US20230381634A1
2023-11-30
18/021,883
2021-08-11
An apparatus for an improved board game combining the advantages of both traditional and electronic games. The apparatus includes 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.
Get notified when new applications in this technology area are published.
A63F3/00643 » CPC main
Board games; Raffle games Electric board games; Electric features of board games
A63F3/00075 » CPC further
Board games; Raffle games; Types of board games War games
A63F3/00 IPC
Board games; Raffle games
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.
Traditional board games comprising a physical game board and game pieces are ancient and widely knownâsuch 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 âremoteâ 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 âmoving partsâ 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 âapproximationâ or ârepresentationâ 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 âhybridâ games have been proposed, that combine physical elements/pieces with electronics. For instance, U.S. Pat. No. 7,791,483 discloses the use of RFID chips; and U.S. Pat. No. 9,616,334 discloses an interactive children's game which also includes RFID technology. These documents are incorporated herein by reference. Such âhybridâ 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.
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:
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 âsimple moveâ.
Preferably, another type of game progress indicator corresponds to the game event, âmove plus outcomeâ.
More preferably, there are a plurality of subtypes of game progress indicator corresponding to a plurality of subtypes of âmove plus outcomeâ 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:
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:
FIGS. 1A and 1B are schematics showing the architecture of and steps taken by the apparatus according to a first preferred exemplary embodiment of the invention;
FIG. 2 is a schematic showing the architecture of and steps taken by the apparatus according to a second preferred exemplary embodiment of the invention;
FIG. 3 is a schematic showing two possible moves using the apparatus of FIG. 1A or 1B; and
FIG. 4 is a photograph showing an exemplary arrangement of game pieces on the game board; and
FIGS. 5.1-5.24 are schematics corresponding to Example A set out below.
FIGS. 1A and 1B 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 FIGS. 1A and 1B 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 âHigh Commandâ (also known as âAmmunition Gameâ), 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 âancillaryâ 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 âremoteâ 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 FIGS. 1A and 1B 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, U.S. Pat. No. 7,791,483 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 (104A) 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 FIGS. 1A and 1B, 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 âtalkâ 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 FIG. 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 FIG. 1A, 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 âsquares of special significanceâ, 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 FIG. 1B.
Since in the FIG. 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 âsimple moveâ.
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 âsimple moveâ and red for a âmove plus outcomeâ). 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 âpromptâ or âaidâ 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 FIG. 1A. The PED also displays an âINSTRUCTIONâ 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 âsimple moveâ.
A notable variation on the above might be where the player is playing against a computer (i.e. the computer is the second âplayerâ), 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 âopponent'sâ pieces to move on the board and where. For instance, the square under the relevant piece might be illuminated, followed by illumination of the âdestinationâ 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 âprompterâ 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 âignoredâ (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 FIG. 1B, this shows apparatus identical to that of FIG. 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 (108âagain Tank 1) from square 2:1 to square 3:2. But square 3:2 already contains an opponent's piece (110âhere, the second player's Armoured Vehicle 1). As such, this move represents âengagementâ or âattackâ 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, âmove plus outcomeâ.
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 âdestroyâ. 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 differentâfor instance, âengageâ or âcombatâ rather than âdestroyâ. Also depending on the rules of the game, it may be that an âattackingâ 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 âmove plus outcomeâ type (e.g. attack or engage) might instead be of the type âsimple moveâ, due to that piece having no ability to engage in combat at that time. Another example is a variation on FIGS. 1A and 1B. FIG. 1A was described above as being a âsimple moveâ since the destination square is empty; while FIG. 1B was a âmove plus outcomeâ since the destination square contains an opponent's piece. But it is also possible for a move to be âaggressiveâ (and thus a âmove plus outcomeâ) even though the destination square is empty, much like placing an opponent's piece âin checkâ in the game of chess. For instance, the move might place an opponent's piece âin the firing lineâ of the moving player's piece in accordance with the rules of the game. Referring to FIG. 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 âfiring lineâ of the piece being moved (whether or not the move is considered to constitute actual âfiringâ, or only the potential to fire). This may therefore be a further type of âmove plus outcomeâ 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 FIG. 1B; 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 further game progress indicator, 128A, is providedâsuch 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 1'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 FIGS. 1A and 1B are also illustrated in the schematic at FIG. 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 âsimple moveâ, 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 âmove plus outcomeâ; and due to piece (311) being armed while piece (313) is unarmed, the event subtype is âdestroyâ. Accordingly, the destination square (314) lights up red as a game progress indicator of this.
