WO2005120667A1 - Board game - Google Patents

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Publication number
WO2005120667A1
WO2005120667A1 PCT/SG2005/000188 SG2005000188W WO2005120667A1 WO 2005120667 A1 WO2005120667 A1 WO 2005120667A1 SG 2005000188 W SG2005000188 W SG 2005000188W WO 2005120667 A1 WO2005120667 A1 WO 2005120667A1
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WO
WIPO (PCT)
Prior art keywords
game
kingdom
players
player
board
Prior art date
Application number
PCT/SG2005/000188
Other languages
French (fr)
Inventor
Ee Hee Lim
Original Assignee
Pintas Pte Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Pintas Pte Ltd filed Critical Pintas Pte Ltd
Publication of WO2005120667A1 publication Critical patent/WO2005120667A1/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/02Chess; Similar board games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F1/00Card games
    • A63F1/04Card games combined with other games
    • A63F2001/0441Card games combined with other games with a written message or sentence, e.g. chance or instruction cards

Definitions

  • the present invention relates to conventional chess-like board game but it is different in term of its functions, its tokens as well as its game board. Specifically, the present invention is designed for to improve conventional chess-like game for two, three or four players. Minimum two players or maximum four players are allowed to play chess simultaneously in different levels with the control of separate armies.
  • chess game only requires for two players, each player is in control of separate army, the conventional game is played on a square chess board with alternative black and white squares.
  • the conventional chess game is governed by well known conventional rules.
  • U.S. Patent No. 6,142,474 (Tachkov Helen J : Tachkov Ilian J ; Tachkov Spaska S) discloses a chess-like board game to accommodate two, three or four players with a game board consists of seventy-two dark and seventy-two light colored equally sized squares. Each players is allowed to control respective armies with 16 pieces of game pieces each. The players are allowed to engage in a game bonded by several rules or levels either in alliance formation, dissolution of alliance or great armies.
  • the present invention is designed with the above similar features with additional flexibilities. Hence, the present invention is superior to train players' strategic thinking and collaboration besides boosting the technical and intellectual requirements of the players.
  • Point Battlefield consists of one hundred and forty four squares, where as Face Battlefield consists of one hundred and sixty nine squares. These squares alternate in a checkered light and dark pattern, which in the preferred embodiment are white and grey.
  • the game boards or battlefields consists of complete border surrounding the entire peripheral of the checkered area.
  • Both Point Battlefield and Face Battlefield comprise black dots named as Post and small circle named as Castle, which dictates location for stationing armies or tokens. Additionally, Both Point Battlefield and Face Battlefield are obviously segregated by boundary to distinguish four Kingdoms for accommodating maximum four Kingdoms' armies for four players.
  • the tokens design of the present invention as in the preferred embodiment are very different from conventional chess.
  • the defined movement of the tokens generally similar to those conventional two players and two armies chess. However, the number and movements of several tokens differ from conventional chess, as shown in the preferred embodiment.
  • the methodology of playing the present invention is also well defined in order to adapt to the interests of various players.
  • the methodology is grouped into 3 major parts namely for part one is “Only The Strong Survive", part two is “Yin and Yang” and part three is “The Apocalypse”. Each parts comprises of four different levels, they are Duel, Quad Strike, Strategic Alliance and Empire Kingdom.
  • the differences between the above-stated methodologies are in term of the number of players and structure of the armies arranged.
  • the present invention is known as Quadrategy Chess, consists of novel modified game board, tokens and methodology.
  • the present invention is allowed to play on two different game boards, which contains one hundred and forty four squares or one hundred and sixty nine squares.
  • the former game board is known as Point Battlefield whereby the latter is known as Face Battlefield.
  • Each of these squares alternates in a checkered light and dark pattern, which in the preferred embodiment are white and grey. Both battlefields are bordered significantly into four kingdoms and locations for positioning the armies are defined clearly as per embodiment.
  • Each kingdoms comprises of individual army, and hence, there are total of four regiments are available in the present invention. Differentiation of the armies from different kingdoms is by color, they are blue, yellow, green and pink, but armies within the same kingdom will be in the same color. Every regiment from each kingdoms comprise of sixteen pieces of tokens derived from seven types of designs as shown in the embodiment herein after.
  • the main difference of the present invention as compared to the conventional chess likeboard game is the introduction of Assassin Cards and Traitor Cards for the players. Both the
  • Assassin cards and Traitor cards conditionally offer additional opportunity to the players to checkmate the opponent players under certain circumstances.
  • the mentioned features add to the complexity of the present invention so as to promote advanced strategic thinking.
  • Two, three or four independent players are allowed to play simultaneously. Every players will have their own chronological opportunity to move their respective tokens on the game board in clock wise direction.
  • the player who obtains the highest point by rolling a dice will have the privilege to choose the Kingdom whether East Kingdom, South Kingdom, West Kingdom or North Kingdom, this player will also have the privilege to initiate the game.
  • Part one is named as «Only The Strong Survive» the main different of Part one as compared to Part two and Part three is all the tokens are initially arranged faced up before the game commences.
  • Part two is name as «Yin and Yang» whereby portion of the tokens, as defined accordingly in the following detailed description, of the players are arranged faced down and the rest of them are faced up before the game commences.
  • the last part, that is Part three named as: «The Apocalypse» whereby almost all the tokens of the players are arranged faced down except the front most token and Leader token are faced up before the game starts.
  • Every parts comprises of four different levels, as refers to Duel, Quad Strike, Strategic Alliance and Empire Kingdom.
  • the Duel is designed for two players, the main objective of this level is to expose the players to long distance and front attack.
  • Quad Strike is designed for two, three or four players which aims at exposing the players for short distance battle and side attack.
  • Figure 1 is a plan view of the battlefield or modified game board of the present invention, namely Face Battlefield and Point Battlefield.
