US 3430961 A
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Description (OCR text may contain errors)
March 1959. LA NELL M. URN 3,430,961
GAME APPARATUS COMP ING A BOARD REPRESENTING AN IMAGINARY PLANET Filed Jan. 17, 1966 Sheet 0f 3 Illlfll 111111 1; U I
March 4, 1969 LA NELL M. BURN 3,430,951
GAME APPARATUS COMPRISING A BOARD REPRESENTING AN IMAGINARY PLANET Filed Jan. 1.7, 1966 INVENTOR:
L A NELL. M. BURN I ATTORNEY March 4, 1969 LA NELL M. BURN 3,430,961 GAME APPARATUS COMPRISING A BOARD REPRESENTING AN IMAGINARY PLANET Sheet of 3 Filed Jan. 17, 1966 M stery 0 spake Beam" speakmg From "MMM" Station Yoy are lnBthe ee ue Heavens e ct'xon" -the home 01'- the Llthlewh'lhe bwaH-H On next turn-draw the star card. lnforma tlon' WHKte. Dwar-P isa lanet sigad star with great densit O suN +2 the Whenf/ arrow oni "F l and it pomc? t a mooms "\lenus' H Trap p\anet 0:52
1"orwa I the p\ant that gg as mdmaced eats insects 1 H on M b\a\ INVENTOR! LA NE-LL M. BURN ATTORNEY United States Patent s 430 961 GAME APPARATUS COMlRISING A BOARD REP- RESENTING AN IMAGINARY PLANET La Nell M. Burn, Box 285, Isle of Palms, S.C. 29451 Filed Jan. 17, 1966, Ser. No. 523,008 U.S. Cl. 273134 9 Claims Int. Cl. A63f 3/04, [/18 ABSTRACT OF THE DISCLOSURE A board game apparatus including a board having a surface representing a planet Iboth pictorially and with three-dimensional figures and having a path for registering movement of playing pieces controlled by associated cards, indicia on the board surface and a chance device, together with a figurine partially obscured by a member adapted to be removed by the winning player after movement through the entire length of the path.
This invention relates to board games and more particularly to a three-dimensional board game pertaining to space.
A type of game which enjoys wide popularity and Which involves primarily mental activity as opposed to physical activity is that type of game frequently referred to as a board game. Such a board game generally utilizes a substantially flat surface imprinted with a suitable pictorial representation including a course or playing path through which playing pieces controlled by means such as a chance device are moved. Such a playing path includes a start and a finish at which the first-to-arrive playing piece representing a player brings about a determination of the winner and a termination of the game. Such a board game is intended primarily for amusement purposes but frequently such board games are combined with an educational purpose so as to supplement the amusement feature with a training or instructive value.
From time to time, threedimensional structures, characters, figures, etc., are combined with the pictorial representation in such board games to enhance or augment the amusement potential of the game and on occasion adding to the games educational value. However, many such board games are not particularly suitable for use with such three-dimensional structures and such threedimensional structures even when used do not always blend to the desired degree with the pictorial representation. Lack of commercial success with the use of such three-dimensional structures in board games appears to have been brought about by such factors as a lack of creativity on the part of the game designer, high cost of the structures and a failure of the structures to add anything worthwhile to the game. Consequently, only rarely are board games incorporating such structures available today and very little interest on the part of the buying public in such board games has been evident.
Present day board games are devoted to a wide spectrum of activities and have tended to relate to activities familiar either through training or historically to the youthful players of the game. However, such board games have, in general, :failed to take into consideration the growing interest in space activities and the wide dissemination of information concerning space at all levels of education. Furthermore, such board games have not only failed to capitalize on the fascination with space prevalent among children but have failed to recognize the training potential in such board games in the area of technical matters such as space.
Accordingly, a primary object of this invention is to provide a new and novel board game pertaining to space.
Another object of this invention is to provide a new and novel board game pertaining to space which utilizes three-dimensional characters and figures representing fanciful life on a remote planet.
