Patent application title:

GRAND CHESSIX

Publication number:

US20260175112A1

Publication date:
Application number:

19/000,634

Filed date:

2024-12-23

Smart Summary: GRAND CHESSIX is a unique board game played on a three-dimensional hexagonal board made up of 8 layers, each with hexagonal spaces. Players use different sets of game pieces and take turns moving them. The main goal is to checkmate the opponent's King, meaning to put it in a position where it cannot escape capture. The game requires strategic thinking and planning, similar to traditional chess but with a new twist. It offers a fresh and exciting way to enjoy board games with friends or family. 🚀 TL;DR

Abstract:

A board game apparatus for playing a game and a method of playing the game with the board game apparatus, can include an 8×8×8 hexagonal gameboard, which can involve a group of hexagonal spaces arranged in three-dimensional layers. Two or more sets of game pieces can be used as part of the board game apparatus such that the game apparatus facilitates gameplay between two players with alternating turns, an object of the game being to achieve a checkmate by threatening an opponent's King with inescapable capture.

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Classification:

A63F3/00176 »  CPC main

Board games; Raffle games; Characteristics of game boards, alone or in relation to supporting structures or playing piece Boards having particular shapes, e.g. hexagonal, triangular, circular, irregular

A63F3/00214 »  CPC further

Board games; Raffle games; Characteristics of game boards, alone or in relation to supporting structures or playing piece Three-dimensional game boards

A63F3/02 »  CPC further

Board games; Raffle games Chess; Similar board games

A63F11/0074 »  CPC further

Game accessories of general use, e.g. score counters, boxes Game concepts, rules or strategies

A63F2003/00195 »  CPC further

Board games; Raffle games; Characteristics of game boards, alone or in relation to supporting structures or playing piece; Boards having particular shapes, e.g. hexagonal, triangular, circular, irregular Hexagonal game board

A63F2003/00996 »  CPC further

Board games; Raffle games Board games available as video games

A63F2011/0086 »  CPC further

Game accessories of general use, e.g. score counters, boxes; Game concepts, rules or strategies Rules

A63F3/00 IPC

Board games; Raffle games

A63F11/00 IPC

Game accessories of general use, e.g. score counters, boxes

Description

TECHNICAL FIELD

Embodiments are related to game devices and methods of playing games. Embodiments also relate to board game devices. Embodiments further relate to a chess-like strategy board game facilitated by an 8×8×8 hexagonal board game apparatus.

BACKGROUND

The traditional chess board is a square board with a single, flat playing surface composed of sixty-four equal-sized squares arranged in an 8×8 grid. Each square may have two alternating colors, typically black and white, providing visual contrast for players. The design of the chessboard, along with the standard rules governing the game, has remained largely unchanged for centuries. The complexity and strategic depth of chess derive from the predetermined movement patterns of its individual pieces, such as the Bishop's diagonal movement or the Knight's unique L-shaped path. These movements are restricted to a two-dimensional plane, which can be visualized as the horizontal X, Y axis of the chessboard. While this simple grid facilitates a variety of geometric patterns and strategies, it limits gameplay to a single plane, and players must develop tactics based on controlling space in this restricted format.

Three-dimensional chess is not a new concept. Raumschach, a German term meaning “space chess,” was one of the earliest known three-dimensional chess variants and was invented by Ferdinald Maack in 1907. This version features multiple levels of play, introducing an additional Z-axis to the gameplay and providing an entirely new strategic dimension. Although Raumschach has survived in some form to the present day, it remains a niche variant primarily played by enthusiasts of abstract strategy games.

Another more widely recognized three-dimensional chess variant is “Tri-Dimensional Chess,” popularized by the television series Star Trek™. In this variant, players move pieces not only across multiple levels but also adjust to varying platform sizes, further complicating the spatial strategies and adding dynamic layers to the game.

Despite the historical interest in creating chess variants that introduce a third spatial dimension, other potential innovations in chess-like games remain largely unexplored. One such unexplored concept is a chess-like game that can be played on a hexagonal board. Unlike the square grid of a traditional chessboard, a hexagonal board introduces additional movement vectors and possibilities, as each hexagonal cell has six neighboring cells compared to the four neighboring cells of a square. This geometric difference could lead to more intricate movement patterns and deeper strategic opportunities for players. Moreover, the hexagonal design opens the possibility for a more complex and engaging gameplay experience by increasing the number of movement paths and tactical considerations.

While various hexagonal board games exist, such as hexagonal checkers and other strategy games, a chess-like game leveraging the unique properties of a hexagonal board has yet to be fully implemented. Accordingly, there is a need for a novel chess-like game played on a hexagonal board, which offers players new strategic possibilities and enhances the depth of traditional chess gameplay.

BRIEF SUMMARY

The following summary is provided to facilitate an understanding of some of the innovative features unique to the disclosed embodiments and is not intended to be a full description. A full appreciation of the various aspects of the embodiments disclosed herein can be gained by taking the entire specification, claims, drawings, and abstract as a whole.

It is, therefore, one aspect of the embodiments to provide for an improved game device and a method playing a game with the game device.

It is another aspect of the embodiments to provide methods, systems and devices for an improved chess-like strategy board game.

It is a further aspect of the embodiments to provide methods, systems and devices for a board game apparatus comprising an 8×8×8 hexagonal board game.

The aforementioned aspects and other objectives and advantages can now be achieved as described herein.

In an embodiment, a board game apparatus for playing a game can include an 8×8×8 hexagonal gameboard, wherein the 8×8×8 hexagonal gameboard comprises a plurality of hexagonal spaces arranged in three-dimensional layers. And at least two sets of game pieces, wherein the game apparatus facilitates gameplay between two players with alternating turns, an object of the game being to achieve a checkmate by threatening an opponent's King with inescapable capture.

In an embodiment, each set among the at least two sets of game pieces, can include: a King; a Queen; two Bishops, each configured to move along diagonal unobstructed hexagons in six directions or along one contiguous hexagon; two Knights, each configured to move in a two-contiguous-hexagon direction followed by a one-hexagon direction, allowing the Knight to jump over other game pieces; two Rooks, each configured to move along contiguous unobstructed hexagons in six directions or along one diagonal hexagon; and seventeen Pawns, each configured to move one or two contiguous hexagons in one direction forward, capture diagonally forward, and promote upon reaching an opponent's home row.

In an embodiment, the hexagonal spaces of the 8×8×8 hexagonal gameboard can be distinguished by three contrasting colors.

In an embodiment, a set of rules for specialized moves, can involve castling, wherein the King moves two spaces toward a Rook, and the Rook is placed on the space skipped over by the King; and Pawn promotion, wherein a Pawn reaching the opponent's home row is replaced with any piece of the player's choice except a King.

