing a game playable by two or more players, said apparatus comprising: (i) a plurality of playing regions (10) each including at least one penalty zone (13) as well as a plurality of tiers (12) comprising one or more spaces (14) wherein each of said regions includes an entry tier (15) having a maximum number of spaces and an exit tier (16) having a minimum number of spaces; (ii) a set of tokens for each of said playing regions movable by a player from tier to tier, commencing at the entry tier (15) and concluding at the exit tier (16); and (iii) means for generating a random number for indicating number of moves available to a player; wherein the number of moves available to the player are usable to: (a) move selected tokens from the entry tier (15) to the exit tier (16); and (b) if all the tokens of the player are in the penalty zone (13), to relegate tokens of another of said two or more players away from the exit tier (16).

Inventors:
REID MICHAEL GEOFFREY (AU)
Application Number:
PCT/AU1997/000414
Publication Date:
January 08, 1998
Filing Date:
June 30, 1997
Export Citation:
Click for automatic bibliography generation   Help
Assignee:
GAINQUARTZ PTY LTD (AU)
REID MICHAEL GEOFFREY (AU)
International Classes:
A63F3/02; A63F13/00; (IPC1-7): A63F3/02
Foreign References:
US4940241A1990-07-10
GB2217214A1989-10-25
GB2116051A1983-09-21
AU4886579A1980-01-31
US4058318A1977-11-15
GB562262A1944-06-23
US2244762A1941-06-10
US1383185A1921-06-28
Attorney, Agent or Firm:
Horsburgh, Mark A. (Level 13 10 Eagle Stree, Brisbane QLD 4000, AU)
Download PDF:
Claims:
CLAIMS
1. An apparatus for playing a game playable by two or more players, said apparatus comprising: (i) a plurality of playing regions each including at least one penalty zone as well as a plurality of tiers each comprising one or more spaces wherein each of said regions includes an entry tier having a maximum number of spaces and an exit tier having a minimum number of spaces; (ii) a set of tokens for each of said playing regions movable by a player from tier to tier, commencing at the entry tier and concluding at the exit tier; and (iii) means for generating a random number for indicating number of moves available to a player; wherein the number of moves available to the player are usable to: (a) move selected tokens from the entry tier to the exit tier; and (b) if all of the tokens of the player are in the penalty zone, to relegate tokens of another of said two or more players away from the exit tier.
2. An apparatus as claimed in Claim 1 wherein each of said playing regions comprises one penalty zone.
3. An apparatus as claimed in Claim 2 wherein the penalty zone is located adjacent the exit tier.
4. An apparatus as claimed in Claim 2 wherein said penalty zone comprises at least as many spaces as tokens utilized for each playing region.
5. An apparatus as claimed in Claim 1 wherein the number of moves available to the player are useable to relegate tokens of said another player only when all of the tokens of said another player have entered the at least one penalty zone in which the tokens of the said another player are movable.
6. An apparatus as claimed in Claim 1 wherein the number of moves available to the player are useable to relegate tokens of said another player only in a turn wherein the last of the tokens of the player has entered said at least one penalty zone.
7. An apparatus as claimed in Claim 1 wherein relegation of the tokens of said another player involves removing said tokens from their respective playing region.
8. An apparatus as claimed in Claim 1 wherein said exit tier is characterized in that tokens can only exit the game when said tokens are in a particular array adjacent said exit tier.
9. An apparatus as claimed in Claim 8 wherein said particular array comprises tokens positioned on a number of spaces closest to the exit tier which number is commensurate with the number of said tokens which are movable.
10. An apparatus as claimed in Claim 1 wherein said playing regions are disposed collectively on a playing field.
11. An apparatus as claimed in Claim 1 wherein said playing regions is each disposed on a separate playing field.
12. An apparatus as claimed in Claim 1 wherein said playing regions are disposed adjacent each other.
13. An apparatus as claimed in Claim 12 wherein said plurality of tiers of each playing region are aligned such that the tokens are movable in a direction towards the centre of the playing field.
14. An apparatus as claimed in Claim 1 wherein said playing regions have a triangular shape.
15. An apparatus as claimed in Claim 1 wherein the number of spaces in each of said plurality of tiers decreases progressively from the entrance tier to the exit tier.
16. An apparatus as claimed in Claim 1 wherein the entrance tier has eight spaces and the exit tier has one space.
17. An apparatus as claimed in Claim 1 wherein said exit tier is operatively associated with a receptacle for placement of tokens therein when tokens have exited the game.
18. An apparatus as claimed in Claim 1 wherein each set of tokens comprises eight tokens.
19. An apparatus as claimed in Claim 1 further comprising a holding zone for placement of tokens thereon.
20. An apparatus as claimed in Claim 19 wherein said holding zone is characterized by holding the relegated tokens of said other player until such tokens reenter the game.
21. An apparatus as claimed in Claim 19 wherein said holding zone is characterized by holding the tokens before commencement of the game.
22. An apparatus as claimed in Claim 19 wherein said holding zone is disposed adjacent the entry tier.
23. An apparatus as claimed in Claim 1 further comprising a scoring means to keep a tally of players' scores during a game.
24. A method of playing a game between two or more players substantially as herein described with reference to one or more of the accompanying drawings.
Description:
TITLE "A GAME" FIELD OF THE INVENTION This invention relates to a game and in particular an adversarial game which may be played by two or more players.

