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Title:
WOODEN BOARD GAME WITH PAWNS, BALLS AND BARRICADES
Document Type and Number:
WIPO Patent Application WO/2019/117743
Kind Code:
A2
Abstract:
This invention relates to a round, military-themed game simulating the battle between five factions claiming the same objective. It can be played by 2-5 players and addresses both children and adults. The game, according to the invention, consists of a game board - shaped like a five sided citadel having a central tower, (25) pawns representing (5) officers and (20) soldiers, between (15) and (30) balls representing the cannon balls, between (15) and (30) barricades, at least two main dice and other three for the end of the game. The game is based on the movement of the pawns according to the two dice, the alliances that the players make during the game, the strategy they use to move the barricades on the game board and not least the moment they choose to launch the cannon balls.

Inventors:
ROTARU CONSTANTIN (RO)
Application Number:
PCT/RO2018/050002
Publication Date:
June 20, 2019
Filing Date:
December 14, 2018
Export Citation:
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Assignee:
ROTARU CONSTANTIN (RO)
International Classes:
A63F3/00
Attorney, Agent or Firm:
Mihaela Teodorescu & Partners - Intellectual Property SRL (RO)
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Claims:
Claims

1. Round game, made of wood, consisting of a game board having the appearance of an entrenched five-sided castle and with a central tower, five starting panels with five pawns each, dice, balls and barricades, with a scenario based on the confrontation between several camps characterized in that the game board is a game device composed of several levels where the first level consists of five defense towers and five defensive walls, with a single game box in the tower but with a number of boxes that can be between 3-17 on every wall, with a number of 10 paths on the second and third levels, paths that may have between 3 and 17 boxes on each path, with a fourth level having a number of 8 paths, paths that can have between 3 and 17 game boxes, with a fifth level having a number of 6 paths, paths that can have between 3 and 17 game boxes on each path, with a sixth level having a number of two paths, paths that can have between 3 and 17 game boxes on each path of the sixth level, the connection between the first three levels being made by a group of five stairs, between the level three and four by four stairs, between the fourth and fifth levels by three vertical stairs and between the fifth and sixth levels by two spiral stairs each type of stairs having between 0 and 13 steps and where the game displacement of the pawns follows the number of points indicated by some specific dice and the game scenario presents game versions corresponding to every age.

2. Round game, according to claim 1 , characterized in that every player is allocated five pawns, representing an officer and four soldiers, that he moves throwing two dice and choosing, after having seen the number of points, which die corresponds to the soldier and which one to the officer.

3. Round game, according to claim 1 , characterized in that the officers’ access on the game board is made using the path that starts in the defense tower and continues on the citadel’s wall moving according to the number of points indicated by the chosen die, while the soldiers can enter the game only if the corresponding die shows 1 as number of points, the pawn is placed in the defense tower which it is supposed to have conquered and opens a new access way through the gate of the citadel for the other pawns but if it leaves the tower, the gate closes.

4. Round game, according to claim 1 , characterized in that hazard is also a part of the game by the presence of the cannon balls obtained by the player when the die thrown by him indicates a side of which a cannon ball is printed that he can launch right then or later on by introducing the“cannon balls” (metallic balls) in the holes of the tower’s roof in the case of the version of the facility having the shape of a fortified castle or, in case of the levels disposed on a single level version, by throwing the ball within the tower and imparting a rotating movement on the central tower, the ball comes out of the tower running over pawns and barricades, the pawns that are run over return on the starting panel and the barricades run over being moved by the player on any free box blocking other players but if both dice thrown show cannon balls he receives only one cannon ball but also wins the right to permanently put out of the game a barricade at his choice.

5. Round game, according to claim 1 , characterized in that every player has as his main aim to reach the last box of the game to conquer the tower of the castle and to continue the fight for five more rounds acquiring five new advantages: he has the right to throw five dice at a time and to move according to the number of points indicated on them, his soldiers turn into officers, all of them, the officer receives the rank of a general and can move adding up the points on two dices, the value of his cannon-balls he has kept until then is doubled, he can launch two cannon balls at a time and his pawns can jump over the barricades.

Description:
Wooden board game with pawns, balls and barricades Field of invention

The invention relates to a wooden playing device shaped as a five sides fortification based on the movement of the pawns according to the dice thrown on a board game, the gamers’ strategy and the hazard.

Background of the invention

Lately, the virtual games are the main trend in the field of ..entertainment” through games. The playing partner is now the computer or a person from another terminal who is almost no longer perceived like a human presence. The interaction with virtual games begins at a very early age. It comes down to the individual's isolation and a decreased capacity of getting in touch with other persons.