Another object of this invention is to provide a new and novel space board game which is not only of great amusement value but which is of considerable educational value in acquainting the players with celestial bodies, planetary life, space travel and the like.
This invention further contemplates the provision of a board game pertaining to space Which utilizes threedimensional highly imaginative characters representing planetary life and which while imparting knowledge of space to the players is highly entertaining during play together with providing an unusually imaginative objective so that the players are completely absorbed in the progress of the game with no diminution of interest with time or repeated games.
Still another object of this invention is to provide a new and novel board game pertaining to space which utilizes three-dimensional figures representing planetary life, which figures may be formed easily from inexpensive material such as plastic and which figures, at the same time, are identified and described in such a highly imaginative manner as to blend perfectly with a pictorial representation on the game board as to irresistibly maintain the players interest.
Other objects and advantages of this invention will become apparent from the following description taken in connection with the accompanying drawings.
The objects stated above and other related objects in this invention are accomplished by providing a playing board having a surface representing the surface of a remote planet. In addition to the pictorial planetary representation on the playing board, a plurality of upstanding three-dimensional figures are provided which represent flora, fauna and inhabitants of the planet. A plurality of playing pieces are associated with the board, each repre senting a space explorer, which playing pieces are arranged to be moved under the control of a chance device through a playing path represented on the board by a series of contiguous sequentially arranged spaces. The playing path is provided with a starting end and a terminal end and a plurality of playing cards each associated with a corresponding space in the playing path are provided which contain descriptive references to the three-dimensional figures on the board together with information for additionally controlling the movement of the playing pieces. Adjacent the terminal end of the playing path is an upstanding structure containing a three-dimensional figure representing a unique inhabitant of the remote planet. Removable means are provided for partially obscuring this figure whereby the player having the playing piece first reaching the terminal end of the playing path removes the obscuring means, thus effecting an imaginary identification of the unique inhalbitant to provide an additional source of amusement for the game players.
The novel features which are believed to be characteristic of the invention are set forth with particularity in the appended claims. The invention itself, however, both as to its organization and method of operation may be best understood by reference to the following description taken in conjunction with the accompanying drawings in which:
FIGURE 1 is a plan view of the game board of the invention;
FIGURE 2 is an elevation view taken substantially along line 2--2 of FIGURE 1 in the direction of the arrows;
FIGURE 3 is a front elevation view of the board game 3 of FIGURE 1 with the rear portion of the game shown in broken lines for purposes of clarity or orientation;
FIGURE 4 is a side elevation View taken substantially along the line 44 of FIGURE 3 in the direction of the arrows;
FIGURE 5 is a side elevation view taken substantially along line 5-5 of FIGURE 3 in the direction of the arrows;
FIGURE 6 is a representation of playing cards utilized with the game board of the invention;
FIGURE 7 is a representation of additional cards used with the board game of the invention;
FIGURE 8 is a perspective view of a chance device forming a part of the invention;
FIGURE 9 is a plan view of the front surface of a component part of the invention; and
FIGURE 10 is a plan view of the rear surface of the component part of FIGURE 9.
Referring now to the drawings and to FIGURE 1, in particular, there is shown a board game constructed in accordance with the invention which includes a game board designated generally by the numeral 11. The game board 11 is preferably provided with side Walls 12, 13 and a rear wall 14 to serve as support for certain component parts of the game. The game board 11 has a surface representing the surface of a remote planet as will be explained hereinafter. The surface of the board 1J1 includes a playing path or course identified by a series of marks or Silver Mercury Drops 15 and which includes a series of contiguous sequentially arranged spaces 16 having a starting end designated generally by the letter S and a terminal end designated generally by the letter F.
The playing path represented by the spaces 16 is arranged to be taken by a plurality of playing pieces corresponding in number to the number of players in the game. These playing pieces, four of which 17, 18, 19, 20 are shown best in FIGURES 1 and 3, preferably represent space explorers and are supported on a suitable stand 22 which may be in the form of a portion of a space ship. A chance device such as a spinner wheel designated generally in FIGURE 8 by the numeral 23 is provided for controlling the movement of the playing pieces 17-20 along the playing path defined by the spaces 16.