In an embodiment, a game can end upon: a checkmate; a resignation by a player; a draw by stalemate, agreement, or repetition of position; or a fifty-move sequence without a capture or Pawn movement.

In an embodiment, the value of the game pieces relative to the Pawn can be determined as follows: Bishop: 4; Knight: 6; Rook: 7; and Queen: 10.

In an embodiment, a game can end upon a checkmate or a resignation by a player.

In an embodiment, a game can end upon a draw by stalemate, agreement, or repetition of position; or a fifty-move sequence without a capture or Pawn movement.

In an embodiment, a method of facilitating playing of a board game, can involve: providing an 8×8×8 hexagonal gameboard comprising a plurality of hexagonal spaces arranged in three-dimensional layers; providing at least two sets of game pieces, each set assigned to one of two players; facilitating gameplay between the two players, wherein the players alternate turns to move their respective game pieces on the 8×8×8 hexagonal gameboard; and achieving an objective of the game by one player executing a checkmate, wherein the checkmate is achieved by threatening an opponent's King piece with an inescapable capture.

In an embodiment of the method, each set among the at least two sets of game pieces, can include: a King; a Queen; two Bishops, each configured to move along diagonal unobstructed hexagons in six directions or along one contiguous hexagon; two Knights, each configured to move in a two-contiguous-hexagon direction followed by a one-hexagon direction, allowing the Knight to jump over other game pieces; two Rooks, each configured to move along contiguous unobstructed hexagons in six directions or along one diagonal hexagon; and seventeen Pawns, each configured to move one or two contiguous hexagons in one direction forward, capture diagonally forward, and promote upon reaching an opponent's home row.

In an embodiment of the method, the hexagonal spaces of the 8×8×8 hexagonal gameboard can be distinguished by three contrasting colors.

An embodiment of the method can involve implementing a set of rules for specialized moves, including: castling, wherein the King moves two spaces toward a Rook, and the Rook is placed on the space skipped over by the King; and Pawn promotion, wherein a Pawn reaching the opponent's home row is replaced with any piece of the player's choice except a King.

An embodiment of the method can involve implementing a set of rules for specialized moves, including: castling, wherein the King moves two spaces toward a Rook, and the Rook is placed on the space skipped over by the King.

An embodiment of the method can involve implementing a set of rules for specialized moves, including: Pawn promotion, wherein a Pawn reaching the opponent's home row is replaced with any piece of the player's choice except a King.

An embodiment of the method can involve ending a game upon: a checkmate; a resignation by a player; a draw by stalemate, agreement, or repetition of position; or a fifty-move sequence without a capture or Pawn movement.

In an embodiment of the method, the value of the game pieces relative to the Pawn can be determined as follows: Bishop: 4; Knight: 6; Rook: 7; and Queen: 10.

In an embodiment, a system of facilitating playing of a board game, can include at least one processor and a memory, the memory storing instructions to cause the at least one processor to perform: providing an 8×8×8 hexagonal gameboard comprising a plurality of hexagonal spaces arranged in three-dimensional layers; providing at least two sets of game pieces, each set assigned to one of two players; facilitating gameplay between the two players, wherein the players alternate turns to move their respective game pieces on the 8×8×8 hexagonal gameboard; and achieving an objective of the game by one player executing a checkmate, wherein the checkmate is achieved by threatening an opponent's King piece with an inescapable capture.

In an embodiment of the system, each set among the at least two sets of game pieces, can include: a King; a Queen; two Bishops, each configured to move along diagonal unobstructed hexagons in six directions or along one contiguous hexagon; two Knights, each configured to move in a two-contiguous-hexagon direction followed by a one-hexagon direction, allowing the Knight to jump over other game pieces; two Rooks, each configured to move along contiguous unobstructed hexagons in six directions or along one diagonal hexagon; and seventeen Pawns, each configured to move one or two contiguous hexagons in one direction forward, capture diagonally forward, and promote upon reaching an opponent's home row.

In an embodiment of the system, the hexagonal spaces of the 8×8×8 hexagonal gameboard can be distinguished by three contrasting colors.

In an embodiment of the system, the instructions can be further configured for implementing a set of rules for specialized moves, including: castling, wherein the King moves two spaces toward a Rook, and the Rook is placed on the space skipped over by the King; and Pawn promotion, wherein a Pawn reaching the opponent's home row is replaced with any piece of the player's choice except a King.

BRIEF DESCRIPTION OF THE DRAWINGS

The accompanying figures, in which like reference numerals refer to identical or functionally similar elements throughout the separate views and which are incorporated in and form a part of the specification, further illustrate the present invention and, together with the detailed description of the invention, serve to explain the principles of the present invention.

FIG. 1 illustrates a board game apparatus with the starting position shown, in accordance with an embodiment;

FIG. 2 illustrates the board game apparatus in a scenario in which the Bishop may alternatively move one space along any contiguous unobstructed hexagon in any of six directions, in accordance with an embodiment;

FIG. 3 illustrates the board game apparatus in a scenario in which the Rook (R) may move along any straight line of contiguous unobstructed hexagons in any of six directions, in accordance with an embodiment;

FIG. 4 illustrates the board game apparatus in a scenario in which the Knight may be visualized as a move along two contiguous hexagons in one direction plus a move along one additional contiguous hexagon in a new direction, in accordance with an embodiment;

FIG. 5 illustrates the board game apparatus in a scenario in which the Queen (Q) may move along any straight line of contiguous or diagonal unobstructed hexagons in any of twelve directions, in accordance with an embodiment;

FIG. 6 illustrates the board game apparatus in a scenario in which the King (K) can move one space in any direction, contiguously or diagonally, in accordance with an embodiment;

FIG. 7 illustrates the board game apparatus in a scenario in which Pawns are in positions to capture each other, in accordance with an embodiment;

FIG. 8A illustrates the board game apparatus with the initial position of Kings and Rooks in Grand ChesSix, in accordance with an embodiment;

FIG. 8B illustrates the board game apparatus with the positions after White Castling King-side, in accordance with an embodiment;

FIG. 8C illustrates the board game apparatus with the positions after White Castling Queen-side, in accordance with an embodiment;

FIG. 9 illustrates a high-level flow chart of operations depicting logical operational steps of a method for implementing a board game apparatus, in accordance with an embodiment;

FIG. 10 illustrates a block diagram depicting features of the board game apparatus, in accordance with an embodiment;

FIG. 11 illustrates a schematic view of a computer system, in accordance with an embodiment; and

FIG. 12 illustrates a schematic view of a software system including a module, an operating system, and a user interface, in accordance with an embodiment.

It is important to note that while the drawings and figures presented herein are illustrated in black and white, they might have originally been created and displayed in color. As a result, those skilled in the art will understand that even though the images and figures may not display color, they may actually depict features in color.