BACKGROUND OF THE INVENTION A large number of board games have been developed for entertainment and educational purposes. Generally, most of these games have adversarial qualities which involve players outmanoeuvring each other in an attempt to win the game. Such board games, for example, include chess and Chinese chequers which depend essentially on a player's skill and strategy for success.

There are also adversarial board games such as backgammon, for example, which require a degree of chance as well as tactics for success. Backgammon involves the movement of counters or tokens on a board or table, the object of the game being a race to a goal and the movement of the tokens being controlled by a throw of two dice. During the course of the game, players endeavour to outmanoeuvre each other by attempting to "hit" or penalize an opponent's token(s) such that the opponent's progress to move all of his or her tokens to the goal is retarded.

Games such as backgammon are enjoyed across a wide range of age groups and skill levels because these games have a degree of uncertainty associated with success. This is because the outcome of a game is not only influenced by strategy alone but is also influenced to an appreciable extent by chance.

Unfortunately, however, games such as backgammon are generally played by only two players at any one time. Consequently, a plurality of players are prevented from pitting their adversarial qualities and skills against each other simultaneously. Moreover, such games do not allow play between two or more teams.

OBJECT OF THE INVENTION It is therefore an object of the present invention to provide an adversarial game having elements of strategy and chance which game may be playable by two or more players. It is also an object of the present invention to provide an adversarial game wherein players may play against each other as individuals or as members of a team.

SUMMARY OF THE INVENTION Accordingly, in one aspect of the invention, there is provided an apparatus for playing a game playable by two or more players, said apparatus comprising:

(i) a plurality of playing regions each including at least one penalty zone as well as a plurality of tiers each comprising one or more spaces wherein each of said regions includes an entry tier having a maximum number of spaces and an exit tier having a minimum number of spaces;

(ii) a set of tokens for each of said playing regions movable by a player from tier to tier, commencing at the entry tier and concluding at the exit tier; and (iii) means for generating a random number for indicating number of moves available to a player; wherein the number of moves available to the player are usable to:

(a) move selected tokens from the entry tier to the exit tier; and

(b) if all of the tokens of the player are in the penalty zone, to relegate tokens of another of said two or more players away from the exit tier.

Preferably, the plurality of playing regions are disposed collectively on a playing field. Alternatively, the plurality of playing regions may each be disposed on a separate playing field.

The playing field may have any suitable shape such as circular but is preferably rectangular.

The playing field may comprise any suitable colour or colours, symbols or embellishments. The playing field may comprise a board but is preferably a flexible sheet.