Turning now to FIG. 2, in the top half of the image is shown an apparatus identical to that of FIG. 1B. However, in this embodiment the two players are playing remotely, on 2 different boards, as indicated by the line 201âthe 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 FIG. 1B. 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, 228A) may include, for instance, illumination of the square under the relevant game piece followed by illumination of the âdestinationâ 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).
FIG. 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, reproduced below, describes the rules of one particularly preferred game that may be played using the apparatus of the present invention, known as âHigh Commandâ (or âAmmunition Gameâ). 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:
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 is a peace keeping mission in central Europe. Players are commanders of the airforce & army bases in the Forest sectors.
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.
âInstruction sheetsâ 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.
This âRules of Engagement manualâ, 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.
| Index to rules of the game |
| OBJECTIVE | |
| 1.1 | Wining |
| BOARD |
| 2.1 | Sectors |
| 2.1 | Quadrants |
| PIECES |
| 3.1 | Structures, landscape & crew |
| 3.2 | Setting up |
| 3.3 | Fixed structure & landscape |
| 3.4 | Movable crew |
| 3.5 | Using crew |
| 3.6 | Stands for aircraft |
| 3.7 | Destroyed |
| 3.8 | Captured |
| AMMUNITION |
| 4.1 | Red & yellow |
| 4.2 | Destructive force |
| 4.3 | Arming crews |
| 4.4 | Reaming |
| 4.5 | Captured or destroyed |
| TWO PLAYER GAME |
| 5.1 | Command |
| 5.2 | Turn âManeuverâ |
| 5.3 | Starting Turn |
| FOUR PLAYER GAME |
| 6.1 | Command |
| 6.2 | Alliances |
| 6.3 | Turn âmaneuverâ |
| 6.4 | Starting |
| 6.5 | Sequence of maneuvers |
| 6.6 | One commander out |
| 6.7 | Opposing commanders out |
| MOVING |
| 7.1 | Flexible |
| 7.2 | Set moves |
| 7.3 | Air crews & occupied quadrants |
| 7.4 | Ground crews & occupied quadrants |
| AIMING |
| 8.1 | Line of fire |
| 8.2 | Set aims |
| 8.3 | Flexible aims |
| 8.4 | Artillery |
| ATTACKING |
| 9.1 | Opponents pieces |
| 9.2 | Firing attack |
| 9.3 | Bombing attack |
| 9.4 | Counter attack |
| 9.5 | Shielding targets |
| 9.6 | Camouflaging targets |
| 9.7 | Destroying targets |
| 9.8 | Target out of range, shielded, camouflaged |
| BOMBING & FIRING |
| 10.1 | Flexible firing range |
| 10.2 | Set firing & bombing range |
| 10.3 | Firing rapid fire ammunition |
| 10.4 | Shells |
| 10.5 | Missiles |
| 10.6 | Bullets |
| 10.7 | Guided missiles |
| 10.8 | Bombs |
| COVERING FIRE |
| 11.1 | Protection |
| 11.2 | Crews able to provide |
| 11.3 | Crews unable to provide |
| 11.4 | Direction & range |
| 11.5 | Limit & Loss |
| SHIELDING |
| 12.1 | Protection |
| 12.2 | Position |
| 12.3 | Crews |
| 12.4 | Structures & landscapes |
| 12.5 | Limit |
| CAMOUFLAGE |
| 13.1 | Commando |
| 13.2 | Protection |
| 13.3 | Limit |
| DESTROYING |
| 14.1 | Uncovered targets |
| 14.2 | Covered targets |
| 14.3 | Structures |
| 14.4 | Radar |
| 14.5 | Supplies |
| 14.6 | Pieces removed |
| CAPTURING |
| 15.1 | Bases |
| 15.2 | Crews |
| 15.3 | Escaping |
| 15.4 | Ammunition |
| 15.5 | Counter attacking base |
| RANK |
| 16.1 | Initial |
| 16.2 | Promotion & demotion |
| 16.3 | Title & insignia |
| 16.4 | Authority |
| FLEXIBLE |
| 17.1 | Layout & set up |
| 17.2 | Layout of sectors |
| 17.3 | Set up of pieces |
is used to destroy targets
This sequence continues until one commander is out of the game.
is deploying crews
is selecting the firing direction
is bombing &firing ammunition
Crews under attack has ammunition and is covered
Crew under attack is shielded by another piece.