DETAILED DESCRIPTION

The particular values and configurations discussed in these non-limiting examples can be varied and are cited merely to illustrate one or more embodiments and are not intended to limit the scope thereof.

Subject matter will now be described more fully hereinafter with reference to the accompanying drawings, which form a part hereof, and which show, by way of illustration, specific example embodiments. Subject matter may, however, be embodied in a variety of different forms and, therefore, covered or claimed subject matter is intended to be construed as not being limited to any example embodiments set forth herein; example embodiments are provided merely to be illustrative. Likewise, a reasonably broad scope for claimed or covered subject matter is intended. Among other things, for example, subject matter may be embodied as methods, devices, components, or systems. Accordingly, embodiments may, for example, take the form of hardware, software, firmware, or any combination thereof (other than software per se). The following detailed description is, therefore, not intended to be interpreted in a limiting sense.

Throughout the specification and claims, terms may have nuanced meanings suggested or implied in context beyond an explicitly stated meaning. Likewise, phrases such as “in one embodiment” or “in an example embodiment” and variations thereof as utilized herein do not necessarily refer to the same embodiment and the phrase “in another embodiment” or “in another example embodiment” and variations thereof as utilized herein may or may not necessarily refer to a different embodiment. It is intended, for example, that claimed subject matter include combinations of example embodiments in whole or in part.

In general, terminology may be understood, at least in part, from usage in context. For example, terms such as “and,” “or,” or “and/or” as used herein may include a variety of meanings that may depend, at least in part, upon the context in which such terms are used. Typically, “or” if used to associate a list, such as A, B, or C, is intended to mean A, B, and C, here used in the inclusive sense, as well as A, B, or C, here used in the exclusive sense. In addition, the term “one or more” as used herein, depending at least in part upon context, may be used to describe any feature, structure, or characteristic in a singular sense or may be used to describe combinations of features, structures, or characteristics in a plural sense. Similarly, terms such as “a,” “an,” or “the”, again, may be understood to convey a singular usage or to convey a plural usage, depending at least in part upon context. In addition, the term “based on” may be understood as not necessarily intended to convey an exclusive set of factors and may, instead, allow for existence of additional factors not necessarily expressly described, again, depending at least in part on context. Furthermore, the term “at least one” as utilized herein can refer to “one or more”. For example, “at least one widget” may refer to “one or more widgets.”

The term “board game” as utilized herein can relate to a physical board game and/or an electronic board game that may be graphically displayed in the context of a graphical user interface (GUI). That is, the term “board game” can encompass a broad spectrum of game formats, including both physical and digital embodiments. In the physical sense, “board game” can relate to a tangible, physical game apparatus that can involve a playing board, game pieces, cards, dice, or other components utilized in traditional board game play.

In the electronic or digital context, however, “board game” may extend to any digital or virtual representation of a board game. This virtual version can be displayed through a GUI on various electronic devices, such as computers, tablets, smartphones, or dedicated gaming consoles. The graphical display may visually mimic the layout, components, and interactive elements of the physical version or introduce unique digital enhancements, animations, or user controls that augment the gameplay experience. Accordingly, this definition of “board game” allows for flexibility in implementation across both traditional physical formats and modern electronic or virtual environments.

The embodiments described herein pertain to various game devices and methods of playing games, covering a wide range of game types and interactive formats. These embodiments include both physical and electronic implementations, designed to enhance user engagement through innovative gameplay mechanics, user interfaces, and strategically designed components. Additionally, embodiments relate specifically to board game devices, which may include traditional physical board games as well as digital adaptations designed for use on electronic platforms. These board game devices can incorporate distinct features, such as unique game boards, pieces, and rulesets, that contribute to a diverse and dynamic gaming experience.

Furthermore, embodiments extend to a particular category of board games characterized as chess-like strategy games. Such games involve strategic decision-making and tactical maneuvers, often relying on game mechanics that are inspired by or akin to chess. These chess-like strategy games may include game boards with grid-based layouts and a variety of distinct playing pieces, each with its own movement capabilities, objectives, and roles within the game. These games may be designed to encourage strategic planning, problem-solving, and competitive play, appealing to players who enjoy depth and complexity in game design. The embodiments, therefore, address both the structure of the game devices and the methods of play, providing a comprehensive framework for game interaction that can appeal to a broad audience of players.

Embodiments are also related to a hexagonal board game apparatus and a method of playing the hexagonal board game. The board game apparatus is designed for strategic gameplay on a hexagonal game board. The apparatus includes a hexagonal board arranged in an 8×8×8 grid of hexagonal cells. The game can be played with at least two sets of game pieces, each set comprising a variety of pieces with predefined movement types, allowing players to maneuver pieces across the board to capture opposing pieces and attain victory conditions.

Game pieces can include specific types such as, for example, Kings, Queens, Bishops, Knights, Rooks, and Pawns, each possessing unique movement abilities. Game rules can further provide for special conditions, including Capture Immunity for certain pieces and defined scenarios for game outcomes, such as victory, draw, or stalemate. Additionally, a method of gameplay is outlined, describing the arrangement of the game board, the movement rules for each piece type, and the sequence for achieving game objectives.

Note that the term “board game apparatus” as utilized here can relate not only to a physical and/or electronic/virtual board game device but also to the game itself, which can be played or facilitated via the board game apparatus. The term “board game apparatus,” as used herein, can convey a flexible and inclusive concept that applies to multiple facets of a board game experience. This term can encompass not only the physical board game device itself—such as the board, pieces, dice, cards, or other tangible components involved in traditional board game play—but also extends to digital or electronic versions of the game that may be displayed and interacted with through a computer, tablet, smartphone, or similar device.

Furthermore, “board game apparatus” may relate to the game's entire framework, including the specific rules, objectives, and play mechanics that define the gameplay experience. In this sense, the term “board game apparatus” captures the game as a whole, whether as a physical or virtual entity, enabling it to be played, facilitated, and enjoyed in various formats. This can include, for instance, implementations where the board game apparatus is configured to support either individual play, multiplayer interactions, or even remote play, allowing users to engage with the game across different platforms or locations.

FIG. 1 illustrates a board game apparatus 100 with the starting position shown, in accordance with an embodiment. The board game apparatus 100 shown in FIG. 1 and discussed herein with respect to the other embodiments and figures, can be referred to as “Grand ChesSix,” which is a new type of board game that can be played on an 8×8×8 hexagonal game board. An object of the game (“Grand ChesSix”) is to checkmate (threaten with inescapable capture) the opponent's King. Games do not necessarily end in checkmate; a player who expects to lose may resign. A game can also end in a draw in several ways. Players will typically use differently colored Grand ChesSix men, and game play alternates between the two players. Grand ChesSix adds to the complexity of a standard game of Chess in some interesting ways; with an extra degree of freedom, it promotes strategic planning and critical thinking in the attempt to win the game.