Suitably, said playing regions are disposed adjacent each other. In such a case, it is preferable that the plurality of tiers of each playing region are aligned such that the tokens are movable in a direction towards the centre of the playing field.

The plurality of playing regions may be of any shape or colour. Preferably, said playing regions have a triangular shape.

Suitably, each of said playing regions is playable by one player. However, it will be appreciated that a player may play simultaneously more than one of said playing regions in any one game.

Preferably, the one or more spaces are used to place tokens thereon during the course of the game.

Suitably, the number of spaces in each of said plurality of tiers decreases progressively from the entrance tier to the exit tier. Preferably, the entrance tier has eight spaces and the exit tier has one space.

Suitably, the exit tier is operatively associated with a receptacle for placement of tokens therein when tokens have exited the game. The set of tokens which are utilized may be of any shape or colour.

In preference, each set comprises eight tokens.

The means for generating a random number preferably comprises one or more dice but this is not essential and a single random number generator such as a spinning top may be utilized if desired.

Suitably, each of said playing regions comprises one penalty

zone. In such a case, said penalty zone is preferably located adjacent the exit tier.

Suitably, said penalty zone comprises at least as many spaces as tokens utilized for each playing region. Preferably, the number of moves available to a player are useable to relegate tokens of said another player only when all of the tokens of said another player have entered the at least one penalty zone in which the tokens of the said another player are movable.

Suitably, the number of moves available to a player are useable to relegate tokens of said another player only in a turn wherein the last of the tokens of the player has entered said at least one penalty zone.

Preferably, relegation of the tokens of said another player involves removing said tokens from their respective playing region. In such a case, penalized tokens are preferably placed in a holding zone.

The holding zone may be utilized to place the tokens therein before re-entry of said tokens into said playing region. Alternatively, it will be appreciated that the holding zone may also be utilized to place tokens therein before commencement of a game. Preferably, the holding zone is disposed adjacent the entry tier.

Suitably, the exit tier is characterized in that tokens can only exit the game when said tokens are in a particular array adjacent said exit tier. Preferably, the particular array comprises tokens positioned on a number of spaces closest to the exit tier which number is commensurate with the number of tokens which are movable.

The apparatus may further comprise a scoring means to keep a tally of players' scores during a game. The scoring means may comprise a scorecard or scoreboard.

The invention further extends to a computer when suitably programmed for playing the game. The playing regions and tokens are suitably displayed on a display means of the computer and the computer is programmed to generate the random number for playing the game. The computer may be programmed with the rules and the playing criteria so that the computer may optionally act as one of the players. This allows for a single player to play against the computer and for the computer to prevent illegal moves. In such a case, it will be appreciated that a game may be played using one computer or a plurality of computers which are in communication with each other such as, for example, via a local area network or the INTERNET.

The game is preferably characterized by a set of rules hereinafter described.

BRIEF DESCRIPTION OF THE DRAWINGS In order that the invention may be readily understood and put into practical effect, preferred embodiments will now be described with reference to the accompanying drawings in which:

FIG. 1 is a top plan view of one embodiment of playing regions on a unitary playing field; FIG. 2 is a top plan view of another embodiment of playing regions;

FIG. 3 illustrates a flow chart which represents play against the computer by a single player; and

FIG. 4 is a perspective view of a computer terminal showing an image of the apparatus.

DETAILED DESCRIPTION

Referring now to FIG. 1 , there is illustrated one embodiment of playing regions of the apparatus according to the present invention.

The playing regions generally at 10 are disposed collectively on a flexible rectangular sheet of neoprene defining the playing field 11.

Advantageously, the sheet may be rolled for storage in a cylindrical

container if desired.

The playing regions 10 each include a plurality of tiers 12 and a penalty zone 13. Each of the plurality of tiers 12 comprises one or more spaces, such as 14, upon which tokens may be positioned during the course of a game.