  • Figure 2 describes and illustrates the design of the tokens of the present invention.
  • Figure 3 is a view of the Part one Face Battlefield illustrating the initial position and arrangement of each of four armies for four kingdoms.
  • Figure 4 is a view of the Part one Point Battlefield illustrating the initial position and arrangement of each of four armies for four kingdoms
  • Figure 5 is a view of the Part two Face Battlefield illustrating the initial position and arrangement of each of four armies for four kingdoms.
  • Figure 6 is a view of the Part two Point Battlefield illustrating the initial position and arrangement of each of four armies for four kingdoms.
  • Figure 7 is a view of the Part three Face Battlefield illustrating the initial position and arrangement of each of four armies for four kingdoms.
  • Figure 8 is a view of the Part three Face Battlefield illustrating the initial position and arrangement of each of four armies for four kingdoms.
  • Figure 9 illustrates a typical movement on both Face Battlefield and on Point Battlefield of
  • Figure 10 illustrates a typical movement on both Face Battlefield and on Point Battlefield of
  • Figure 11 illustrates a typical movement on both Face Battlefield and on Point Battlefield of
  • Figure 12 illustrates a typical movement on both Face Battlefield and on Point Battlefield for
  • Figure 13 illustrates a typical movement on both Face Battlefield and on Point Battlefield of
  • Figure 15 illustrates a typical movement on both Face Battlefield and on Point Battlefield of
  • Figure 16 illustrates a typical condition on both Face Battlefield and on Point Battlefield blocking the movement of Cavalry token for moving and for capturing opponents' tokens.
  • Figure 17 illustrates a typical movement on both Face Battlefield and on Point Battlefield of
  • Figure 18 illustrates a typical movement on both Face Battlefield and on Point Battlefield of
  • Figure 19 illustrates the methodology of Quad Strike for four kingdoms.
  • Figure 20 illustrates classification of methodology of the present invention.
  • Figure 21 illustrates the combination of players played for the Strategic Alliance.
  • Figure 22 illustrates the combination of players played for the Empire Kingdom.
  • Figure 23 illustrates the summary of combination of players for Duel, Quad Strike, Strategic Alliance and Empire Kingdom.
  • Figure 24 illustrates the army reversion sequence or routine for the tokens.
  • Figure 25 illustrates the scores or points for each of the losing armies or tokens.
  • Figure 26 illustrates the Scoring Methodology in Duel Game.
  • Figure 27 illustrates the Scoring Methodology in Quad Strike Game.
  • Figure 28 illustrates the continuous of Scoring Methodology in Quad Strike Game.
  • Figure 29 illustrates the Scoring Methodology in Strategic Alliance Game.
  • Figure 30 illustrates the Scoring Methodology in Empire Kingdom Game.
  • the present invention hereinafter referred to as the Chess game, a modified conventional chess like game, designed for two, three or four players.
  • the preferred embodiment layout of the game boards for the Chess game which can be played mainly in two different methods hereinafter referred to as face battlefield (109) and point battlefield (108).
  • the face battlefield (109) consists of one hundred and sixty nine squares whereas the point battlefield (108) comprises of one hundred and forty four squares. All squares arranged in both face battlefield (109) and point battlefield (108) alternate in a checkered light and dark pattern, which in the preferred embodiment are white (10) and grey
  • the preferred embodiment illustrates the boundary (54) of the game boards divided into four kingdoms, hereinafter known as East Kingdom, South Kingdom, West Kingdom and North Kingdom.
  • Each kingdoms comprises of designated location, in the preferred embodiment, hereinafter named as post (51), specifically marked with 'Black Dots' are for positioning the armies except for the small white color circles or small pentagon shapes with whether the alphabets 'E', 'S', 'W' or 'N' written within, hereinafter known as castle (52), as shown in Figure 1, is dedicated for positioning the Leader token.
  • Niche (53) is the center point of game board and it is a neutral position not belonging to any kingdoms. It's the best location for battling.
  • a regiment comprises of sixteen armies derived from seven types of tokens.
  • Each regiment for four kingdoms comprises of a Leader (101), two Brigades (102), two Squadrons (103), two Cavalries (106), two Chariots (105), two Archers (107) and five Infantries (104).
  • the players can optionally choose to play using Assassin cards or Traitor cards.
  • Each kingdoms are entitled for maximum four Assassin cards and maximum four Traitor cards individually, both of which are derived from Chariot (105), Cavalry (106), Archery (107) and Infantry (104). Differentiation between regiment, Assassin card and Traitor cards from different kingdoms is by color.
  • Section One Physical Tokens
  • Every single token is governed by specific defined movement similar to the conventional chess like game but with modified features.
  • the defined rules and regulation for moving and capturing opponents' tokens together with its functionality are as following description.
  • the Leader dictates as (101), is the most important piece on the game board. It can never be captured else the game is lost.
  • the Leader (101) moves one square horizontally or vertically (118) for backward, forward, left or right directions, but not diagonally on the face battlefield (109) for moving or capturing opponent' token is shown in Figure 9.
  • the Leader (101) also moves from one intersection of two lines to another nearest intersection of two lines horizontally or vertically (119) for backward, forward, left or right directions, but not diagonally, on the point battlefield (108) for moving or capturing opponent' token as shown in Figure 9 as well.
  • the Leader (101) captures opponent's token by stacking the Leader on the opponent's token.
  • the stacked opponent's token will be removed from the game board and the position of the stacked opponent's token will be taken over by the Leader (101).
  • the four Leaders (101) from different kingdoms have four different colors flag as a differentiation between them. They cannot face each other directly either vertically or horizontally but not diagonally for both face battlefield (109) and point battlefield (108). There have to be blocked by at least one chessman of either side in the between.
  • the Brigade dictates as (102), moves diagonally unlimited (120), but not vertically and horizontally, within the game board, from one square to another square, for backward, forward, left or right directions, on the face battlefield (109) for moving or capturing opponent' token, as shown in Figure 10.