The 8×8×8 hexagonal game board of the board game apparatus 100 is about right for a full set of Grand ChesSix men (50). The rules of play for Grand ChesSix are very similar to those of standard Chess, albeit with the unique variations and improvements discussed herein with respect to the disclosed embodiments. The board game apparatus 100 is similar to chess but nine additional Pawns are required on both sides, which is a substantial difference from standard chess. In the game facilitated by the board game apparatus 100, play can alternate between the 2 Players and with every turn a Player must move one of his men on the 8×8×8 hexagonal gameboard. Play continues until a King is checkmated, a player resigns, or a draw is declared. The object of the game is to checkmate (threaten with inescapable capture) the opponent's King.

The object of the game of Grand ChesSix is to force a position, called “checkmate”, in which the enemy King is subject to capture and there is no escape. The white player (“White”) has the first move and will begin with either a Pawn or a Knight. The moves of the Grand ChesSix men are explained below, along with a special move called “castling”. Except for castling, a player's move may involve the transfer of one of his or her men to another hexagon, possibly capturing any enemy piece which may occupy that hexagon (an exception for the Pawn is explained below)

Grand ChesSix is comprised of an 8×8×8 hexagonal gameboard and two sets of Grand ChesSix men, white and black, numbering 1 King (K), 1 Queen (Q), 2 Bishops (B), 2 Knights (N), 2 Rooks (R) and 17 Pawns (P), for a total of 25 men per side. The starting position for the 50 Grand ChesSix men is depicted in FIG. 1.

The Grand ChesSix men are traditionally referred to as “black” and “white”, regardless of the actual choice of contrasting colors. The hexagon colors can be referred to as “black”, “white” and “grey”.

FIG. 2 illustrates the board game apparatus 100 in a scenario in which the Bishop (B) may move along any straight line of diagonal unobstructed hexagons in any of 6 directions, as illustrated in FIG. 2 by the black X's, in accordance with an embodiment.

In order to give the Bishop additional power in Grand ChesSix, the Bishop may alternatively move or capture one space along any contiguous hexagon in any of 6 directions, as illustrated in FIG. 2 by the red X's, a Bishop “shift” move. Note that the original disclosure upon which the embodiments are based included drawings with color designating features of the game. Because patent drawings are required to be implemented in black and white or grayscale, color will not appear in the drawings provided herewith. Needless to say, color has been used in the original drawings to designate particular aspects of the game.

FIG. 3 illustrates the board game apparatus 100 in a scenario in which the Rook (R) may move along any straight line of contiguous unobstructed hexagons in any of six directions, as illustrated in FIG. 3 by the black X's, in accordance with an embodiment.

In order to give the Rook additional power in Grand ChesSix, the Rook may alternatively move or capture one space along any diagonal hexagon in any of 6 directions, as illustrated in FIG. 3 by the red X's, a Rook “shift” move. (see the above discussion regarding the use of color in the figures presented with this disclosure).

FIG. 4 illustrates the board game apparatus 100 in a scenario in which the Knight may be visualized as a move along two contiguous hexagons in one direction plus a move along one additional contiguous hexagon in a new direction, in accordance with an embodiment. As in Chess, the Knight (N) makes a “crooked” move, and may jump over obstructions to reach its destination, unlike the other Grand ChesSix men discussed so far. The Knight move may be visualized as a move along 2 contiguous hexagons in one direction plus a move along one additional contiguous hexagon in a new direction, as illustrated in FIG. 4 by the black X's.

In order to give the Knight additional power in Grand ChesSix, the Knight may alternatively move along two diagonal hexagons in one direction plus a move along one additional diagonal hexagon in a new direction, as illustrated in FIG. 4 by the red X's (i.e., refer to prior discussion about color used in the original drawings).

FIG. 5 illustrates the board game apparatus 100 in a scenario in which the Queen (Q) may move along any straight line of contiguous or diagonal unobstructed hexagons in any of twelve directions, in accordance with an embodiment. The Queen (Q) may move along any straight line of contiguous or diagonal unobstructed hexagons in any of 12 directions, as illustrated in FIG. 5 by the black X's.

FIG. 6 illustrates the board game apparatus 100 in a scenario in which the King (K) can move one space in any direction, contiguously or diagonally, in accordance with an embodiment. The King (K) moves one space in any direction, contiguously or diagonally, as illustrated in FIG. 6.

When the King is subject to capture, he is said to be in “check”, and the check must be parried immediately. Possible techniques to accomplish this may involve: (1) capture the enemy threat; (2) move the King to a safe space; and (3) interpose a piece into the path of a checking Queen, Rook, or Bishop. Players are not allowed by any move to expose their King to check. If a player cannot legally parry an enemy check, the King is in checkmate, and the game is over.

FIG. 7 illustrates the board game apparatus 100 in a scenario in which Pawns are in positions to capture each other, in accordance with an embodiment. In Grand ChesSix, the Pawn (P) advances one or two contiguous hexagons in one direction forward per move, never retreating. When a Pawn reaches the opponent's home row, it is immediately promoted to a piece of the player's choice, except a King.

Unlike other Grand ChesSix men, the Pawn may not capture an enemy man by its normal move and is therefore blocked if there are men on the two contiguous hexagons immediately in front of it. The Pawn may capture an enemy man on a hexagon diagonally ahead of it, moving diagonally to make the capture

In FIG. 7, the Pawns are shown in positions to capture each other. The white Pawn may choose between capturing either black Pawn, advancing forward one space, or advancing forward two spaces for an immediate promotion.

It should be noted that there is no capturing “en passant” in the game of Grand ChesSix. Pawns may only capture an enemy piece on either hexagon diagonally ahead of it.

FIG. 8A illustrates the board game apparatus 100 with the initial position of Kings and Rooks in Grand ChesSix, in accordance with an embodiment. Castling is a special move, normally done with the intention of protecting the King and developing the Rook for action. The mechanics of Grand ChesSix castling are:

(1) Provided that the hexagonal spaces between the King and the Rook chosen for castling are empty, and that the King is not moving out of check, through check, or into check, move the King two spaces sideways from its starting space toward the chosen Rook's starting space, and . . .

(2) Place the chosen Rook on the space skipped over by the King.

FIG. 8a shows the initial position of Kings and Rooks in Grand ChesSix.

FIG. 8B illustrates the board game apparatus 100 with the positions after White Castling King-side, in accordance with an embodiment.

FIG. 8C illustrates the board game apparatus 100 with the positions after White Castling Queen-side, in accordance with an embodiment.

A game is ruled a draw if a player has no legal move, yet his or her King is not in check. This situation is called “stalemate”. A game may of course be drawn by agreement. A player may claim a draw if, on his move, the same position of all pieces on the 8×8×8 hexagonal gameboard has occurred thrice. Also, a player may claim a draw if fifty moves by each player transpire without any capture or any Pawn move.