A set of tokens (not shown) is operatively associated with each of the playing regions 10 which tokens are movable from an entry tier 15 to an exit tier 16.

In a region 17 formed collectively by the exit tiers 16 of each of the playing regions 10, there is preferably positioned thereon a receptacle (not shown) for placement of tokens therein which tokens have exited the game.

Adjacent each of the playing regions 10, there is provided a holding zone 18 which is utilized to place penalized or relegated tokens pursuant to the rules as hereinafter described. The holding zone 18 is also used preferably to place tokens thereon before placing of the tokens into the entry tier 15.

Turning now to FIG. 2, there is shown an alternative embodiment of the playing regions in accordance with the subject invention. In this embodiment, the playing regions generally at 20, 21 , 22 and 23 are each formed on respective boards and are therefore portable. In such a case, each of four players playing the game, for example, plays with a single board.

RULES OF PLAY 1. Each player selects a playing region and eight tokens

(preferably of a similar colour to that of the region which is played).

2. The eight tokens are then placed on the holding zone. Alternatively, if a holding zone is not provided, the tokens may be placed outside the playing region. The remaining rules, however, will be described with reference to the holding zone.

3. If playing on a playing field such as that illustrated in FIG. 1 ,

a receptacle is preferably placed in the centre of the playing field (i.e., in the region formed by the exit tiers of the playing regions) for placement of tokens therein which tokens have exited the game.

4. Each player shall throw a pair of dice to determine who will start the game. In the event of a tie between two or more players, the dice are thrown respectively by each of those players until there is an overall winner. The player which throws the highest score will be the first to commence playing.

5. In clockwise order, for example, relative to the winning player, each player throws the dice to determine how many tokens may be moved into the entry tier.

6. All eight tokens must be moved from the holding zone to the entry tier before moving any token to other tiers, i.e., the first eight moves are dedicated to moving the eight tokens into the entry tier. 7. Only one token can occupy a space of a tier at any one time.

8. The number of spaces which tokens are moved varies in accordance with the number shown by a throw of the dice. For example, if a six is thrown, a token may be moved six spaces. Alternatively, six tokens may each be moved one space, or any other combination to a total value of six. The full value of each throw must be used.

9. A sideways move of a token within the same tier is not considered a move.

10. Movement of tokens in a backward direction (i.e., from exit tier to entry tier) is not permitted. 11. Removal of tokens from the board during the game is not permitted except via the exit tier or the receptacle

12. Tokens in the holding zone or those which have entered the entry tier are active, and only tokens which have moved into the exit tier or receptacle are inactive. 13. When all eight tokens of a player have entered the penalty zone, the player has an option to impose a penalty on an opponent or

opponents by relegating one or more of the opponent(s)' tokens back to the holding zone. This penalty may only be imposed by the player during a turn in which the last token of the player enters the corresponding penalty zone. The player may be able to impose such a penalty more than once in a game if the player's tokens are returned to the holding zone as a consequence of an opponent or opponents imposing a penalty on the player's token(s). However, if desired, players may optionally elect at the commencement of the game not to impose penalties on each other's tokens. This option may be elected, for example, to suit the skill level of the players (e.g., children).

14 The penalty can only be imposed against players who have all their active tokens in the penalty zone. A player's last token must be moved into the penalty zone before that player has the option to relegate any opponents' tokens and returning these to the holding zone. 15. The number of an opponent's tokens which may be relegated by a player to the holding zone is equal to the value of the dice thrown by the player (2 to 12), less the number of moves taken to move the last token(s) of the player to the penalty zone. For example, if the player throws a 3 and 5 (totalling a value of 8), and the player takes 6 moves to move the last token thereof into the penalty zone, the player has the option to relegate 2 opponents' tokens to the holding zone. In other words, the player may select any tokens in a penalty zone belonging to any opponent or opponents whose remaining tokens are all in the penalty zone. In this regard, it should be noted that a player is not required to impose a penalty on an opponent or opponents and may choose to use more or all of the value accorded by a throw of the dice to move the player's tokens.