  • the Brigade (102) also moves diagonally unlimited, but not vertically and horizontally, within the game board, from one intersection of two lines to another intersection of two lines (121) for backward, forward, left or right directions on the point battlefield (108) for moving or capturing opponent' token, as shown in Figure 10 as well.
  • the Brigade (102) captures opponent's token by stacking the Brigade on the opponent's token.
  • the stacked opponent's token will be removed from the game board and the position of the stacked opponent's token will be taken over by the Brigade (102).
  • the main function of the Brigade (102) is to complement the weakness of Squadron (103).
  • the Brigades (102) from different kingdoms have different colors flag as a differentiation between them
  • the Squadron dictates as (103), moves diagonally unlimited, but not vertically and horizontally, within the game board, from one square to another square for backward, forward, left or right directions (122) on the face battlefield (109) for moving or capturing opponent' token, as shown in Figure 11.
  • the Squadron also moves diagonally unlimited, but not vertically and horizontally, within the game board, from one intersection of two lines to another intersection of two lines for backward, forward, left or right directions, (123) on the point battlefield (108) for moving or capturing opponent' token, as shown in Figure 11 as well.
  • the Squadron (103) captures opponent's token by stacking the Squadron on the opponent's token.
  • the stacked opponent's token will be removed from the battlefield and the position of the stacked opponent's token will be taken over by the Squadron (103).
  • the main function of the Squadron is to complement the weakness of Brigade (102).
  • the Infantry dictates as (104), is the protector of the main entry and territory of kingdom. It moves one square horizontally or vertically, but not diagonally, for backward, forward, left- or right directions, (124) on the face battlefield (109) for moving or capturing opponent' token, as shown in Figure 12.
  • the Infantry (104) also moves from one intersection of two lines to another nearest intersection of two lines horizontally or vertically, but not diagonally, for backward, forward, left or right directions, (125) on the point battlefield (108) for moving or capturing opponent' token, as shown in Figure 12 as well.
  • the Infantry (104) captures opponent's token by stacking the Infantry on the opponent's token. The stacked opponent's token will be removed from the game board and the position of the stacked opponent's token will be taken over by the Infantry (104).
  • the Infantries (104) from different kingdoms have four different colors flag as a differentiation between them.
  • the Chariot dictates as (105), moves vertically and horizontally unlimited, but not diagonally, within the game board, from one square to another square for backward, forward, left or right directions, (126) on the face battlefield (109) for moving or capturing opponent' token, as shown in Figure 13.
  • the Chariot (105) also moves vertically and horizontally unlimited, but not diagonally, within the game board, from one intersection of two lines to another intersection of two lines for backward, forward, left or right directions, (127) on the point battlefield (108) for moving or capturing opponent' token, as shown in Figure 13 as well.
  • the Chariot (105) captures opponent's token by stacking the Chariot on the opponent's token.
  • the stacked opponent's token will be removed from the game board and the position of the stacked opponent's token will be taken over by the Chariot (105).
  • the Chariots (105) from different kingdoms have different colors flag as a differentiation between them.
  • the Cavalry dictates as (106), moves six squares diagonally, but not horizontally or vertically for backward, forward, left or right directions, (128) on the face battlefield (109) for moving or capturing opponent' token, as shown in Figure 14.
  • the Cavalry (106) also moves diagonally, but not horizontally or vertically, from one intersection of two lines to another intersection of two lines, which consists of six line * intersections for backward, forward, left or right directions, (129) on the point battlefield (108) for moving or capturing opponent' token, as shown in Figure 14 as well.
  • the Cavalries (106) from different kingdoms have four different colors flag as a differentiation between them.
  • Figure 15 illustrates two methods of Cavalry's capturing for both face battlefield (109) and point battlefield (108) tokens.
  • the Direct Strike (130) for Cavalry (106) on face battlefield (109) to capture opponents' token the capturing is done directly by stacking the Cavalry (106) on the opponent's token in accordance to the rules of movement (128).
  • the stacked opponent's token will be removed from the game board and the position of the stacked opponent's token will be taken over by Cavalry (106).
  • the Direct Strike (132) for Cavalry (106) on point battlefield (108) will be governed by the rules of movement (129).
  • the Bounce Strike (131) for Cavalry (106) on face battlefield (109) to capture opponents' token with the assistance of self s or alliance token the capturing is done through bouncing once from self s or alliance token to opponent's token by stacking the Cavalry (106) on the opponent's token in accordance to the rules of movement (128).
  • the stacked opponent's token will be removed from the game board and the position of the stacked opponent's token will be taken over by Cavalry (106).
  • the Bounce Strike (133) for Cavalry (106) on point battlefield (108) will be governed by the rules of movement (129).
  • Figure 16 illustrates the limitation of movement for Cavalry (106) of both face battlefield (109) and point battlefield (108).
  • the limitation (134) of movement of the Cavalry (106) on the face battlefield (109) will be blocked by any opponent's token that positioned at one square in front in the direction the Cavalry (106) wished to move. For example, if the Cavalry (106) wishes to move to the left, but there is already an opponent token positioned one squares in front of the Cavalry (106) in left direction, hence, the intended move to the left at this condition is forbidden as it's blocked.
  • Cavalry (106) is free to move as intended, dictates as (135). While on the point battlefield (108), the limitation (136) of the movement of the Cavalry (106) will be blocked by any opponent's token that positioned at one intersection line in front in the direction the
  • Cavalry (106) wishes to move. For example, if the Cavalry (106) wishes to move to the left, but there is already an opponent token positioned at one intersection line in front of the
  • Cavalry (106) in left direction hence, the intended move to the left at this condition is forbidden as it's blocked. But, if the blocking token is from self s or alliance token, there will be no blocking condition occurred, Cavalry (106) is free to move as intended, dictates as
  • the Archer dictates as (107), moves vertically and horizontally unlimited, but not diagonally, within the game board, from one square to another square for backward, forward, left or right directions, (138) on the face battlefield (109) without capturing opponent' token, as shown in Figure 17.