Although any remote planet may be selected for incorporation in the board game of the invention, the planet preferably employed is the moon with the surface of the game board 11 representing the surface of the moon. The playing pieces or explorers 17-20 are therefore earth explorers who have landed on the moon in their spaceship or stand 22 having the imaginative title Blue Earthern. These earth explorers are preferably identified as the pilot 17 Shanner, the copilot 18 Birdleigh, and the crew 19, 20 Kitten Green and Dres D Na respectively.
At the terminal end F of the playing path adjacent the game board rear wall 14, an upstanding structure or rock-like formatioh designated generally by the numeral 26 is provided which contains a three-dimensional figure M representing a unique inhabitant of the remote planet represented by the game board. In a specific embodiment, this unique inhabitant M is the Man in the Moon with the purpose of the game being directed towards being the first of the explorers 17-20 to reach and pretend to identify the Man in the Moon M as will be explained hereinafter.
A plurality of upstanding three-dimensional figures are provided on the board which represent flora, fauna and inhabitants of the remote planet or moon. As shown in FIGURE 2, four of such three-dimensional figures, all inhabitants identified by the numerals 27, 28, 29 and 30, are positioned along the rear wall 14 of the game board with figures 28, 29 supported on the rock-like formation 26. These figures 27-30 are identified by the names Skyboy, Polaris, Mr. Mooney and Buckshot, respectively.
The board game of the invention includes a plurality of playing cards which contain references to the various three-dimensional figures on the board 11 together with information controlling the movement of the playing pieces or explorers 17-20 in addition to the chance device 23. The spaces 16 are numbered sequentially and a plurality of these playing cards are each associated with a corresponding space on the playing board with each card being numbered to correspond with the numbered space it represents. As shown in FIGURES 6 and 7, one side of numbered cards 1, 20 and 48 is illustrated, these cards containing instructions and information pertaining to the corresponding numbered spaces 1, 20 and 48. Other cards are provided such as cards 32, 33 and 34 in FIGURE 6 and card 36 in FIGURE 7. Card 32 is a Starter card which each player draws to begin the game.
The chance device 23 is preferably a spinner wheel having a base 38 and a pointer 39 mounted for free rotation on the base 38 as shown in FIGURE 8. The base 38 is provided with a plurality of different indicia for controlling the movement of the playing pieces 17-20 along the playing path represented by the spaces 16. More specifically, the indicia on the spinner Wheel base 38 includes :a blue star 41, a white star 42, a moon 43, a red planet 44, a sun 46 and a blue planet 47. The spaces on the spinner wheel base 38 containing these indicia are separated by lines 48 referred to in the game as Blue Dipper lines. As each player spins the pointer 39, the movement of his playing piece is determined by the indicia on which his pointer rests, the number of spaces and direction of movement for each indicia being shown on Moon card 51 in FIGURE 7. Additionally, the alignment of the pointer 39 on one of the Blue Dipper lines 48 instructs the player to draw an Operator card as will be explained hereinafter.
Removable means are provided on the rock-like formation 26 for obscuring the unique inhabitant or Man in the Moon M. More specifically, as shown in FIGURES 9 and 10, such obscuring means include a strip 52 on the back of which are imprinted instructions and information concerning player action as shown in FIGURE 10. m has been previously explained, playing cards are associated with the correspondingly numbered spaces in the playing path 16 and although each numbered space may have an associated card preferably only those spaces wherein the numerals are shown in solid lines have corresponding cards. Thus those spaces 16 numbered in dotted lines have no cards associated therewith.