Relative to the Pawn, the value of Grand ChesSix pieces is roughly as follows:

Pawn 1
Bishop 4
Knight 6
Rook 7
Queen 10

The Bishop's value changes with the circumstances. Its value can be higher when it has scope or when the two Bishops can act in unison. The same is true of Rooks also.

FIG. 9 illustrates a high-level flow chart of operations depicting logical operational steps of a method 120 for implementing a board game apparatus, in accordance with an embodiment. As shown at block 122, a step or operation can be implemented involving initializing game setup. This game setup operation can involve placing the 8×8×8 hexagonal gameboard on a flat surface, and assigning two sets of game pieces, differentiated by color or contrast, to each player (e.g., 25 pieces per side, including 1 King, 1 Queen, 2 Bishops, 2 Knights, 2 Rooks, and 17 Pawns). Note that aforementioned flat surface may be a physical flat surface or may be a virtual graphically displayed surface in the context of a graphical user interface (GUI). The setup operation depicted at block 122 can also involve arranging the pieces on the 8×8×8 hexagonal gameboard in their designated starting positions as shown in, for example. FIG. 1.

Next, as shown at block 124, a step or operation can be implemented, which can involve assigning the first move to the White player (or a designated first mover). Thereafter, as shown at block 126, a step or operation can be implemented involving player turn execution. That is, on each turn, the active player can select a game piece to move, following the movement rules for that piece as defined (e.g., Bishops move diagonally, Knights follow a crooked path). The player can move the selected piece to an allowed hexagon, optionally capturing an opponent's piece occupying the destination space. The step or operation shown at block 126 can also involve checking the opponent King's status (i.e., is it in check or checkmate?).

Thereafter, as indicated at block 128, a step or operation can be implemented involving special moves and conditions. If applicable, players may perform the following:

Castling: Moving the King two spaces toward a Rook and placing the Rook on the space skipped over by the King.

Pawn Promotion: Replacing a Pawn with a piece of choice (except a King) upon reaching the opponent's home row.

The operation shown at block 128 can also involve enforcing rules for capturing and Pawn movement, including the prohibition of “en passant.”

As shown next at block 130, a step or operation can be implemented involving check and checkmate handling. After each move, a determination can be made to whether: the opponent's King is in check (a threatened position requiring an immediate response); or the opponent's King is in checkmate (a position with no legal moves to escape capture), ending the game.

As shown thereafter at block 132 a step or operation can be implemented involving draw conditions. A game may end in a draw if a player has no legal moves, but their King is not in check (stalemate). Alternatively, both players can agree to a draw. Finally, as shown at block 134, the game may end. That is, the game can conclude when one player achieves checkmate, resigns, or the game is declared a draw. Players may reset the board and pieces to play again. The flow chart depicted in FIG. 9 outlines the operational steps for implementing the board game apparatus “Grand ChesSix” and ensuring adherence to its unique rules and gameplay mechanics.

FIG. 10 illustrates a block diagram of a system 140 for implementing the board game apparatus 100, in accordance with an embodiment. The system shown in FIG. 10 can be used to implement the “Grand ChesSix” board game discussed herein. The system 140 can be composed of several interconnected modules and features that can collectively facilitate the gameplay.

The system 140 can include a gameboard interface module 142, which represents the physical and/or virtual 8×8×8 hexagonal gameboard. The 8×8×8 hexagonal gameboard interface module 142 may implement hexagonal spaces organized into three-dimensional layers, along with color distinctions (e.g., black, white, and gray) for enhanced visualization. The gameboard interface module 142 can also implement designated starting positions for all 50 game pieces. Furthermore, the gameboard interface module 142 can implement, for example, interactive features (e.g., sensors or virtual rendering) to detect piece placement and movements.

The system 140 may also include a player interaction module 144, which can manage interactions between players and the system 140. The player interaction module 144 can implement an input mechanism for selecting, moving, and interacting with game pieces (e.g., physical manipulation for a physical game or a touchscreen/console for a virtual game), along with visual indicators for turn management (e.g., highlighting active player or valid moves), and error notifications for illegal moves.

The system 140 can further include a games rule engine 146 (module), which can be implemented as the logic system for enforcing the rules of the game. The games rule engine 146 can facilitate movement validation for each game piece (e.g., diagonal moves for Bishops, “crooked” moves for Knights), along with special move logic, including castling and Pawn promotion, and can further implement instructions for check and checkmate detection mechanisms. The games rule engine 146 can further facilitate draw condition checks (e.g., stalemate, threefold repetition, and fifty-move rule), and game-ending conditions (checkmate, resignation, or draw).

In addition, the system 140 can include a game piece database 148, which can store information about the game pieces and their states. The game piece database 148 can store data such as, for example, the Piece type (King, Queen, Bishop, Knight, Rook, Pawn). The current position on the 8×8×8 hexagonal gameboard, movement history for each piece and status information (active, captured, promoted).

The system 140 can also include a turn manager module 150, which can control the alternating gameplay between two players. The turn manager module 150 can track and switch player turns, maintain a record of moves, and manager timer functionality for timed games (if applicable). The system 140 can further include a display and feedback module 152, which can provide real-time feedback and status updates to players. The display and feedback module 152 can facilitate visual representation of the game state (physical gameboard or virtual screen), highlight legal moves, potential threats, and check/checkmate situations, and also generate alerts for invalid moves or rule violations.

The system 140 can also include a decision module 154, which can analyze the game state to identify critical conditions. The decision module 154 can identify whether a King is in check or checkmate, determines if a player has no legal moves (stalemate) and/or resolves draw conditions and game-ending scenarios. In addition, the system 140 can include an input/output module 156 that can facilitate communication between the system and the players. The input/output module 156 can provide for input mechanisms for game commands (e.g., physical piece movement, touchscreen, or console commands) and output mechanisms for displaying results, move history, and endgame states, etc.

The system 140 can also include a power and connectivity module 158 (optional for electronic implementations). The power and connectivity module 158 can supply power and enable connectivity for advanced or digital versions of the game. The power and connectivity module 158 can include a power source for an electronic gameboard (e.g., 8×8×8 hexagonal gameboard) or virtual system, along with connectivity features for online multiplayer or system updates.

Players can interact with the gameboard interface module 140 to position and move game pieces. The player interaction module 144 can capture player actions and sends them to the games rule engine 146 for validation. The game rules engine 146 can validate, move, enforce rules, and update the game piece database 148 and game state. The turn manager module 150 can alternate turns and maintain move history. The display and feedback module can visually update the game state and provides feedback to players. The decision module 154 can monitor game-ending conditions, including checkmate, stalemate, and draw. The system 140 can ensure seamless implementation of the “Grand ChesSix” board game, combining physical and digital elements to enhance gameplay, enforce rules, and facilitate player interaction.