  • the Archer (107) also moves vertically and horizontally unlimited, but not diagonally, within the game board, from one intersection of two lines to another intersection of two lines for backward, forward, left or right directions, (139) on the point battlefield (108) without capturing opponent' token, as shown in Figure 17 as well.
  • the Archers (107) from different kingdoms have different colors flag as a differentiation between them.
  • Figure 18 illustrates Archery's movement for capturing opponent's token for both face battlefield (109) and point battlefield (108).
  • the Archery (107) captures opponent's token only by unlimited jumping over one piece of self s token, one piece of alliance token or one piece of opponent's token and stacks the Archery on the another opponent's token.
  • the stacked opponent's token will be removed from the game board and the position of the stacked opponent's token will be taken over by the Archery (107).
  • the Archery (107) only allowed to jump when capturing or else the movement of the Archery (107) is solely governed by the rules illustrated in Figure 17.
  • the Archery's capturing movement (140) on face battlefield (109) and the Archery's capturing movement (141) on point battlefield (141) are illustrated in Figure 18. All the described rules and regulations related to the seven types of tokens in section one can be applied onto the game of Duel, Quad Strike, Strategic Alliance or Empire Kingdom in different parts or episodes. '
  • Assassin cards and Traitor cards are the optional features to the game and hence the players are free to choose whether to include them in the chess game.
  • Assassin cards All kingdoms have four Assassin cards individually.
  • the players can choose among Chariot (105), Cavalry (106), Archery (107) and Infantry (104) as an Assassin.
  • the Assassin is unknown to other opponent players but powerful.
  • the mission of the Assassin is to knock out the opponent Leader (101).
  • the Assassin cards can be applied onto the game of Duel, Quad Strike, Strategic Alliance or Empire Kingdom in different parts or episodes.
  • To play with Assassin card one of the four Assassin card is picked by the players and placed horizontally on a side. The card chosen is kept unknown to other opponent players and the card must face down. The rest of the three un-chosen cards are put vertically on the other side and face down.
  • Assassin card The usage of Assassin card is governed by the following rules and regulations:
  • the assassin has the power or characteristics of Chariot (105), Cavalry (106), Archery (107) and Infantry (104), as discussed in section one. (iv) If a player owns two kingdoms, the player will have two -different kingdom ' s assassin cards.
  • the Assassin card can only be applied to the faced up tokens but not faced done tokens especially for the game of Part Two and Part Three, described in section three.
  • the Assassin card can be used by either opens it to 'check' the opponent Leader (101) directly or move the token to right position then open the card to 'check' the opponent Leader
  • Traitor card The usage of Traitor card is governed by the following rules and regulations:
  • Assassin card and Traitor card can be used at anytime but cannot be used at the same turn or same token. For example, a player revealed Traitor card and pointed opponent's Archery (107) as self army, if the same player wants to use Assassin card too then the player must wait until next turn to reveal Assassin card and pointed another token as Assassin.
  • Chess game illustrates the variations of the methodology of playing the Chess game differentiated by different parts or episodes and different levels of game. The players are free to choose to play in different parts of the game and levels of game. Generally, Chess game is classified into :
  • Figure 4 illustrates initial position and arrangement of each of four armies for the four kingdoms for point battlefield (108) with the East (114), South (115), West (116) and North (117) kingdom's armies arrangement, whereby every piece of the armies from four kingdoms is arranged on the intersection of two lines of the game board. All the tokens are arranged in the faced up condition as shown in Figure 3 and Figure 4.
  • Each regiment for four kingdoms, regardless of the types of battlefield chosen, comprises of a Leader (101), two Brigades
  • the players can freely structure their armies strategically on the Posts (51) on the game board for their respective kingdoms except for the Leader (101) token must be positioned on the Castle (52) location on the game board, dictates as (16, 17, 18, 19, 24, 25, 26, 27) and one of the Infantry (104) token must be positioned on Apex Post on the battle field, dictates as (12, 13, 14, 15, 20, 21, 22, 23).
  • Figure 5 illustrates initial position and arrangement of each of four armies for four kingdoms for face battlefield (109) in the part two game, whereby every piece of the armies from all kingdoms is arranged on the squares of the game board
  • Figure 6 illustrates initial position and arrangement of each of four armies for four kingdoms for point battlefield (108) in the part two game, whereby every piece of the armies from all kingdoms is arranged on the intersection of two lines of the game board.
  • Figure 5 and Figure 6 obviously show that the arrangement of the armies for all kingdoms played in both face battlefield (109) and point battlefield (108) in the part two game are in accordance to the rules state that all 'Yin' tokens must be faced down and all 'Yang' tokens must be faced up.
  • Figure 7 illustrates initial position and an'angement of each of four armies for four kingdoms for face battlefield (109) in the part three game whereby every piece of the armies from all kingdoms is arranged on the squares of the battlefield
  • Figure 8 illustrates initial position and arrangement of each of four armies for four kingdoms for point battlefield (108) in the game whereby every piece of the armies from all kingdoms is arranged on the intersection of two lines of the battlefield.
  • Figure 7 and Figure 8 obviously show that the arrangements of the armies for all kingdoms played in both face battlefield (109) and point battlefield (108) in the part three game are in accordance to the rules state all the tokens for all four kingdoms are arranged or structured faced down condition except for the Leader (101) token must be positioned faced up on the Castle (52) location on the game board and one of the Infantry (104) token must be positioned faced up on Apex Post on the battle field as well. It is obviously be seen that even though every kingdoms' armies arrangement are with different structure but the number and the type of tokens are the same, this is the flexibility provided in Chess for customization.