There is a tendency in the field of the„game boarding” of realizing collective games inspired by virtual games or copying them. They use the same screaming colors, functions, strategies but these collective games are often disposed in a single plane and are perceived as some surrogate copies of the virtual games. They lose some of their spectacular effect. At the same time, they are hard to play for children under the age of 10.

There is a series of games for children based on a board game on which some paths are designated along which the player will advance following the number of points on the dice thrown. The scenarios are simple and do not support improvements or changes according to the age by adding new elements and rules. These games end up being boring for the growing children because of the simple scenarios and the plane development, much less attractive than the virtual games.

There are a number of games with three-dimensional appearance but they fail to transpose the player in the area of classical wooden games and remain at the same time close to virtual reality.

There is a known game under the form of a five-sided fortress: “Halloween afternoon at Dracula 3-D castle board game” registered as US8074990 B2. It is a game based on the Halloween theme, the pawns move on the board and the players have to answer Halloween related questions, that they read on the cards within the game.

There are also games that make the transition from the plane game board to the three dimensional one with multiple game levels arranged in floors. One of the examples is the Patent US6481714 of Jacobs, where there is described a game board having three levels with at least one stairway linking each level. The game device is designed to resemble a medieval fortress.

Also the Patent US4569527 of Rosenwinkel et al. describes a game device in which players build a mansion throughout the game. The resulting game board has several different levels arranged at different heights and connected between them by stairs.

It is also known an interactive game with three-dimensional board game, described by the Patent US5169153 which includes three game areas arranged at different heights to one another, each of them defining several game paths suitable for the displacement of some game pieces, according to the indications of some dice. In certain positions are installed some tubes linking two or more superimposed levels through which the pieces can descend to the lower levels.

Although these games have a three-dimensional form they do not balance the ratio virtual game - classical game and presents some disadvantages such as: limited handling of the pawns, with restricted areas or a linear motion, with a single predefined path, focusing on the knowledge of certain fields, high predictability. Some of them are very simple for adults and others too complicated for children.

The technical problem solved by the invention consists in the realization of an attractive game that approaches through his forms the three-dimensional representations of the virtual games and at the same time differentiates from them by these materials, textures and scenario bringing the player much closer to the classical games. The wood used as a basic material leads the player into the wooden classic gaming area like chess. This brings the tactile experience alongside the visual one drawing people used to the virtual games in an area of the classical game in which the game partner is another person.

Another technical problem solved by the invention is creating a game that would have some playing rules adaptable to different ages by adding or removing accessories and rules of the game. The game contains in addition to the main classical themes: luck, calculating moves, strategy, a new theme, -“the hazard”. Hazard within this invention will be represented by the ability of the player to launch the“cannon balls” that he has won. They have a random trajectory knocking down on their way the pawns of the opponents, the barricades, but they can also knock down their own pawns. The presence of the classical themes makes the game scenario be easily coverable even by early age children and the’’hazard” theme, as well as the use of the game regulations differentiated by age makes it to be watched with interest by elder children and adults.

According to the invention, the game presents the following advantages:

- Presentation - three-dimensional game akin to a form of castle in which pathways and challenges are included. By its presentation, it approaches the player accustomed to the virtual reality of the classical type of games.

- It offers a special tactile experience by the texture of materials: simple materials: wood, metal, composite.

- By the materials used it is rather a classical game and will attract the players more towards the traditional games than towards the colorful area of the ’’game boarding”.

- The game scenario - is simple in point of the game's„plot” but complex in point of its structure. The regulation is adaptable according to the age and animated through soldiers, officers, cannon balls, barricades, bonus dice, alliances, blockages and last but not least by the hazard that could change the fate of the game at the last moment. Summary of the invention

The invention refers to a game based on a pentagonal board, it is made of wood and presents the details of a fortified enclosure. It is played between two, three, four or five players. It simulates the confrontation between five camps wanting to conquer the central tower.

There are five starting panels on which there are five pawns representing an officer and four soldiers. The pawns’ movement on the game board is made according to the two dice thrown by the player. One of the dice represents the movement that the player can do with the soldier and the other, the moving that the player can do with the officer.

The aim of the game is for one of the players to arrive with a pawn on the last box in the central tower of the castle and, in the case of the more complicated game scenario, to fight on this position and to resist there for a number of laps. For this the player must follow a path marked on the game board.

Along the paths there are a series of barricades that pawns cannot cross over. They can remove them from the path only if they conquer them. The paths are designed for every player to have equal opportunities, regardless of the path he chooses to follow.

In the game the players can launch the cannon balls they have won.