16. Once a token has been relegated to the holding zone by an opponent, a player must first move that token back into play (i.e., move it into the entry tier) before moving any other token. In addition, that token must be moved back to the exit array, described hereinafter (Rule 17),

before any token may be moved into the exit tier or receptacle.

17. In this embodiment, before moving any token into the exit tier or receptacle, all remaining tokens of a player (being those not already in the exit tier or receptacle) must occupy the spaces closest to the exit tier or receptacle ('the array'). This array must be formed prior to tokens being moved into the exit tier or receptacle. In an alternate embodiment, an array is not utilized and therefore tokens do not need to form such array prior to movement thereof into the exit tier.

18. Once a token reaches the exit tier or receptacle, it is out of play and cannot be sent back to the holding region.

19. The first player to move all tokens into the exit tier or receptacle wins the game.

20. The winner of the game receives points according to scoring systems described hereinafter. The remaining players continue playing the game and as each successive player moves his/her last token to the exit tier or receptacle, that player earns points based in accordance with scoring systems described below. The last remaining player receives no points.

21. At the end of the game, all tokens are returned to the holding zone, and the winning player has the first move in the next game;

22. New games continue to be played until the winning player reaches a predetermined number of points or number of games agreed by the players.

SCORING SYSTEMS Standard Scoring

In a standard game, a score is accrued by a player when that player's last token is moved to the exit tier or receptacle. The score is determined by the number of active opponents' tokens remaining on the board, and is calculated as follows: Tokens inside penalty zone 1 Point

Tokens outside penalty zone 2 Points Tokens inside holding zone 3 Points

After the winning player has completed the game and the score thereof has been noted, the play continues for the remaining players, with only the last player not scoring any points.

Advanced Scoring The rules operate as for Standard Game Scoring, except that points are more specifically allocated by location, namely by the actual tier on which the token is located. Accordingly, only tokens located on the tier immediately adjacent the exit tier or receptacle are worth one point. Tokens on two tiers from the exit tier or receptacle are worth two points, and so on. Tokens on the entry tier (which may be, for example, eight tiers from the exit tier or receptacle) are worth eight points, and tokens which are on the holding zone are worth 16 points.

Match Score

Games continue to be played until the winning player reaches either a Games Target or a Points Target. The Standard Games Target is the first to win three games, and the Standard Points Target is the first to accrue 100 points in a Standard Scoring game and 50 points per player in an Advanced Scoring game; i.e., the Standard Points Target increases commensurate with the number of players playing an Advanced Scoring game (e.g., 8 Player Game = 400 Points Target per player).

Tournament Score

A tournament may be scored in one of three ways:

Progressive Match Play

This style is simply a progression from match to match for the winning player, where only the match winner progresses to the next round, and the finals are similarly scored by a Games Target or a Points Target. Once a player is eliminated in a match, that player is out of the tournament. Variations to Progressive Match Play allow for the top 2, 3 or 4 players to progress to the next round. Progressive Game Point Average

This style is applicable only for competitions with an equal

number of players in each game, with each player playing a determined number of playing regions per game (e.g., 8 players per game each with one playing region, or 2 players each with 1 , 2, 3 or 4 playing regions). The progressive Game Point Average (GPA) is calculated by dividing the player's total tournament score by the number of games played. GPA is generally applicable to controlled, on site tournaments, where minor division awards or prizes are preferred to the automatic disqualification of Progressive Match Play.