Commando crew is occupying a quadrant next to a landscape quadrant.
Crew under attack has no ammunition or cover.
is support fire from other crews
is a barrier to enemy rapid fire ammunition
is concealment of personnel & equipment
is the destruction of opponents targets
16.3 Title & Insignia of Rank
16.4 Authority of Senior Ranking Officer
The following table explains FIGS. 5.1-5.24, which are example diagrams of attacking and defending per the game of Example A:
| Short | |||
| Figure | Title | description | Detailed description |
| 5.1 | Out of range | Targets | Targets outside of firing range are safe |
| outside of | Tank attacks jeep - Jeep one quadrant | ||
| firing range | beyond tank's five quadrant firing | ||
| are safe | range | ||
| Out of range jeep safe | |||
| Attacking tank uses one round of | |||
| ammunition. | |||
| 5.2 | Unarmed | Crews out of | Crews out of ammunition are destroyed |
| ammunition | Jeep attacks tank - Tank is out of ammunition | ||
| are destroyed | âunarmedâ | ||
| Unarmed tank destroyed | |||
| Attacking jeep uses one round of ammunition. | |||
| 5.3 | Uncovered | Crews not | Crews not protected by covering fire are |
| protected by | destroyed | ||
| covering fire | Jeep attacks tank - Tank fully armed, | ||
| are destroyed | but not protected by covering fire. | ||
| Uncovered tank destroyed | |||
| Attacking jeep uses one round of | |||
| ammunition. | |||
| 5.4 | Covered & | Cover does not | Cover does not protect crews out of |
| unarmed | protect crews | ammunition | |
| out of | Jeep attacks tank - Tank is covered by | ||
| ammunition | machine gun crew, but out of | ||
| ammunition âunarmedâ | |||
| Unarmed tank destroyed | |||
| Attacking jeep uses one round of | |||
| ammunition | |||
| 5.5 | Ground cover | Armed ground | Armed ground crews are protected by ground |
| protection | crews are | covering fire | |
| protected by | Jeep attacks tank - Tank armed and | ||
| ground | within covering fire of machine gun. | ||
| covering fire | Armed & covered tank safe, uses one | ||
| round of ammunition | |||
| Attacking jeep uses one round of | |||
| ammunition | |||
| 5.6 | Air cover | Armed air | Armed air crews are protected by air covering |
| protection | crews are | fire. | |
| protected by | Helicopter attacks bomber - Bomber | ||
| air covering | armed and within covering fire of anti- | ||
| fire. | aircraft gun. | ||
| Armed & covered bomber safe, uses | |||
| one round of ammunition | |||
| Attacking helicopter uses one round of | |||
| ammunition | |||
| 5.7 | Limit of ground | Ground cover | Ground cover does not protect ground crews or |
| cover | does not | structures from air attack | |
| protect crews | Fighter attacks jeep - Jeep is armed & | ||
| or structures | within covering fire of mortar | ||
| from air attack | Mortars provide ground cover only, | ||
| and can not hit or provide cover against | |||
| air crews | |||
| Uncovered jeep destroyed | |||
| Attacking fighter uses one round of | |||
| ammunition | |||
| 5.8 | Limit of air | Air cover does | Air cover does not protect aircraft from ground |
| cover | not protect | attack | |
| aircraft from | Jeep attacks bomber - Bomber is armed | ||
| ground attack | & within covering fire of anti-aircraft | ||
| gun | |||
| Anti-aircraft guns provide air cover | |||
| only, and can not hit or cover against | |||
| ground crews | |||
| Uncovered bomber destroyed | |||
| Attacking jeep uses one round of | |||
| ammunition | |||
| 5.9 | Limit of cover | Cover does not | Cover does not protect crews from high |
| protect crews | explosive ammunition | ||
| from high | Bomber drops high explosive bomb on | ||
| explosive | jeep - Jeep is armed & within covering | ||
| ammunition | fire of tank | ||
| Covering fire is useless against high | |||
| explosive bombs & guided missiles | |||
| Armed & covered jeep destroyed | |||
| Attacking bomber uses one round of | |||
| ammunition | |||
| 5.10 | Limit of shields | Shields do not | Shields do not protect crews & structures from |
| protect crews | high explosive ammunition | ||
| from high | Bomber drops high explosive bomb on | ||
| explosive | jeep - Jeep is armed and surrounded by | ||
| ammunition | other crews | ||
| Shields are useless against high | |||
| explosive bombs & guided missiles â˛. | |||
| Armed & shielded jeep destroyed | |||
| Attacking bomber uses one round of | |||
| ammunition | |||