The pawns run over by the cannon balls return on the starting panel. If there are barricades which are knocked down, the player having launched the cannon ball has the right to move them wherever he wants on a free box in the game.

On its way he is obliged to make alliances, to eliminate opponents, to cross over barricades, to block other opponents with barricades and to let himself be a prey to the hazard when he or another player launches a cannon ball.

Brief description of the drawings

Further is given an example of realization of the invention in relation to figures 1-8:

Fig.1 - overview of the game in version 1 - Scale model type.

Fig.2 - view of the Castle's Defence Towers , Castle’s Defense Walls and the Castle’s Courtyard.

Fig.3 - view of the Castle’s Courtyard and The first storey.

Fig.4 - view representing The first storey and the Columns’ storey.

Fig.5 - view representing the Spiral Level and the Tower’s Platform.

Fig.6 - view representing the Tower’s Platform, the Castle's Central Tower and the Roof of the Tower.

Fig.7 - overview of the game in version 2 - Game board.

Fig.8 - view representing the barricades

Detailed description of the preferred embodiment

The invention relates to a wooden playing device, having the shape of a pentagon and serving as a game basis for games aimed for 2-5 players. It is made of wood and features the details of a fortified castle (Fig. 1). It simulates the confrontation between five camps wanting to conquer the central tower.

The construction of the game is divided into six game areas at different heights and the paths are designed so that the number of passages shrink with each passing from one level to another, the connection between the levels being made through a number of ladders. The six areas are the following:

1. The Defense Wall (Fig.2)

2. The Castle Courtyard (Fig.2) 3. First storey (Fig .3)

4. Columns’ storey (Fig.4)

5. The spiral storey (Fig.5)

6. The tower’s platform (Fig.6)

In the middle of the game device there is a tower that is to be conquered.

Without limitation to the areas located at different heights, the game device can be done in several variants including a variant type„Game board” in which the three- dimensional elements are„the defense walls and central tower 1 ’ and the other play areas are delimited but represented in a single plane (Fig. 7). In this variant of realization, the ladders that make the transition from one level to another would miss.

The game device has the first level consisting of five defense towers and five defensive walls (Fig. 2). Each of the five towers has a mechanism that, when it is assumed that a player won and placed a pawn in it, unlocks and enables the gate of the respective tower being also unlocked.

The game device has the second level called„the Castle Courtyard”, level which the players can reach through the doors of the conquered tower or climbing down the stairs from the wall. (Fig 3)

The game device bears drawn or printed a number of boxes on each level of the game. On the path of the « defense wall” can be between 3 and 17 game spaces and in the Defense Tower only one.

The level represented by the " Castle Courtyard’ has 10 game paths. From each gate there are two different paths leaving that can have a certain number of game boxes ranging between 3 and 17. These paths lead to the first row of stairs linking the « Defense Walls”, the « Castle’s Courtyard” and the third level called « The first Storey”. (Fig. 2 and Fig. 3). The device has five rows of stairs in this area.

The game path continues also on the stairs, each box corresponding to a step. These stairs are some passage items between the game levels that can have between 0 and 13 steps. In the case of a plane game board the steps will be missing.

The game level called„The First Store y” has ten path versions leading to the stairs connecting it to the next level. The paths can have between 3 and 17 game spaces along the path, the passage from this level to the fourth level, called the Columns’ storey can be done by four rows of stairs arranged in the corners of this level. (Fig. 4). The stairs may have between 0 and 13 steps. From these stairs leave eight different path versions, each of them can have between 3 and 17 game spaces. The game device has in this area a number of columns to support the next game level, called Jhe Spiral Storey". The passage towards this level, the fifth one, is made by three vertical ladders (Fig. 4), which can have between 0 and 13 steps. From these stairs, on Jhe Spiral Store y”, start six different paths, each of them being able to have between 3 and 17 game boxes and leading to the two spiral staircases making the connection with the next level (Fig. 5). These stairs may have between 0 and 13 steps and lead to the last level of the game, Jhe Tower Platform". The access is made via some holes in this platform of circular shape (Fig. 5) and lead towards two trails which, after a number of boxes ranging between 3 and 17, intersect and return each of them bypassing half of the central tower and meeting again before the last game box.

This path configuration forces the players to pass through the same areas sooner or later in the game and cope with the conflict situations arising.

Besides the main device the invention has also a number of enhancements:

- 5 pawns for each player, representing an officer and four soldiers

- between 15 and 30 little balls representing the cannon balls

- between 15 and 30 barricades - little parallelepipedic towers (Fig.8) placed along the routings representing obstacles to pawns’ advancement.

- at least two special dice for this game device.

- 5 starting panels on which there will be the pawns and the cannon balls throughout the game.