As can be appreciated by one skilled in the art, some embodiments can be implemented in the context of a method, data processing system, or computer program product. Accordingly, some embodiments may take the form of an entirely hardware embodiment, an entirely software embodiment or an embodiment combining software and hardware aspects all generally referred to herein as a “circuit” or “module.”

Furthermore, embodiments may in some cases take the form of a computer program product on a computer-usable storage medium having computer-usable program code embodied in the medium. Any suitable computer readable medium may be utilized including hard disks, USB Flash Drives, DVDs, CD-ROMs, optical storage devices, magnetic storage devices, server storage, databases, etc.

Computer program code for carrying out operations of the present invention may be written in an object-oriented programming language (e.g., Java, C++, etc.). The computer program code, however, for carrying out operations of particular embodiments may also be written in procedural programming languages or in a visually oriented programming environment.

The program code may execute entirely on a user's computer, partly on a user's computer, as a stand-alone software package, partly on a user's computer and partly on a remote computer or entirely on the remote computer. In the latter scenario, the remote computer may be connected to a user's computer through a bidirectional data communications network (e.g., a local area network (LAN), wide area network (WAN), wireless data network, a cellular network, etc.) or the bidirectional connection may be made to an external computer via most third party supported networks (e.g., through the Internet utilizing an Internet Service Provider).

The embodiments are described at least in part herein with reference to flowchart illustrations and/or block diagrams of methods, systems, and computer program products and data structures according to embodiments of the invention. It will be understood that each block of the illustrations, and combinations of blocks, can be implemented by computer program instructions. These computer program instructions may be provided to a processor of, for example, a general-purpose computer, special-purpose computer, or other programmable data processing apparatus to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing apparatus, create means for implementing the functions/acts specified in the block or blocks. To be clear, the disclosed embodiments can be implemented in the context of, for example a special-purpose computer or a general-purpose computer, or another programmable data processing apparatus or system. For example, in some embodiments, a data processing apparatus or system can be implemented as a combination of a special-purpose computer and a general-purpose computer.

These computer program instructions may also be stored in a computer-readable memory that can direct a computer or other programmable data processing apparatus to function in a particular manner, such that the instructions stored in the computer-readable memory produce an article of manufacture including instruction means which implement the function/act specified in the various block or blocks, flowcharts, and other architecture illustrated and described herein.

The computer program instructions may also be loaded onto a computer or other programmable data processing apparatus to cause a series of operational steps to be performed on the computer or other programmable apparatus to produce a computer implemented process such that the instructions which execute on the computer or other programmable apparatus provide steps for implementing the functions/acts specified in the block or blocks.

The flowchart and block diagrams in the figures illustrate the architecture, functionality, and operation of possible implementations of systems, methods, and computer program products according to various embodiments of the present invention. In this regard, each block in the flowchart or block diagrams may represent a module, segment, or portion of instructions, which comprises one or more executable instructions for implementing the specified logical function(s).

In some alternative implementations, the functions noted in the block may occur out of the order noted in the figures. For example, two blocks shown in succession may, in fact, be executed substantially concurrently, or the blocks may sometimes be executed in the reverse order, depending upon the functionality involved. It will also be noted that each block of the block diagrams and/or flowchart illustration, and combinations of blocks in the block diagrams and/or flowchart illustration, can be implemented by special purpose hardware-based systems that perform the specified functions or acts or carry out combinations of special purpose hardware and computer instructions.

FIGS. 11-12 are shown only as exemplary diagrams of data-processing environments in which example embodiments may be implemented. It should be appreciated that FIGS. 11-12 are only exemplary and are not intended to assert or imply any limitation with regard to the environments in which aspects or embodiments may be implemented. Many modifications to the depicted environments may be made without departing from the spirit and scope of the disclosed embodiments.

As illustrated in FIG. 11, some embodiments may be implemented in the context of a data-processing system 400 that can include, for example, one or more processors including a CPU (Central Processing Unit) 341 and/or other another processor 349 (e.g., microprocessor, microcontroller etc.), a memory 342, an input/output controller 343, a peripheral USB (Universal Serial Bus) connection 347, a keyboard 344 and/or another input device 345 (e.g., a pointing device such as a mouse, trackball, pen device, etc.), a display 346 (e.g., a monitor, touch screen display, etc.) and/or other peripheral connections and components. FIG. 11 is an example of a computing device that can be adapted for use in accordance with one possible embodiment.

As illustrated, the various components of the data-processing system 400 can communicate electronically through a system bus 351 or similar architecture. The system bus 351 may be, for example, a subsystem that transfers data between, for example, computer components within data-processing system 400 or to and from other data-processing devices, components, computers, etc. The data-processing system 400 may be implemented in some embodiments as, for example, a server in a client-server based network (e.g., the Internet) or in the context of a client and a server (i.e., where aspects are practiced on the client and the server).

In some example embodiments, the data-processing system 400 may be, for example, a standalone desktop computer, a laptop computer, a Smartphone, a pad computing device, a networked computer server, and so on, wherein each such device can be operably connected to and/or in communication with a client-server based network or other types of networks (e.g., cellular networks, Wi-Fi, etc.). The data-processing system 400 can communicate with other devices or systems (e.g., the printing system 310). Communication between the data-processing system 400 and the printing system 310 can be bidirectional, as indicated by the double arrow 402. Such bidirectional communications may be facilitated by, for example, a computer network, including wireless bidirectional data communications networks.

FIG. 12 illustrates a computer software system 450 for directing the operation of the data-processing system 400 depicted in FIG. 11. Software application 454, stored for example in the memory 342 can generally include one or more modules, an example of which is module 452. The computer software system 450 also can include a kernel or operating system 451 and a shell or interface 453. One or more application programs, such as software application 454, may be “loaded” (i.e., transferred from, for example, mass storage or another memory location into the memory 342) for execution by the data-processing system 400. The data-processing system 400 can receive user commands and data through the interface 453; these inputs may then be acted upon by the data-processing system 400 in accordance with instructions from operating system 451 and/or software application 454. The interface 453 in some embodiments can serve to display results, whereupon a user 459 may supply additional inputs or can terminate a session. The software application 454 can include module(s) 452, which can, for example, implement instructions or operations such as those discussed herein. Module 452 may also be composed of a group of modules and/or sub-modules.

The following discussion is intended to provide a brief, general description of suitable computing environments in which the system and method may be implemented. Although not required, the disclosed embodiments will be described in the general context of computer-executable instructions, such as program modules, being executed by a single computer. In most instances, a “module” can constitute a software application, but can also be implemented as both software and hardware (i.e., a combination of software and hardware).