The playing pieces or explorers 17-20 are each equipped figuratively with a Magnetic Air Receiver from which through the medium of the playing cards referred to as Magic Telkie Talkie cards they receive directions to the Magic Moon Mirro on the formation 26 or the Beacon Moon Tower Pavilion. Through the playing cards the character 29, Mr. Mooney, figuratively broadcasts on Channel No. 1 from BMTP station, Mystery Spike Beam or the Man in the Moon M broadcasts from behind the Magic Moon Mirro on Channel N0. 1a from MMM station, Skyboy, the character 27, is the Trade Winds operator from the Galaxie Planet Tracking Center or GPTC at the Sky Castle Observatory 54 as shown in FIGURE 4 and broadcasts on Channel No. 2 and the character 30 Buckshot broadcasts from the Missile-Torpedo Testing Center or MTTC station designated generally by the numeral 56 in FIGURE 1 on Ba Nan Moon Isle on Channel 3.
Referring now to FIGURE 1, the area 57 represents a Cargo Ramp 0n the Moon Air Base on which the space explorers 17-20 have landed in their spaceship 22. The playing path beginning at the starting end S or space 1 is in the Plum Granite Section at the Moon Cloud Soda Pop Bar as represented by the Moon Fruity Pops 58-64. These Moon Fruity Drinks 58- 64 are shown best in FIGURE 5 and include such drinks as the Blue Sugar Juice, Moon Dew Mist, Blue Limade, Pink Rainfrost, Dotted Snow, Pink Cloud Ice and Yellow Apple Float, respectively. As has been previously explained, no cards are preferably used for spaces 2, 5.
On the playing card (not shown) associated with space 6, reference is made to the upstanding three-dimensional figures representing the green light signal Go 66 and the red light Stop signal 67, and the three-dimensional dragons P R0 68 and G R0 69. Space 6 represents the gateway to the Missile-Torpedo Testing Center 56 on Ba Nan Moon Isle and the Electronic Sickles 71 which if touched by a player require the player to move back one space. The playing card associated with space 6 also recites that the player must spin to Blue Star 41 on the Moon Dial on spinner wheel base 38 before moving again.
As shown in FIGURES 1, spaces 7-13 are arranged in a circle at the center of which is an upstanding threedimensional figure or Missile Stringa 72. Space 9 is associated with card 9 which refers to the Green Banana Bomb Site. The card also refers to three-dimensional figures identified as Green Nana Tree 73 containing Flying Banana Bombs, Nana Peel Boy which slides the player into space BS representing Bomb Shelter, and radioactive tubes 74. Playing card 9 notifies the player that if he touches the Banana Bombs or Radioactive Tubes, he must go back two spaces.
Playing card 11 is associated with space 11 which refers to the three-dimensional Golden Grenades 76 which if touched by a player require him to return to space BS. Playing card 11 also refers to the caution signal 77, the Missile Stringa 72 and the Planet Popper held in the hand of the three-dimensional character 30 identified as Buckshot. Card 13 corresponding to space 13 which represents the exit of the Missile-Torpedo Testing Center at Ba Nan Moon Isle, refers to the Green Light G0 Signal 66. Playing card 13 instructs the player to go to the White Safety Zone of space SZ. As shown in FIGURE 1, space SZ is space 14, the numeral being shown in dotted lines for identification.
Space 15 is associated with playing card 15 which contains references to a Secret Cave containing threedimensional figures representing Golden Rockets 78, Silver Missile Stones 79, and the Red Ruby Stone 81 in the Red Ruby Stone Circle 82. Card 15 states that if the player touches either the Golden Rockets or the Silver Missile Stones he is required to go back to space 13.
As the player progresses through spaces 16, 17, space 18 is reached, with which playing card 18 is associated. Playing card 18 refers to a three-dimensional figure Old Toekee 83 and his Silver Diamond Mine Trap 84. Card 18 instructs the player to walk only on the red strip 85 and if the player touches either the Silver Diamond Mine Trap 84 or the Red Ruby 81 he must go back to space 15. Space 19 has its numeral in dotted lines, indicating the absence of a card, and space 20 has associated therewith playing card 20 containing reference to the Moon Insect L Za 86 and the Venus Flytrap 87 in the Sunken Flower Cloud. Card 20 states on the reverse side that the player arriving at space 20 has touched the Venus Flytrap and is stung by L Za so that he must move to the First Aid Station which is represented by space 22.