  • the Chess game can be played in different parts. In each of the three parts, the players are free to choose to play in different level of the game. Players are allowed to play each parts of the game with four different levels known as, Duel, Quad Strike which is a standalone level, Strategy Alliance which is a teamwork level of game and Empire Kingdom as mentioned earlier or continuously play from part one to part three with the total of twelve levels of game. For clarity, each of the levels of the game is described individually as follow.
  • Duel game is objected for long distance battle and front attack.
  • the Duel game is designed for only two players. Attacking while defending is the primary strategy necessarily to be employed in Duel game.
  • the methodology of playing Duel game is the players are free to choose either East Kingdom versus West Kingdom or North Kingdom versus South Kingdom.
  • Four elements of chess mastery are highlighted here is: (a) Position, (b) line of force, (c) seeing the whole board and (d) candidate moves. Understanding these elements will not give you a much better sense of strategic thinking, but will provide a new perspective on strategic analysis moves in planning when playing Duel game. To win in Duel game or to the end the game, the only way is to conquer the opponent's kingdom as soon as possible. In short, there will be only one player appear to be the winner in the Duel game eventually.
  • Quad Strike or Stand Alone game is objected for short distance battle and side attack.
  • the Quad Strike game is designed only for four players. Defending the attack from the right while attacking the left is the primary strategy necessarily to be employed in Quad Strike game.
  • the methodology of playing Quad Strike game is the opponent's Leader (101) on the left is the target that needed to be conquered while defending attack within own Kingdom from the opponent on the right.
  • Figure 19 is the complete methodology to play the Quad Strike game, East Kingdom attacks South Kingdom while South Kingdom defends (142), South Kingdom attacks West Kingdom while West Kingdom defends (143), West Kingdom attacks North Kingdom while North Kingdom defends (144) and North Kingdom attacks East Kingdom while East Kingdom defends (145).
  • Strategy Alliance or Teamwork game is objected for promoting teamwork strategy when playing the game
  • the Strategy Alliance game is designed for two, three or four players.
  • the primary strategy of Strategy Alliance is to battle in combination of force.
  • the methodology of playing the Strategy Alliance game is the two Kingdoms stand as a team by joining as alliance. Both alliance players must collaborate interactively and strategically to freely attack and freely defend for each other. Make use the timing of turn will help in winning the battle.
  • Figure 21 are all possible combination of alliances, freely chosen by the players to play in the Strategy Alliance game: East Kingdom joins in alliance with West Kingdom to battle against North Kingdom joins in alliance with South Kingdom
  • the Empire Kingdom game is objected for achieving empire state.
  • the Empire Kingdom game is designed for four players.
  • the primary strategy of the Empire Kingdom game is two kingdoms are initially combining force as short term alliance team and finally dissolution of alliance takes place under certain condition whereby the game still continues after the alliance is dissolute.
  • the methodology of playing the Empire Kingdom game is two kingdoms have to choose to join as short term alliance team and once one of the players in the short term alliance team knocks out one of the opponents' Kingdom, short term alliance relationship will be terminated for all alliance.
  • the winning kingdom at the stage of short term alliance is. hereinafter referred to first stage winning kingdom, and the defeated kingdom at the stage of short term alliance is, hereinafter referred to first stage defeated kingdom.
  • the first stage defeated kingdom After dissolution of the winning alliance, the first stage defeated kingdom will be the colony of the first stage winning kingdom after the termination of alliance and the player of the first stage defeated kingdom will be out of the game.
  • the first stage winning kingdom will be in full control of the armies of the first stage defeated kingdom including its playing turn.
  • the first stage winning player also can choose to control the armies of the first stage defeated kingdom or to choose the reversion of army of the first stage defeated kingdom. If the first stage winning kingdom choose to control the armies of the first defeated kingdom, when comes to the turn of first stage defeated kingdom, the first stage winning kingdom's player can move the armies of the first stage defeated kingdom to protect own kingdom or to conquer another kingdom.
  • the first stage winning kingdom's player can choose to revert the force of first stage defeated kingdom's army back to previous state by not moving any first stage defeated kingdom's token. Each time is allowed to revert only one token back to its Post (51).
  • the sequence of armies reversion is from Infantry (104), Infantry (104), Infantry (104), Brigade (102), Squadron (103), Cavalry (106), Archer (107), Chariot (105),
  • Figure 22 are all possible combination of short term alliances, freely chosen by the players to play in the Empire Kingdom game : East Kingdom joins in short term alliance with South Kingdom to battle against West Kingdom joins in short term alliance with North Kingdom (164), East Kingdom joins in short term alliance with West Kingdom to battle against South Kingdom joins in short term alliance with North Kingdom (165) or East Kingdom joins in short term alliance with North Kingdom to battle against West Kingdom joins in short term alliance with South Kingdom (166).
  • West Kingdom's player have two options to control the colony: 1) Move the South Kingdom's token to assist West Kingdom to conquer another Kingdom. 2) Reverting the force of army of the South Kingdom back to initial state by not moving any South Kingdom's token. Each time is allowed to revert only one token back to their dot position and start from Infantry.
  • the army reversion routine is as follow Infantry (104), Infantry (104), Infantry (104), Brigade (102), Squadron (103), Cavalry (106), Archer (107), Chariot (105), Infantry (104), Infantry (104), Brigade (102), Squadron (103), Cavalry (106), Archer (107) and Chariot (105).
  • each of the game played regardless of parts of the game involved can be scored accordingly.
  • each of the involved players Before start of any game, each of the involved players will initially be given 300 capital points.
  • each of the players needs to invest 100 investment points.
  • the gain point will be credited into investment points as well. Different types of tokens may worth for different points, as dictates in the Figure 25.