Progressive Playing Region Point Average This style is generally accepted for extended tournaments, where players are allowed to play a set number of opposing playing regions and not players. There is generally no restriction on the number of players per game, or the number of playing regions played by each player per game. The progressive playing Region Point Average (RPA) is calculated by dividing the player's average score per playing region played by the number of opposing playing regions played. Team Play

Games may also be played in teams, in which instance a game may be won by TeamFirst (the first player to win wins for the team) or TeamAII (where all the team must be off the board); scoring is team against team, and averages may be a best of or a team average. In tournament play, each team must have the same number of players. Sample Tournament Standard Game Score, 100 Points Match, 3 Round Progressive GPA, 8 Player, 1 Sector- this indicates that the tournament is to be played in three rounds of matches, where groups may compete in games until one player reaches 100 points. All players are then graded on their Game Point Average, with the highest GPA's proceeding to the next level. In a 3 Round Tournament, the last round has the highest

GPA's playing off for the GPA Championship. This particular

Championship may be Divisional, Regional, State, National or International.

Tournament Rules

These vary from tournament to tournament, however, there are certain constant rules. A Tournament Referee is appointed prior to commencement, and the Tournament Referee will determine the parameters of the tournament, including player numbers (no limit in an Open Tournament), player levels (based on GPA and/or SPA results), and certain other factors. Players are not allowed to choose their opponents, but may choose their team members. Cheating is punishable by penalties including forfeiture of prizes, awards and titles, and a temporary or life ban on the player may be imposed. The decision of the Tournament Referee is final and binding on all players. The Tournament Referee is appointed by the Tournament Committee. It will be appreciated that the rules hereinbefore described can be embodied in a software program such that the game of the invention can be played on a computer. For example, the software program may facilitate play of the game between locally or remotely interconnected computers. Alternatively, the software program may enable the computer to play as one of the players. A suitable flow chart which is generally illustrative of such a computer program is shown in FIG. 3.

With reference to FIG. 4, there is illustrated a computer system, shown generally at 30, which may be operated under the control of a software program in accordance with the invention enabling a player to play the game against the computer 30. In other arrangements, the computer may be interconnected with other computer systems for multi- player operation.

System 30 comprises a video display unit (VDU) 31 , computer 32 and keyboard 33 in operative communication with each other. The VDU 31 shows an image of one embodiment of the apparatus

34 according to the invention. Images of tokens 35 may be moved in accordance with the rules of the game by actuation of one or more keys 36 of keyboard 37. Alternatively, a mouse or other pointing device may be employed to move images of the tokens 35. Displayed on VDU 31 are also images of dice 37 which indicate the number of moves available for moving tokens 35. A random number is displayed by dice 37 by actuation of key 38.

A non-limiting example of a method of play against the system 30 may comprise the following steps: Initially, one or more players may select the following parameters for a game:

• the total number of playing regions in play (2 to 8, default is

2)

• the number of playing regions per player (1 to 4, default is 1 ) • Penalty On or Off (default is On)

These parameters may not be changed during a game, otherwise a fresh game will have to be started.

Level 1 Games calculate the winner's score (Standard and

Advanced Scoring) at the conclusion of the game, but the score is not recorded or carried forward to the next game. At the completion of the game, the player may elect to play again, or exit, or return to menu.

A player is invited to throw the dice 36 by hitting key 37, to determine who plays first. A random number from 1 to 12 is displayed on dice 36 and noted. Subsequently, the computer generates a random number from 1 to 12 and this is also shown on dice 36. The last dice score for each player is shown permanently, with both corresponding keys frozen during a move, and only the next player's button activated and highlighted at any one time, once the previous move has been completed. The computer moves images of its tokens 35 automatically in a pre-set series of moves, determined by the number thrown, the position of its own tokens, and the position of the player's tokens.

A player makes his/her own selection, but must move at least one piece every sixty seconds before a warning sounds, and after ninety seconds the computer takes over and moves the particular move for the player. In another embodiment according to the invention, a clock is shown on the screen at all times, showing move time and game time.

A player may move one or more tokens by use of a mouse or by actuation of keys defining: (a)(i) number of tokens to be moved; (a)(ii) from tier No; (a)(iii) spaces each token to be moved; (b)(i) number of opponent's tokens to be penalized; and (b)(ii) from tier number. The VDU 31 may indicate the number of moves left that a player must use. The last move is cancelled if it exceeds the available moves (illegal move in accordance with rules of the game).