| 5.11 | Landscape as | Trees in line | Trees in line of fire protect crews from bullets |
| shields | of fire protect | Machine gun fires bullets at jeep - | |
| crews from | Machine gun bullets travel in a straight | ||
| bullets | line | ||
| Tree in direct âline of fireâ shields jeep | |||
| from bullets - Shielded jeep safe | |||
| Attacking machine gun uses one round | |||
| of ammunition | |||
| 5.12 | Firing over | Missiles & | Missiles & shells can be fired over trees |
| landscape | shells can be | Tank &jeep attack jeeps - Trees are in | |
| fired over trees | between all four crews - Both jeeps are | ||
| unarmed | |||
| Rapid fire missiles & shells can be | |||
| fired over landscape - Unarmed jeeps | |||
| destroyed | |||
| Attacking tank &jeep each use one | |||
| round of ammunition | |||
| 5.13 | Ground crew as | Leading | Leading ground crew or structure shields other |
| shields | ground crew or | ground crews or structures behind | |
| structure | Tank & machine gun are both within | ||
| shields others | enemy firing range - The tank is behind | ||
| the machine gun | |||
| Attackers can only hit the first ground | |||
| crew or structure in the âline of fireâ. | |||
| Shielded tank safe | |||
| Armed & covered machine gun safe, | |||
| uses two rounds of ammunition | |||
| Attacking fighter & tank each use one | |||
| round of ammunition | |||
| 5.14 | Air crews as | Leading air | Leading air crew shields other air crews behind |
| shields | crew shields | Bomber & fighter are both within | |
| other air crews | enemy firing range - The fighter is | ||
| in flight | behind the bomber | ||
| The attackers can only hit the first air | |||
| crew in flight, in the âline of fireâ. | |||
| Shielded fighter safe | |||
| Armed & covered bomber safe, uses | |||
| two rounds of ammunition | |||
| Attacking helicopter &jeep each use | |||
| one round of ammunition | |||
| 5.15 | Firing through | Ground crews | Ground crews can not fire bullets through own |
| crews | can not fire | ground crews or structures | |
| bullets through | Light commando is with range of | ||
| own crews | machine gun - Machine gun bullets | ||
| travel in a straight line. | |||
| Dark commando is in the âline of fireâ | |||
| & blocking the machine gun fire - | |||
| Light command safe | |||
| Attacking machine gun can not fire | |||
| through own crews or structures - No | |||
| ammunition used. | |||
| 5.16 | Firing above | Ground crews | Ground crews can fire bullets, missiles & shells |
| crews | can fire | above crews | |
| bullets, | Machine gun attacks fighter - Fighter | ||
| missiles & | uncovered - Commando is in the âline | ||
| shells above | of fire | ||
| crews | Fighter hit by bullets being fired above | ||
| ground crew - Uncovered fighter | |||
| destroyed | |||
| Attacking machine gun uses one round | |||
| of ammunition | |||
| 5.17 | Firing over | Ground crews | Ground crews can fire missiles & shells over |
| crews | can fire | own crews | |
| missiles & | Tank &jeep attack jeeps - Commandos | ||
| shells over | are directly between the four mobile | ||
| own crews | crews | ||
| Shells & missile can be fired over own | |||
| ground crews - Uncovered jeeps | |||
| destroyed | |||
| Attacking tank &jeep each use one | |||
| round of ammunition | |||
| 5.18 | Firing around | Air crews can | Air crews can fire around own air crews in |
| crews | fire around | flight | |
| own air crews | Fighter attacks helicopter - Helicopter | ||
| in flight | is uncovered - Bomber is in the âline of | ||
| fireâ | |||
| Attacking aircraft can fire above or | |||
| below own aircraft, in the âline of fireâ | |||
| Uncovered helicopter destroyed | |||
| Attacking fighter uses one round of | |||
| ammunition | |||
| 5.19 | Camouflage | Landscape can | Landscape can conceal commandos from rapid |
| conceal | fire ammunition | ||
| commandos | Fighter &jeep attacks commando - | ||
| from rapid fire | Commando occupies camouflage | ||
| quadrant next to tree | |||
| Camouflage provides protection from | |||
| rapid fire ammunition air attack any | |||
| direction, ground attack fired through | |||
| landscape. Camouflaged commando | |||
| safe | |||
| Attacking fighter &jeep each use one | |||
| round of ammunition | |||
| 5.20 | Radar | Air crews in | Air crews in radar detection quadrants lose |
| detection | radar detection | cover protection | |
| quadrants lose | Anti-aircraft gun attacks fighter - | ||