  • the direct loser By the end of the first game", the direct loser will need to compensate to the winner of the game full amount of the balance investment points of the winner. These amounts of points are deducted from the loser's capital points and credited into the winner's investment points.
  • the indirect losers of the game each of them, will need to compensate to the winner as well, the amount is half of the balance investment points of the winner. These amounts of points are deducted from the loser's capital points and credited into the winner's investment points. Then, all the players are ready to start for the second game by repeating the same routines as described above by investing minimum investment point.
  • the scoring methodology is slightly different in the game of Duel, Quad Strike, Strategic Alliance and Empire Kingdom regardless of parts. Detail example of scoring methodology for respective game, namely Duel game is dictated in the embodiment, Figure 26, Quad Strike game is dictated in the embodiment, Figure 27 and Figure 28, Strategic Alliance game is dictated in the embodiment, Figure 29 and Empire Kingdom game is dictated in the embodiment, Figure 30.
  • each of the players is initially given with 300 capital points individually.
  • each of the involved players in the game must contribute or invest 100 points (167) and hence the capital point will be deducted to 200 for each of the players.
  • Player A must give a total of 40 points to Player B for the losing of said tokens.
  • Player B loses two cavalry (10 points), two archers (10 points) and one leader (40 points).
  • Player B must give a total of 60 points to player A for losing of the said tokens.
  • Player A and Player B will have 120 investment points and 80 investment points respectively. From scenario of the first game, Player A is the winner. Hence, Player B has to compensate full point of Player A, which is 120 points in the said first game. After point deduction, Player B will be left with 80 points in his/her capital points. After all, as dictated in 169, Player A will be left with 240 points and 200 point in his/her investment points and capital points respectively. Whereby, Player B will be left with 80 points in his/her investment point and another 80 points in his/her capital points as well after the first game. To start with the second game, 100 investment points will be required from each players again (170).
  • each of the players is initially given with 300 capital points individually.
  • each of the involved players in the game must contribute or invest 100 points (176) and hence the capital point will be deducted to 200 for each of the players.
  • Player B loses two brigades (10 points) to Player C and Player B gives 10 points to Player C.
  • Player C loses one Leader (40 points) to Player D and Player C gives 40 points to Player D.
  • Player D loses two squadron (10 points) and five infantry (10 points) to Player A, so, Player D gives 20 points to Player A.
  • the balance investment points for Player A is 100
  • the balance investment points for Player B is 110
  • the balance investment points for Player C is 70
  • the balance investment points for Player D is 120 (178). Since Player C is the loser of the game, Player C needs to compensate 120 of its capital points to the investment point of Player D, who is the winner of the first game (179). Player A, Player B and Player C are the indirect loser of the first game, each of them needs to compensate 60 of its capital points to the investment points of Player D (180).
  • each of the players for each alliance team is initially given with 300 capital points individually. Since in this is Strategic Alliance game, the score calculation of the players within the same alliance team can be added up.
  • Player A and Player B join in a alliance hereinafter known as Alliance AB
  • Alliance CD will be given 600 capital points as well.
  • each of the involved players for each alliance team in the game must contribute or invest 100 points (184) and hence the capital point will be deducted to 400 for each of alliance team.
  • Alliance CD loses 80 points to Alliance AB, including one Leader (186). By the end of the first game (187), since Alliance CD is the loser of the first game, Alliance CD needs to compensate for 220 of its capital point to the investment points of Alliance AB. After all the above calculation, both of the Alliances team may proceed to the second game by invest for 200 points again for each alliance teams (188) By the end of the second game (189), The total investment points and capital points for Alliance CD is not enough to invest for minimum 200 points to start for the third game, hence the Alliance CD is the final loser of the game and Alliance AB will be the final winner of the game..
  • each of the players is initially given with 300 capital points individually.
  • Player A and Player B join in a short term alliance, hereinafter known as Alliance AB whereby Player C and Player D also join in another short term alliance, hereinafter known as Alliance CD.
  • Alliance AB whereby Player C and Player D also join in another short term alliance
  • Alliance CD another short term alliance
  • each of the player needs to invest 100 of its investment points which is deducted from individual given capital points (190).
  • After the first twist of the game (191) by assuming that Player A loses 20 points to Player C and 10 points to Player by deducting the points from Player A's investment points.
  • Player B loses 30 points to Player C and 10 points to Player D by deducting the points from Player B's investment points.
  • Player C loses 10 points to Player A and 50 points to Player B, including one Leader, by deducting the points from Player C's investment points.
  • Player D loses 10 points to Player A and 10 points to Player B by deducting the points from Player D's investment points.
  • Player C is the first player being defeated and all the points belonged to Player C will be transferred to the player who defeats Player C, which is Player B (192).
  • Player A, Player B and Player D will dissolve its alliance relation and continues for the second game without invest any investment points (193).
  • Player A successfully conquers Player D and all points belonged to Player D will be transferred to Player A.
  • the game still continues for Player A and Player B.
  • Player A again successfully conquers Player B and hence Player A owns all the points belonged to Player B (195).
  • Player A appears to be the sole player in the game he/she reaches to a
  • This step is optional. Pick an Assassin or Traitor card and place it horizontally on a side. Don't let anyone know what card you have chosen and the card must face down. The rest of the cards put it vertically on the other side and face down too.
  • the chess can be played by whether two, three or four players. The players have to decide on to play in which parts (Part one, Part two or Part three) of the game as well as in which the levels of the game either Duel, Quad Strike, Strategic Alliance or Empire Kingdom.
  • the playing turn is following clock-wise and the player cannot 'Pass' the turn or 'Jump Queue'. For example, if East Kingdom's player is the first to start the game, the following turn will be for South Kingdom's player, the third is West Kingdom's player and the fourth is North Kingdom's player, then back to East Kingdom's Player again and so on. 6.
  • the first step or first move of all players' tokens cannot move out of their Kingdom. It is advised that to move the first token's step to a defending position.