Generally, program modules include, but are not limited to, routines, subroutines, software applications, programs, objects, components, data structures, etc., that perform particular tasks or implement particular data types and instructions. Moreover, those skilled in the art will appreciate that the disclosed method and system may be practiced with other computer system configurations, such as, for example, hand-held devices, multi-processor systems, data networks, microprocessor-based or programmable consumer electronics, networked PCs, minicomputers, mainframe computers, servers, and the like.

Note that the term module as utilized herein may refer to a collection of routines and data structures that perform a particular task or implements a particular data type. A module may be composed of two parts: an interface, which lists the constants, data types, variable, and routines that can be accessed by other modules or routines, and an implementation, which may be private (e.g., accessible only to that module) and which can include source code that actually implements the routines in the module. The term module can also refer to an application, such as a computer program designed to assist in the performance of a specific task, such as word processing, accounting, inventory management, etc. A module may also refer to a physical hardware component or a combination of hardware and software. The previously discussed board game apparatus 100 is an example of a physical hardware component that can also operate according to instructions provided by a module such as module 452.

The module 452 may include instructions (e.g., steps or operations) for performing operations such as those discussed herein. For example, module 452 may include instructions for implementing the various operational steps of the disclosed board game apparatus 100.

Based on the foregoing, it can be appreciated that a number of embodiments including preferred and alternative embodiments, are disclosed. For example, in an embodiment, a board game apparatus for playing a game can include an 8×8×8 hexagonal gameboard, wherein the 8×8×8 hexagonal gameboard comprises a plurality of hexagonal spaces arranged in three-dimensional layers. And at least two sets of game pieces, wherein the game apparatus facilitates gameplay between two players with alternating turns, an object of the game being to achieve a checkmate by threatening an opponent's King with inescapable capture.

In an embodiment, each set among the at least two sets of game pieces, can include: a King; a Queen; two Bishops, each configured to move along diagonal unobstructed hexagons in six directions or along one contiguous hexagon; two Knights, each configured to move in a two-contiguous-hexagon direction followed by a one-hexagon direction, allowing the Knight to jump over other game pieces; two Rooks, each configured to move along contiguous unobstructed hexagons in six directions or along one diagonal hexagon; and seventeen Pawns, each configured to move one or two contiguous hexagons in one direction forward, capture diagonally forward, and promote upon reaching an opponent's home row.

In an embodiment, the hexagonal spaces of the 8×8×8 hexagonal gameboard can be distinguished by three contrasting colors.

In an embodiment, a set of rules for specialized moves, can involve castling, wherein the King moves two spaces toward a Rook, and the Rook is placed on the space skipped over by the King; and Pawn promotion, wherein a Pawn reaching the opponent's home row is replaced with any piece of the player's choice except a King.

In an embodiment, a game can end upon: a checkmate; a resignation by a player; a draw by stalemate, agreement, or repetition of position; or a fifty-move sequence without a capture or Pawn movement.

In an embodiment, the value of the game pieces relative to the Pawn can be determined as follows: Bishop: 4; Knight: 6; Rook: 7; and Queen: 10.

In an embodiment, a game can end upon a checkmate or a resignation by a player.

In an embodiment, a game can end upon a draw by stalemate, agreement, or repetition of position; or a fifty-move sequence without a capture or Pawn movement.

In an embodiment, a method of facilitating playing of a board game, can involve: providing an 8×8×8 hexagonal gameboard comprising a plurality of hexagonal spaces arranged in three-dimensional layers; providing at least two sets of game pieces, each set assigned to one of two players; facilitating gameplay between the two players, wherein the players alternate turns to move their respective game pieces on the 8×8×8 hexagonal gameboard; and achieving an objective of the game by one player executing a checkmate, wherein the checkmate is achieved by threatening an opponent's King piece with an inescapable capture.

In an embodiment of the method, each set among the at least two sets of game pieces, can include: a King; a Queen; two Bishops, each configured to move along diagonal unobstructed hexagons in six directions or along one contiguous hexagon; two Knights, each configured to move in a two-contiguous-hexagon direction followed by a one-hexagon direction, allowing the Knight to jump over other game pieces; two Rooks, each configured to move along contiguous unobstructed hexagons in six directions or along one diagonal hexagon; and seventeen Pawns, each configured to move one or two contiguous hexagons in one direction forward, capture diagonally forward, and promote upon reaching an opponent's home row.

In an embodiment of the method, the hexagonal spaces of the 8×8×8 hexagonal gameboard can be distinguished by three contrasting colors.

An embodiment of the method can involve implementing a set of rules for specialized moves, including: castling, wherein the King moves two spaces toward a Rook, and the Rook is placed on the space skipped over by the King; and Pawn promotion, wherein a Pawn reaching the opponent's home row is replaced with any piece of the player's choice except a King.

An embodiment of the method can involve implementing a set of rules for specialized moves, including: castling, wherein the King moves two spaces toward a Rook, and the Rook is placed on the space skipped over by the King.

An embodiment of the method can involve implementing a set of rules for specialized moves, including: Pawn promotion, wherein a Pawn reaching the opponent's home row is replaced with any piece of the player's choice except a King.

An embodiment of the method can involve ending a game upon: a checkmate; a resignation by a player; a draw by stalemate, agreement, or repetition of position; or a fifty-move sequence without a capture or Pawn movement.

In an embodiment of the method, the value of the game pieces relative to the Pawn can be determined as follows: Bishop: 4; Knight: 6; Rook: 7; and Queen: 10.

In an embodiment, a system of facilitating playing of a board game, can include at least one processor and a memory, the memory storing instructions to cause the at least one processor to perform: providing an 8×8×8 hexagonal gameboard comprising a plurality of hexagonal spaces arranged in three-dimensional layers; providing at least two sets of game pieces, each set assigned to one of two players; facilitating gameplay between the two players, wherein the players alternate turns to move their respective game pieces on the 8×8×8 hexagonal gameboard; and achieving an objective of the game by one player executing a checkmate, wherein the checkmate is achieved by threatening an opponent's King piece with an inescapable capture.

In an embodiment of the system, each set among the at least two sets of game pieces, can include: a King; a Queen; two Bishops, each configured to move along diagonal unobstructed hexagons in six directions or along one contiguous hexagon; two Knights, each configured to move in a two-contiguous-hexagon direction followed by a one-hexagon direction, allowing the Knight to jump over other game pieces; two Rooks, each configured to move along contiguous unobstructed hexagons in six directions or along one diagonal hexagon; and seventeen Pawns, each configured to move one or two contiguous hexagons in one direction forward, capture diagonally forward, and promote upon reaching an opponent's home row.

In an embodiment of the system, the hexagonal spaces of the 8×8×8 hexagonal gameboard can be distinguished by three contrasting colors.