A player may cancel the game at any time. The system 30 may not cancel the game. General Computer Parameters for Verifying Legality of

Moves

A range of parameters may be used by the computer to verify whether certain moves are legal or otherwise. Such parameters may include: • If moving onto an occupied space: Cancel move, return token to source;

• If moving onto or through a fully occupied tier: Cancel move, return token to source;

If moving more spaces than allowed by random number selection: Cancel move, return token to source;

If moving fewer spaces than allowed by random number selection: Message 30 seconds after last move "You still have X moves left";

• If moving backwards: Cancel move, return token to source; • If moving to receptacle without being in array: Cancel move, return token to source, and message "You must be in array

to move into exit tier";

If imposing penalty without having all player's tokens in penalty zone: Cancel move, return token to source, and message "Your opponent must have all active tokens in the penalty zone, or they can't be penalized".

Computer Play Parameters

Single Sector Game, With Penalty Off

The first six moves in the game are from the holding zone to the first tier. Subsequent moves are dedicated to moving one token at a time, as close to the exit tier as possible, until all tokens are in the penalty zone and in a particular array (i.e., occupying the spaces closest to the exit tier). Then tokens are moved into the exit tier according to the rules described herein (i.e., the array is maintained at all times).

Single Sector Game, With Penalty On Again the first six moves in the game are from the holding zone to the first tier. Subsequent moves are dedicated to movement of one token to the fifth tier (i.e., first tier of the penalty zone), then the next token to the fifth tier, until four tokens are on the fifth tier. The computer then moves one token from the first tier to the fourth tier, then moves a token on the fifth tier to the sixth tier, then moves the token on the third tier to the fourth tier. At this point there are five tokens in the penalty zone, and three remaining on the first tier. The computer repeats the procedure with the next token from the first tier by moving it to the fourth tier, then moving tokens in the penalty zone such that a space is vacant in the fifth tier so that the token in the fourth tier may be moved to the fifth . Finally, the eighth tokens are within the penalty zone and, of course, an opposing player may penalize the computer's tokens in accordance with the rules.

If the player has all of his or her tokens in the penalty zone, then the computer's object would be to get as large a score as possible from the dice, to send multiple tokens of the player back to the holding zone. A range of parameters may be simply applied:

If the sum thrown (1 to 12) less the moves required to move the last token into the penalty zone equals 1 or 2, and the player has 5 or 6 tokens on the playing field, move towards formation of the array with the remaining moves, and do not send any of the player's tokens back to the holding zone;

• If the sum thrown (1 to 12) less the moves required to move the last token into the penalty zone equals 1 or 2, and the player has less than 5 tokens on the playing field, send as many player's tokens as possible back to the holding zone; If the sum thrown (1 to 12) less the moves required to move the last token into the penalty zone equals 3 or more, send as many player's as possible back to the holding zone. If any moves are then remaining, continue towards formation of the array. If the player has any tokens in tiers 1-4 or on the holding zone, do not move the last token into the penalty zone until necessary, and instead move all other tokens to form the array. Multi Sector Game, With Penalty Off

As for Single Sector Game, With Penalty Off, except that with Multi Sectors, all tokens, must first be moved to the first tier, and it is illegal to move any tokens off any sector unless all tokens form the array in the corresponding penalty zone (i.e., the sectors are treated collectively as one).

Multi Sector Game, With Penalty On As for Single Sector Game, With Penalty On, except with the same variations as noted above (i.e., the combined sectors played are to be treated as one sector with regard to the first moves from the holding zone, the penalty, and the formation of the array).

While the invention has been described with respect to preferred embodiments, it will be apparent to those skilled in the art that various changes and modifications may be made without departing from

the spirit and scope of the present invention. Accordingly, it is intended that all matter contained in the above description, or as shown in the accompanying drawings shall be interpreted as illustrative and not in a limiting sense.