The pawns will be moved on the surface of the playing device will be made according to the points indicated by the die.

The movements that the pawns make on the game board are depending on the two dice which the player throws. One of the dice, chosen by the player, determine the movement the player makes with the officer and the other dice the movement it can make with any of the four soldiers.

The dice used will have different from the classical ones only one facet which is the one indicating the number 6. Instead of this number will be drawn a cannon ball.

The officer can start playing climbing directly into the“Defense Tower” and the player will move the number of boxes shown by the chosen dice. The soldier cannot enter the Castle but by conquering the tower, first. He conquers the tower when he throws the dice and places a pawn in the tower. The pawn in the Tower opens the door of the Citadel.

The access on the board game can be done through the Castle Courtyard as long as the gate is open and the entrance is not blocked by barricade. If the pawn of the“Defense Tower” leaves its’ box, the gate of the castle closes. The cannon balls are metallic balls that the player receives when the die he throws shows a cannon ball.

Within the scenario of the game players can use these cannon balls launching them on the game board.

The mechanism by which these„cannon balls” are launched is by the introduction of the„cannon balls” (metallic balls) in the holes of the roof of the Tower (fig. 6), the ball driven by gravity falls to levels below and moves randomly knocking down the pawns and barricades.

The mechanism by which these„cannon balls” are launched, in the case of the game board version that only has„the defensive walls”, and„the central tower” as three- dimensional elements (Fig. 7) is by impressing the central tower a rotational movement and throwing the ball inside the tower. The circular movement of the central tower will be ensured by means of a bearing. The ball falls on the interior stairs and then vertically inside the tower and comes out with speed through a hole at its base. The ball continues its movement on the plane surface of the game and randomly knocks over pawns and barricades. The rotational movement of the tower gives the ball speed and does not let the player predict its path.

On the bounding boxes of the initial space of each path on a new level of play a barricade will be placed. On the last level of the game a barricade will be placed where the two paths intersect.

The game scenario includes several variants of the game according to the age of the players. In the most complex variant, the main purpose of the player is to arrive with a pawn on the last box of the game to conquer the Castle Tower. The player receives the title of„Conqueror of the Tower” and continue the fight for another five rounds. Now he acquires five new advantages:

- he has the right to throw five dices at a time and to move according to the points shown by the dices.

- all of his soldiers turn into officers.

- the officer receives the rank of a general and can move adding up the points of two dice.

- the value of the cannon balls he has kept until then is doubled, he can launch two cannon balls at a time.

- its’ pawns can jump over the barricades. The basic material of which it will be made will be wood but it will also have linen, metal and acrylic composite accessories.

Game development example.

GAME SCENARIOS FOR THE CHILDREN OVER 13 AND ADULTS

The order and position at the table is determined by throwing the dice. Being a game in which alliances between neighbors play an important role, it is natural for the positions at the table to be determined by hazard. The players throw the dice by turns and sit in front of the tower corresponding to the number of points showed by the dice. The one who obtains 1 sits in front of the Defense T ower 1. That the die of whom indicates a cannon ball or a number that appeared until then, throws the dice once more.

The groups of pawns are chosen by the players through free discussions, negotiations or by drawing lots.

The game direction is clockwise.

The first to throw the dice is the player who is in front of Tower 1.

Each player throws two dice at a time. One of the dice (at the player's choice) is represents the moving that the player is going to make with the officer and the other die the move he can make with any of the soldiers. He will never move two soldiers.

The officer can climb directly into the“Defense Tower”, and the player will move the number of boxes shown by one of the dice. The soldier cannot enter the Castle but by conquering the tower, first. He conquers the Tower when the dice he throws shows 1 and he places a pawn within the Tower. The pawn within the tower opens the door of the Citadel.

If the player can only move with the officer or a soldier, he chooses the score on a single dice and the other shall be cancelled.

The access on the game board can be done through the Castle’s Courtyard as long as the gate is open and the entrance is not blocked by a barricade.

If the pawn within the Defense Tower leaves its box, the gate of the Citadel closes. To move a pawn one must take into account the points on the die from 1 to 5.

Instead of the score of 6 points a cannon ball will be drawn. When the die indicates the side with the Cannon ball the player does not move but he receives a cannon ball. He can launch the cannon ball right then, but after making the move indicated on the second die, or during the game before throwing the dice. The cannon ball can be launched through any of the holes in the roof of the tower. The one who launches it can move the position of the roof.

Each player can store a maximum of 5 cannon balls on the“starting Panel”. He must launch the cannon ball if he already has 5 on the Panel.

One can launch only a cannon ball by turn.