In an embodiment of the system, the instructions can be further configured for implementing a set of rules for specialized moves, including: castling, wherein the King moves two spaces toward a Rook, and the Rook is placed on the space skipped over by the King; and Pawn promotion, wherein a Pawn reaching the opponent's home row is replaced with any piece of the player's choice except a King.

It will be appreciated that variations of the above-disclosed and other features and functions, or alternatives thereof, may be desirably combined into many other different systems or applications. It will also be appreciated that various presently unforeseen or unanticipated alternatives, modifications, variations or improvements therein may be subsequently made by those skilled in the art which are also intended to be encompassed by the following claims.

Claims

What is claimed is:

1. A board game apparatus for playing a game, comprising:

an 8×8×8 hexagonal gameboard, wherein the 8×8×8 hexagonal gameboard comprises a plurality of hexagonal spaces arranged in three-dimensional layers;

at least two sets of game pieces, wherein the game apparatus facilitates gameplay between two players with alternating turns, an object of the game being to achieve a checkmate by threatening an opponent's King with inescapable capture.

2. The board game apparatus of claim 1 wherein each set among the at least two sets of game pieces, comprises:

a King;

a Queen;

two Bishops, each configured to move along diagonal unobstructed hexagons in six directions or along one contiguous hexagon;

two Knights, each configured to move in a two-contiguous-hexagon direction followed by a one-hexagon direction, allowing the Knight to jump over other game pieces;

two Rooks, each configured to move along contiguous unobstructed hexagons in six directions or along one diagonal hexagon; and

seventeen Pawns, each configured to move one or two contiguous hexagons in one direction forward, capture diagonally forward, and promote upon reaching an opponent's home row.

3. The board game apparatus of claim 1, wherein the hexagonal spaces of the 8×8×8 hexagonal gameboard are distinguished by three contrasting colors.

4. The board game apparatus of claim 1, further comprising a set of rules for specialized moves, including:

castling, wherein the King moves two spaces toward a Rook, and the Rook is placed on the space skipped over by the King; and

Pawn promotion, wherein a Pawn reaching the opponent's home row is replaced with any piece of the player's choice except a King.

5. The board game apparatus of claim 1, wherein a game ends upon:

a checkmate;

a resignation by a player;

a draw by stalemate, agreement, or repetition of position; or

a fifty-move sequence without a capture or Pawn movement.

6. The board game apparatus of claim 1, wherein the value of the game pieces relative to the Pawn is determined as follows:

Bishop: 4;

Knight: 6;

Rook: 7; and

Queen: 10.

7. The board game apparatus of claim 1, wherein a game ends upon a checkmate or a resignation by a player.

8. The board game apparatus of claim 1, wherein a game ends upon:

a draw by stalemate, agreement, or repetition of position; or

a fifty-move sequence without a capture or Pawn movement.

9. A method of facilitating playing of a board game, comprising:

providing an 8×8×8 hexagonal gameboard comprising a plurality of hexagonal spaces arranged in three-dimensional layers;

providing at least two sets of game pieces, each set assigned to one of two players;

facilitating gameplay between the two players, wherein the players alternate turns to move their respective game pieces on the 8×8×8 hexagonal gameboard; and

achieving an objective of the game by one player executing a checkmate, wherein the checkmate is achieved by threatening an opponent's King piece with an inescapable capture.

10. The method of claim 9 wherein each set among the at least two sets of game pieces, comprises:

a King;

a Queen;

two Bishops, each configured to move along diagonal unobstructed hexagons in six directions or along one contiguous hexagon;

two Knights, each configured to move in a two-contiguous-hexagon direction followed by a one-hexagon direction, allowing the Knight to jump over other game pieces;

two Rooks, each configured to move along contiguous unobstructed hexagons in six directions or along one diagonal hexagon; and

seventeen Pawns, each configured to move one or two contiguous hexagons in one direction forward, capture diagonally forward, and promote upon reaching an opponent's home row.

11. The method of claim 9, wherein the hexagonal spaces of the 8×8×8 hexagonal gameboard are distinguished by three contrasting colors.

12. The method of claim 9, further comprising implementing a set of rules for specialized moves, including:

castling, wherein the King moves two spaces toward a Rook, and the Rook is placed on the space skipped over by the King; and

Pawn promotion, wherein a Pawn reaching the opponent's home row is replaced with any piece of the player's choice except a King.

13. The method of claim 9, further comprising implementing a set of rules for specialized moves, including: castling, wherein the King moves two spaces toward a Rook, and the Rook is placed on the space skipped over by the King.

14. The method of claim 9, further comprising implementing a set of rules for specialized moves, including:

Pawn promotion, wherein a Pawn reaching the opponent's home row is replaced with any piece of the player's choice except a King.

15. The method of claim 9, further comprising ending a game upon:

a checkmate;

a resignation by a player;

a draw by stalemate, agreement, or repetition of position; or

a fifty-move sequence without a capture or Pawn movement.

16. The method of claim 9, wherein the value of the game pieces relative to the Pawn is determined as follows:

Bishop: 4;

Knight: 6;

Rook: 7; and

Queen: 10.

17. A system of facilitating playing of a board game, comprising:

at least one processor and a memory, the memory storing instructions to cause the at least one processor to perform:

providing an 8×8×8 hexagonal gameboard comprising a plurality of hexagonal spaces arranged in three-dimensional layers;

providing at least two sets of game pieces, each set assigned to one of two players;

facilitating gameplay between the two players, wherein the players alternate turns to move their respective game pieces on the 8×8×8 hexagonal gameboard; and

achieving an objective of the game by one player executing a checkmate, wherein the checkmate is achieved by threatening an opponent's King piece with an inescapable capture.

18. The system of claim 17 wherein each set among the at least two sets of game pieces, comprises:

a King;

a Queen;

two Bishops, each configured to move along diagonal unobstructed hexagons in six directions or along one contiguous hexagon;

two Knights, each configured to move in a two-contiguous-hexagon direction followed by a one-hexagon direction, allowing the Knight to jump over other game pieces;

two Rooks, each configured to move along contiguous unobstructed hexagons in six directions or along one diagonal hexagon; and

seventeen Pawns, each configured to move one or two contiguous hexagons in one direction forward, capture diagonally forward, and promote upon reaching an opponent's home row.

19. The system of claim 9, wherein the hexagonal spaces of the 8×8×8 hexagonal gameboard are distinguished by three contrasting colors.

20. The system of claim 9, wherein the instructions are further configured for implementing a set of rules for specialized moves, including:

castling, wherein the King moves two spaces toward a Rook, and the Rook is placed on the space skipped over by the King; and

Pawn promotion, wherein a Pawn reaching the opponent's home row is replaced with any piece of the player's choice except a King.

Resources

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