| cover | Fighter armed & covered by machine | ||
| protection | gun, but is in a radar detection | ||
| quadrant. Aircraft lose covering fire | |||
| protection in radar quadrants. | |||
| Radar detected fighter destroyed - | |||
| Attacking anti-aircraft gun uses one | |||
| round of ammunition. | |||
| 5.21 | Cross fire | Crew with two | Crew with two plus rounds of ammunition |
| survival | plus rounds | survives dual attack | |
| survives dual | Fighter &jeep both attack one tank - | ||
| attack | Tank is covered & armed with three | ||
| rounds. | |||
| Armed & covered tank safe, is hit twice | |||
| and uses two rounds of ammunition | |||
| Attacking fighter &jeep each use one | |||
| round of ammunition | |||
| 5.22 | Cross fire | Crew with one | Crew with one round of ammunition is |
| destruction | round is | destroyed in dual attack | |
| destroyed in | Fighter & jeep both attack one tank - | ||
| dual attack | Tank is covered & armed with one | ||
| round | |||
| First hit uses one round of ammunition, | |||
| leaving the tank unarmed, and the | |||
| second hit destroys | |||
| Unarmed tank destroyed | |||
| Attacking fighter & tank each use one | |||
| round of ammunition | |||
| 5.23 | Penetration of | Crew armed & | Crew armed & protected by covering fire is |
| cover | protected by | destroying | |
| covering fire | Missile launcher &jeep attack - Tank & | ||
| destroyed | machine gun are armed & covering one | ||
| another | |||
| 1st hit - Missile launcher destroys the | |||
| machine gun with high explosive | |||
| ammunition | |||
| 2nd hit - Jeep destroys the now | |||
| uncovered tank | |||
| Attacking missile launcher &jeep each | |||
| use one round of ammunition. | |||
| 5.24 | Penetration of | Crew | Crew protected by shield destroyed |
| shield | protected by | Commando & fighter attack - Tank is | |
| shield destroy | shield by the machine gun that is armed | ||
| & covered | |||
| 1st hit - Commando destroys the | |||
| machine gun with high explosive | |||
| ammunition | |||
| 2nd hit - Fighter destroys the now | |||
| unshielded tank | |||
| Commando & fighter each use one | |||
| round of ammunition | |||
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 âcompriseâ 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 âcompriseâ shall have an inclusive meaningâi.e. it will be taken to mean an inclusion of not only the listed components it directly references, but also other non-specified components or elements. This rationale will also be used when the term âcomprisedâ or âcomprisingâ is used in relation to one or more steps in a method or process.
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, 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: âsimple moveâ, and âmove plus outcomeâ; 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).
4. 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.
5. The apparatus of claim 3, wherein there are a plurality of subtypes of âmove plus outcomeâ game event.
6. The apparatus of claim 3, wherein there are a plurality of types and/or subtypes of game progress indicator corresponding to the types and/or subtypes of game event.
7. The apparatus of claim 1, 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.
8. The apparatus of claim 1, wherein the server is further configured to store any relevant parameters associated with one or more of the plurality of game pieces.
9. 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.
10. The apparatus of claim 8, 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).
11. The apparatus of claim 8, wherein the parameters comprise the ammunition supply associated with the game piece(s) involved in the most recent player's move(s).
12. The apparatus of claim 1, wherein the apparatus comprises a plurality of game boards, wherein each player has a game board.
13. 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).
14. The apparatus of claim 1, 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.
15. The apparatus of claim 14, wherein the personal electronic device is configured to receive player input and transmit this to the server.
16. 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.
17. 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.
18. 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.
19. 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.
20. 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.