Space 21 is identified by playing card 21 and contains on the board three-dimensional figures representing Misty Blue Beetle" 88 and the Yellow Moon Daisy 89 in the Sunken Flower Cloud of the Rainbow Air Forest. The player landing on space 21 is informed by Mystery Spike Beam M by reference to card 21 that he has stepped on the Moon Daisies and that the Misty Blue Beetle has peeked the player so that he must go to the First Aid Station of space 22. The player is informed that the Moon Daisy is a plant having large salver shaped flowers which open in the evening giving out a delicious fragrance.
Space 23 is the next space and is identified by the letters ARS representing an Air Raid Shelter. The player is informed by card 23 from Mystery Spike Beam M that this is an air raid shelter in the Rainbow Air Forest, the home of the Little Moon Pygmies, i.e., Red Plum Et 91, Wilser 92 and Moon Toy 93 located in the Magic Run Roun. Card 23 also refers to the Tom Tom 94, the Pygmy Sticks 96 and the Magnetic Bombies 97 shown best in FIGURE 3.
Players landing on space 23, or space 24 which also has a playing card associated therewith, are instructed to draw the Emergency Card 33 shown in FIGURE 6 which on the reverse side, instructs the player as to movement of his playing piece. Card 24 refers to the White Flag 98 in space 24 and identifies this area as a restricted area of the Magic Run Roun in the Rainbow Air Forest. The player landing on space 24 is instructed by Skyboy 27 from GPTC at the Sky Castle Observatory 54 that the player must move to space ARS representing the Air Raid Shelter and must draw Emergency Card 33.
Card 27 is associated with space 27 and refers to Mr. Who, a three-dimensional figure 101. Mr. Who 101 is identified as the Keeper of the Magic Run Roun and reference is made to his Electric Toe Sparklers 102 and Fuse 103. Skyboy 27 informs the player by means of the playing card 27 that he has stepped on the Electric Toe Sparkler Fuse of Mr. Who and therefore must take a flying leap to the top of the Double Mushroom 104. The player is then required to spin to the White Star 42 on the Moon Dial 38 before jumping into the Yellow Ball clearing represented on the board 11 by the numeral 106 in space 29. Card 28 is associated with space 28 and refers to White Sapphire 105, the little Moon Puppet in his hidden cave under the Double Mushroom 104. Card 28 states that The little Moon Puppet can wiggle his toes and his toenails shoot off sparks-He can sayMy name is White Sapphire-Whats yours? Card 28 also tells the player in the voice of Skyboy 27 that space 28 is the hidden cave of the little Moon Puppet and White Sapphire is chasing the player on space 28. The player must run to Yellow Ball Clearing 106 and on his next turn draw emergency card 33.
As the player progresses, he moves through spaces 29, 30 to space 31 and, as set forth on the associated card 31, Spike Beam M informs the player that he is on the private grounds of the pygmy chief Red Plum Et 91 at the Bow and Arrow Center and the player must move to the next space on the Blue Cloud identified as space 32.
The player moves sequentially through spaces 33, 34 until arrival at space 35 with which card 35 is associated. Card 35 contains instructions from Skyboy 27 that a storm is brewing and that the player is caught by Stringa Rain in a Dark Moon Sea Cloud and that the player must spin to the Sun 46 on the Moon Dial 38 before moving thru the Magnetic Waterfalls shown in space 36 into Sunset Corono in space 37 on the game board 11. The three-dimensional figure adjacent space 37 is the White Rainbird or Stringa Rain 107.
As the player moves into space 38 Mr. Moony 29 speaking from BMTP informs the player that he may peek thru the Galaxy Planet Scope at Skyboys observatory 54 but that he is lassoed by Skyboy 27 thru his Golden Halo 108. The player is instructed on card 38 to move thru the Golden Halo 108 into the head of the Great Bear Dipper which is a constellation formed by the stars 109 on spaces 40 and 41. Card 38 contains the information that a Halo is a spherical star cloud surrounded by a galaxy.