Abstract

A board game designed for two to four players consists of game board, playing pieces, cards, as well as dice. The game board, also known as battlefield is sub-divided by boundary to distinguish different kingdoms. The cards grant the players privileges to control the playing pieces and the mentioned privileges are only limited to only one turn or a few turns. The dice is meant for determining the player who triggers the game and to choose the kingdom. The methodology of playing the present invention is similar to other chess game where each type of the playing pieces are defined with specific movement for moving and capturing by landing own playing pieces on the opponents' playing pieces then to eliminate the captured opponents' playing pieces by removing it from the game board. The movement of the playing pieces can be forward, backward, horizontally, vertically as well as diagonally. In addition to the defined movement of the playing pieces, the present invention introduces various levels of game to be chosen according to the interest of the players. A scoring methodology is also included for the present invention in order to determine the winner of the game as additional condition to prevail over the game other than checkmating the opponents players.

Description

Board Game
Field of Invention
The present invention relates to conventional chess-like board game but it is different in term of its functions, its tokens as well as its game board. Specifically, the present invention is designed for to improve conventional chess-like game for two, three or four players. Minimum two players or maximum four players are allowed to play chess simultaneously in different levels with the control of separate armies.
Background of the Invention
Conventionally, chess game only requires for two players, each player is in control of separate army, the conventional game is played on a square chess board with alternative black and white squares. The conventional chess game is governed by well known conventional rules.
Others have modified the above described conventional chess-like game to accommodate more players or modify the rules. U.S. Patent No. 6,142,474 (Tachkov Helen J : Tachkov Ilian J ; Tachkov Spaska S) discloses a chess-like board game to accommodate two, three or four players with a game board consists of seventy-two dark and seventy-two light colored equally sized squares. Each players is allowed to control respective armies with 16 pieces of game pieces each. The players are allowed to engage in a game bonded by several rules or levels either in alliance formation, dissolution of alliance or great armies.
The present invention is designed with the above similar features with additional flexibilities. Hence, the present invention is superior to train players' strategic thinking and collaboration besides boosting the technical and intellectual requirements of the players.
In the preferred embodiment of our invention comprises of two types of game boards or battlefields which are known as Point Battlefield and Face Battlefield respectively. Point Battlefield consists of one hundred and forty four squares, where as Face Battlefield consists of one hundred and sixty nine squares. These squares alternate in a checkered light and dark pattern, which in the preferred embodiment are white and grey. In the preferred embodiment of the game boards or battlefields consists of complete border surrounding the entire peripheral of the checkered area. Both Point Battlefield and Face Battlefield comprise black dots named as Post and small circle named as Castle, which dictates location for stationing armies or tokens. Additionally, Both Point Battlefield and Face Battlefield are obviously segregated by boundary to distinguish four Kingdoms for accommodating maximum four Kingdoms' armies for four players.
The tokens design of the present invention as in the preferred embodiment are very different from conventional chess. The defined movement of the tokens generally similar to those conventional two players and two armies chess. However, the number and movements of several tokens differ from conventional chess, as shown in the preferred embodiment.
In addition to the novel tokens design in the present invention, there are two new flexibilities or features being introduced, they are traitor and assassin. These features give the players opportunity to take advantages over opponent players under certain circumstances in order to win the game. These flexibilities improve the complexity of the game played as compared to conventional two players and two armies chess such that to encourage the players to think more strategically.
The methodology of playing the present invention is also well defined in order to adapt to the interests of various players. Generally, the methodology is grouped into 3 major parts namely for part one is "Only The Strong Survive", part two is "Yin and Yang" and part three is "The Apocalypse". Each parts comprises of four different levels, they are Duel, Quad Strike, Strategic Alliance and Empire Kingdom. The differences between the above-stated methodologies are in term of the number of players and structure of the armies arranged.
Summary of the Invention
The present invention is known as Quadrategy Chess, consists of novel modified game board, tokens and methodology. The present invention is allowed to play on two different game boards, which contains one hundred and forty four squares or one hundred and sixty nine squares. The former game board is known as Point Battlefield whereby the latter is known as Face Battlefield. Each of these squares alternates in a checkered light and dark pattern, which in the preferred embodiment are white and grey. Both battlefields are bordered significantly into four kingdoms and locations for positioning the armies are defined clearly as per embodiment.
Each kingdoms comprises of individual army, and hence, there are total of four regiments are available in the present invention. Differentiation of the armies from different kingdoms is by color, they are blue, yellow, green and pink, but armies within the same kingdom will be in the same color. Every regiment from each kingdoms comprise of sixteen pieces of tokens derived from seven types of designs as shown in the embodiment herein after.
The main difference of the present invention as compared to the conventional chess likeboard game is the introduction of Assassin Cards and Traitor Cards for the players. Both the
Assassin cards and Traitor cards conditionally offer additional opportunity to the players to checkmate the opponent players under certain circumstances. Hence, the mentioned features add to the complexity of the present invention so as to promote advanced strategic thinking.
Two, three or four independent players are allowed to play simultaneously. Every players will have their own chronological opportunity to move their respective tokens on the game board in clock wise direction. The player who obtains the highest point by rolling a dice will have the privilege to choose the Kingdom whether East Kingdom, South Kingdom, West Kingdom or North Kingdom, this player will also have the privilege to initiate the game.
The novel methodology of the present invention is categorized into three major parts or episodes which of them governed by specific rules. Part one is named as «Only The Strong Survive», the main different of Part one as compared to Part two and Part three is all the tokens are initially arranged faced up before the game commences. Part two is name as «Yin and Yang» whereby portion of the tokens, as defined accordingly in the following detailed description, of the players are arranged faced down and the rest of them are faced up before the game commences. The last part, that is Part three, named as: «The Apocalypse» whereby almost all the tokens of the players are arranged faced down except the front most token and Leader token are faced up before the game starts.