The player can move the pawn in any direction but without returning within the same move.

The one who moves can pass over the pawns but not over the barricades.

A player can remove the barricade only if his move ends exactly on the spot of the barricade. He has the right to move the barricade to another free box on the game board.

The pawns of the other players can be eliminated by moving the pawn on the position they had occupied. The removed pawn returns to the start panel and starts the game over.

If as a result of launching a cannon ball a pawn is run over or moved entirely off the box it is eliminated and returns to the starting panel.

If after having launched a cannon ball a player runs a barricade over or he displaces it completely from the box he is entitled to relocate that barricade on another free box from the game.

On the last level of the game - the Tower’s Platform - placing barricades is restricted. There cannot exist at the same time more than 5 barricades.

If a player conquers the Defense Tower of another competitor, the gate remains open and through it can enter both the pawns designated for the gate and those of the conqueror of the tower.

A contestant cannot eliminate his own pawns. If the only move he can make is the one by which he eliminates his own pawn the move is considered blocked and he no longer moves.

Players must move if they have another free box, in front or behind.

If the player touched a pawn he must move it. He can consciously move a pawn so as to nullify his second die.

If the dice thrown indicate both of them cannon balls, the player gets a bonus.

He receives the right to choose any barricade on the game board and to permanently remove it from the game.

The winner of the game The game is played in four versions and the winner is designated according to the variant chosen at the beginning of the game. The four variants are:

1. The time-limit version - a time limit is established by common agreement and after the expiry of this time the nearest person to the winning box is declared the winner. 2. The final point version - the person whose pawn arrives the first on the box within the central tower is declared the winner.

3. The battle version - the game continues also after one of the players has reached the Tower of the Castle. The person who reaches the Tower must resist five more turns to win.

It is considered the fifth turn when the person on the right side of the conqueror throws the die for the fifth time and he moves.

As long as it is in the Tower the conquering pawn does not have to make moves backwards if he has no other available move in exchange being to move any other pawn he has on the game board.

The pawn placed on the winning box can return on the game board if it wants to eliminate other pawns that threatens its position. If it is surprised outside the tower at the fifth turn, the game continues until he manages to get back in the Tower. The player can get on the latest box throwing the exact number of points equal to the boxes separating the player of the box within the central Tower.

Once he got here he is considered the Conqueror of the Tower, winning five new advantages and he must resist for five turns the attack of the other players.

The advantages are:

1. The conqueror receives three more dice and throws five dice at a time, chooses the score corresponding to each pawn and can move all the other five pawns within the same move. If two of the five indicate cannon ball it is considered as a bonus die.

2. Soldiers become officers and the officer receives the rank of a general. In this point, everyone can take out a pawn right from the starting panel without having to wait to have 1 point on the die.

3. The general can be moved adding up the points on two dice which are chosen by the player.

4. The value of the cannon balls he has kept until now doubles. Also, the ones that he is going to win while he will hold the position of Conqueror are doubled and he can launch two cannon balls at the same time.

5. It can jump over the barricades. If the“conqueror pawn” is expelled from the tower by another player, the game is launched again and the new conqueror must hold on for five rounds.

4. The battle version with time shortenings - there will be used an initial scenario that shorten the introduction to the game. The position of the pawns on the game board will be made by drawing lots. This will be performed by throwing the two dice in turns.

The first die will indicate the level on which the pawn will be placed. Score 1 on the dice means“the Defense Waif’, 2 -“ the Castle’s Courtyard’, 3 -“the First Storey”, 4 -“the Columns’ Storey”, and 5 -“the Spiral Store y". The second die will indicate the number of the box within the corresponding path indicated by the die. For example, if the number indicated by the first die is two and the second die indicates four, the pawn will be placed on the second level (the Castle’s Courtyard) on the fourth box of the closest path to the defense tower corresponding to the player.

The first to be placed on the game board will be the officers.

If one of the two dice shows a cannon ball, the player receives a cannon ball but loses the right to position the pawn on the game board. The pawn stays on the starting panel.

The rest of the game shall be conducted in accordance with the previous version of the game called“The battle version".

GAME SCENARIO for CHILDREN BETWEEN 10-13 YEARS OLD

For the children aged between 10 and 13 years the first game versions are recommended:“The time-limit version” and“The final point version”.

GAME SCENARIO for CHILDREN BETWEEN 7 -10 YEARS OLD

For the children aged between 7 and 10 years we recommend a game version using normal dice and of which the cannon balls were removed.

GAME SCENARIO for CHILDREN BETWEEN 4 -7 YEARS OLD

For children aged between 4 and 7 years a scenario in which besides the cannon balls the barricades are removed is recommended.