The Great Bear Dipper constellation or Ursa Major formed by the stars 109 is described on card 40 associated with space 40. Playing card 40 states that it is the most conspicuous of Northern constellation and contains the seven principal stars which form the Dipper with 2 blue stars called The Pointers. The Pointers are the two stars forming the edge farthest away from the handle. On card 40 the player is instructed to spin to Blue Star 41 on the Moon Dial 38 before moving to the Blue Pointers in space 41.
The player now moves into space 42 with which card 42 is associated and space 42 contains a large star 110 which the card states is the Sirius Intersection on The Great Milky Way. Card 42 also contains the information that Sirius is the brightest star in the sky and is called the Dog Star. Skyboy 27 speaking from GPTC informs the player that falling meteorites are approaching and that the player is to fly over to space 44. Card 42 also contains the information that a meteorite is a stone or metallic body which has fallen from space.
Card 43 is associated with space 43 and Mr. Moony 29 speaking from BMTP informs the player that he is in dangerous territory referred to as the Black Eye Galaxy Center, the grounds of the falling meteorites. The player is informed that the Black Eye Galaxy is one of the large group of stars on the Milky Way and that the player is to run like lightning to space 44.
Space 44 with which card 44 is associated is identified as the Green Crescent Crew Rest and the player is instructed to stand on the Magnetic Spoon Flyer 111, fasten the Ankle Safety Strap and take a spin over the Moonland. Card 44 contains a representation of the Green Crescent Crew Rest, the Magnetic Spoon Flyer and the Ankle Safety Strap and the player is instructed to get off the Magnetic Spoon Flyer 111 and go to space 45.
Space 45 is identified as the Silver Twilight Zone and its associated card contains instructions from Mr. Moony 29 to look into the Magic Moon Mirro which is a mirror 112 positioned in one side of the rock-like formation 26 as shown best in FIGURE 2. The player is instructed to spin to Moon 43 on Moon Dial 38 before moving to space 46 and the card contains the information that Twilight is the faint light after sunset and before sunrise.
As the player moves to space 46 he is informed by the associated playing card 46 that he is at the Moonset Circle on the Great Milky Way and that he must spin to the Red Planet 44 before moving to the next space. Card 46 also contains the information that Moonset is the descent of the moon below the horizon.
The players now move through space 47 to 48 with which playing card 48, the last playing card in the specific embodiment of the game, is associated. Space 48 is referred to as Stardust, the home of the Little White Dwarf On The Great Milky Way. Mystery Spike Beam M speaking from MMM Station informs the player that he is in the Deep Blue Heavens Section, the home of the Little White Dwarf. Card 48 contains the information that the White Dwarf is a planet sized star with great density. The reverse side of the card also contains the information that The Milky Way is a broad luminous band across the heavens consisting of innumerable stars and nebulae, so blended as to be wholly indistinct, the Galaxy. The player landing on space 48 is instructed to draw the Star Card 36 as shown in FIG- URE 7 on his next turn.
As shown best in FIGURE 1, the Pink Sky Hook 113 is associated with the rock-like formation 26 and upon drawing the Star Card 36 the instructions shown in FIG- URE 7 on Star Card 36 are followed. Star Card 36 instructs the player to Fly through the Star Dust to the Pink Sky Hook entrance to the Mystic Tunnel of Spike Beam, The rock-like formation 26 contains a cavity 114 having a side entrance 115 and forming a tunnel. A window 116 is provided in the forward wall 117 of the formation 26 adjacent the side opposite the mirror 112, and the forward wall 117 also includes central openings 118, 119 communicating with the cavity 114. The
cavity 114 accommodates Mystery Spike Beam M as shown best in FIGURE 2 with his lower extremities projecting through the lower opening 118 and his head exposed through opening 119. Means are provided for partially obscurring Mystery Spike Beam M which include the strip 52 removably positioned as shown in FIGURE 2 over the opening 119 in front of the head of Mystery Spike Beam M. Preferably, Mystery Spike Beam is also provided with a removable helmet 121 which conceals his face.
As instructed on Star Card 36, the player, who is allowed three spins, must spin to the moon 43 on moon dial 38 before drawing Moon Card 34. On the reverse side of Moon Card 34, Mr. Moony 29 instructs the player that he is now on the Pink Sky Hook 113 and that he is to walk up the Pink Sky Hook into the Mystic Tunnel 114. The player is then instructed to slide the strip or Crater 52 off the Magic Moon Mirro and then turn the Crater over for a clue to see Mystery Spike Beam M. On the players next turn after the Crater strip 52 is removed the clue, as shown in FIGURE 10, is read, and it instructs the player to press a moonstone suitably positioned in the tunnel 114 which is a switch turning on lights (not shown) provided in the Beacon Moon Tower Pavilion. The player is then permitted to take off the half moon helment 121 from Mystery Spike Beam M.
The aforesaid description of the space board game of the invention has been directed for the purpose of clarity to the movement of a single player through the course or playing path defined by the spaces 16. However, it should be understood that the game is intended to be played by two or more players each of which selects one of the playing pieces or space explorers 17-20. The players in the game take turns moving through the playing path as determined by the spinner wheel 23 and the various playing cards as has been described above. The game is started by the first player drawing a Starter card 32 and each player in turn draws a Starter card. Each player then takes his turn with the various players proceeding along the playing path until the first player to reach the terminal end F of the path and draw card 34 wins the game.
It can be seen that with the novel construction of the invention there has been provided a unique and highly entertaining board game which not only relates to space, a timely and highly worthwhile subject from the standpoint of current events, but incorporates three-dimensional characters, figures, etc., representing planetary life so as to be so highly stimulating to the players that the somewhat complex scientific aspects of space are involuntarily absorbed by the players. The highly creative and imaginative manner in which the three-dimensional structures are combined with the pictorial representation of the surface of a remote planet on the board of the game not only presents a composite highly entertaining view of planetary life to the player but produces a commercially attractive arrangement which is irresistible to the typical board game purchaser. However, the board game of the invention is of interest to both young and old as its unique characteristics make an otherwise commonplace procedure a fascinating experience. In addition, the game itself is relatively inexpensive to manufacture and at the same time provides a maximum of entertainment and educational value.
In the drawings and specification, there has been set forth a preferred embodiment of the invention and although specific terms are employed the are used in a generic and descriptive sense only and not for purposes of limitation, the scope of the invention being defined in the claims.
Having thus described the invention, what is claimed is:
1. A three-dimensional space board game apparatus comprising, in combination, a game board having a surface presenting an overall appearance differing from reality to an extent of such magnitude as to be suggestive of the surface of an imaginary remote planet, a plurality of playing pieces associated with said game board, a series of contiguous sequentially arranged spaces marked on said game board providing a playing path for said playing pieces having a starting end and a terminal end, chance means, comprising a chance device having a plurality of different indicia and means for selecting by chance one of said indicia, for indicating the movement of said playing pieces along said playing path, a plurality of upstanding three-dimensional figures on said board suggestive of the flora, fauna and inhabitants of said imaginary remote planet, a plurality of playing cards associated with at least some of said spaces on said game board, said playing cards containing references to said three-dimensional figures on said game board and information additionally indicating the movement of said playing pieces, an upstanding three-dimensional structure adjacent the terminal end of said playing path containing one of said three-dimensional figures differing substantially in appearance from all other figures, removable means for partially obscuring said one figure and thereby simulating the concealment of the identity of said one figure where by the player whose playing piece first reaches said playing path terminal end may be permitted to remove said removable means and thereby simulate the identification of said one figure.
2. A three-dimensional space board game apparatus in accordance with claim 1 wherein said playing pieces are three-dimensional figures each having a configuration suggestive of a space explorer and each being different from the others.
3. A three-dimensional space board game apparatus in accordance with claim 1 wherein said chance device is a spinner and said indicia represent celestial bodies.
4. A three-dimensional space board game apparatus in accordance with claim 1 including a three-dimensional stand structure representing a space ship for supporting said playing pieces and adapted to be positioned on said game board adjacent the starting end of said playing path.
5. A three-dimensional space board game apparatus in accordance with claim 1 wherein said playing path spaces include a grou arranged in a circle intermediate the ends of the path, and an upstanding three-dimensional figure representing a missile is positioned on said game board in the center of said circle.
6. A three-dimensional space board game apparatus in accordance with claim 1 wherein said upstanding structure comprises a three-dimensional simulated rock-like formation having an internal cavity, a Window in the forward wall of said rock-like formation for revealing the interior of said cavity, a first opening in said formation forward wall communicating with said cavity for accommodating said one three-dimensional figure, and a second opening in said forward wall for exposing the upper portion of said one figure accommodated in said cavity, and wherein said removable means include a strip member removably supported on the exterior of said structure'over said second opening in partial closing relationship therewith.
7. A three'dimensional space board game apparatus in accordance with claim 6 wherein said one three-dimensional figure has a face and wherein said removable means include a simulated helment for concealing the face of said one figure, a plurality of instruction cards associated with the space at said playing path terminal end, each of said instruction cards containing instructions to the players reaching the terminal end of said playing path for removal of said strip member, said member containing instructions for removal of said helmet prior to the simulated identification of said one figure.
8. A three-dimensional space board game apparatus in accordance with claim 6 wherein said window is positioned adjacent one side of said rock-like formation, and including a mirror in the forward wall of said rock-like formation adjacent the other side of said formation.
9. A three-dimensional space board game apparatus comprising, in combination, a game board having a surface presenting an overall appearance differing from reality to an extent of such magnitude as to be suggestive of the surface of an imaginary remote planet, a plurality of three-dimensional playing pieces each having a. configuration suggestive of a space explorer and each dilfering from the others, a series of contiguous sequentially arranged spaces marked on said game board providing a playing path for said playing pieces having a starting end and a terminal end, chance means, comprising a spinner having a plurality of different indicia representing celestial bodies, said spinner including a rotatable pointer for selecting by chance one of said indicia, for indicating the movement of said playing pieces along said playing path, a plurality of upstanding three-dimensional figures on said board suggestive of planetary inhabitants, insects, animals, plants and planetary scientific devices, a plurality of playing cards associated with at least some of said spaces on said game board containing references to said three-dimensional figures on said game board and information additionally indicating the movement of said playing pieces, a three-dimensional stand structure representing a spaceship for supporting said playing pieces and adapted to be positioned on said game board adjacent the starting end of said playing path, a contiguous group of said spaces intermediate the ends of said playing path being arranged in a circle, an upstanding three-dimensional figure representing a missile positioned on said game board in the center of said circle, an upstanding three-dimensional simulated rock-like formation adjacent the terminal end of said playing path having an internal cavity and a forward wall, a window in the forward wall of said rocklike formation adjacent one side for revealing the interior of said cavity, a mirror in said rock-like formation forward wall adjacent the other side of said formation, a first opening in said formation forward Wall communicating with said cavity for accommodating the lower extremities of one of said three-dimensional figures representing inhabitants which differs substantially in appearance from all other figures, a second opening in said formation forward wall for exposing the upper portion of said one figure accommodated in said cavity, a helmet positioned in concealing relationship with the face of said one figure, a strip member supported on the exterior of said formation over said second opening in partial closing relationship therewith, and a plurality of instruction cards associated with the space at the playing path terminal end, each of said instruction cards containing instructions to the players reaching the terminal end of said playing path strip member, said member containing instructions for removal of said helmet prior to the simulated identification of said one figure.
References Cited UNITED STATES PATENTS DELBERT B. LOWE, Primary Examiner.
US. Cl. X.R.