To be more precise in categorizing our novel methodology for the present invention is, every parts comprises of four different levels, as refers to Duel, Quad Strike, Strategic Alliance and Empire Kingdom. The Duel is designed for two players, the main objective of this level is to expose the players to long distance and front attack. Quad Strike is designed for two, three or four players which aims at exposing the players for short distance battle and side attack.
Strategic Alliance is designed for only four players, it is an object of our present invention to train the players' teamwork strategy. The Empire Kingdom level is related to alliance strategy and change to dissolution of alliance.
It's another object of our present invention to create novel rules or regulation of moving the tokens All in all, the detail description and advantages of the present invention is as the following preferred embodiment.
Brief Description of the Drawings
Figure 1 is a plan view of the battlefield or modified game board of the present invention, namely Face Battlefield and Point Battlefield. Figure 2 describes and illustrates the design of the tokens of the present invention.
Figure 3 is a view of the Part one Face Battlefield illustrating the initial position and arrangement of each of four armies for four kingdoms.
Figure 4 is a view of the Part one Point Battlefield illustrating the initial position and arrangement of each of four armies for four kingdoms Figure 5 is a view of the Part two Face Battlefield illustrating the initial position and arrangement of each of four armies for four kingdoms.
Figure 6 is a view of the Part two Point Battlefield illustrating the initial position and arrangement of each of four armies for four kingdoms.
Figure 7 is a view of the Part three Face Battlefield illustrating the initial position and arrangement of each of four armies for four kingdoms.
Figure 8 is a view of the Part three Face Battlefield illustrating the initial position and arrangement of each of four armies for four kingdoms.
Figure 9 illustrates a typical movement on both Face Battlefield and on Point Battlefield of
Leader token for moving and for capturing opponents' tokens. Figure 10 illustrates a typical movement on both Face Battlefield and on Point Battlefield of
Brigade token for moving and for capturing opponents' tokens.
Figure 11 illustrates a typical movement on both Face Battlefield and on Point Battlefield of
Squadron token for moving and for capturing, opponents' tokens. Figure 12 illustrates a typical movement on both Face Battlefield and on Point Battlefield for
Infantry token for moving and for capturing opponents' tokens.
Figure 13 illustrates a typical movement on both Face Battlefield and on Point Battlefield of
Chariot token for moving and for capturing opponents' tokens. Figure 14 illustrates a typical movement on both Face Battlefield and on Point Battlefield of
Cavalry token for moving.
Figure 15 illustrates a typical movement on both Face Battlefield and on Point Battlefield of
Cavalry token for capturing opponents' tokens.
Figure 16 illustrates a typical condition on both Face Battlefield and on Point Battlefield blocking the movement of Cavalry token for moving and for capturing opponents' tokens.
Figure 17 illustrates a typical movement on both Face Battlefield and on Point Battlefield of
Archery token for moving.
Figure 18 illustrates a typical movement on both Face Battlefield and on Point Battlefield of
Archery token for capturing opponents' tokens. Figure 19 illustrates the methodology of Quad Strike for four kingdoms.
Figure 20 illustrates classification of methodology of the present invention.
Figure 21 illustrates the combination of players played for the Strategic Alliance.
Figure 22 illustrates the combination of players played for the Empire Kingdom.
Figure 23 illustrates the summary of combination of players for Duel, Quad Strike, Strategic Alliance and Empire Kingdom.
Figure 24 illustrates the army reversion sequence or routine for the tokens.
Figure 25 illustrates the scores or points for each of the losing armies or tokens.
Figure 26 illustrates the Scoring Methodology in Duel Game.
Figure 27 illustrates the Scoring Methodology in Quad Strike Game. Figure 28 illustrates the continuous of Scoring Methodology in Quad Strike Game.
Figure 29 illustrates the Scoring Methodology in Strategic Alliance Game.
Figure 30 illustrates the Scoring Methodology in Empire Kingdom Game.
Detailed Description of the Preferred Embodiments
The present invention, hereinafter referred to as the Chess game, a modified conventional chess like game, designed for two, three or four players. As shown in the Figure 1, the preferred embodiment layout of the game boards for the Chess game which can be played mainly in two different methods hereinafter referred to as face battlefield (109) and point battlefield (108). The face battlefield (109) consists of one hundred and sixty nine squares whereas the point battlefield (108) comprises of one hundred and forty four squares. All squares arranged in both face battlefield (109) and point battlefield (108) alternate in a checkered light and dark pattern, which in the preferred embodiment are white (10) and grey
(11), but could be any two distinctly different colors or patterns.
Referring to the Figure 1, the preferred embodiment, illustrates the boundary (54) of the game boards divided into four kingdoms, hereinafter known as East Kingdom, South Kingdom, West Kingdom and North Kingdom. Each kingdoms comprises of designated location, in the preferred embodiment, hereinafter named as post (51), specifically marked with 'Black Dots' are for positioning the armies except for the small white color circles or small pentagon shapes with whether the alphabets 'E', 'S', 'W' or 'N' written within, hereinafter known as castle (52), as shown in Figure 1, is dedicated for positioning the Leader token. Niche (53) is the center point of game board and it is a neutral position not belonging to any kingdoms. It's the best location for battling.
As seen in Figure 2, in the preferred embodiment, lists all the seven types of tokens design together with its respective naming, hereinafter, they are Leader (101), Brigade (102), Squadron (103), Cavalry (106), Chariot (105), Archer (107) and Infantry (104). Every players from different kingdoms involved in the game will control a regiment comprises of sixteen armies derived from seven types of tokens. Each regiment for four kingdoms comprises of a Leader (101), two Brigades (102), two Squadrons (103), two Cavalries (106), two Chariots (105), two Archers (107) and five Infantries (104). In addition to the sixteen armies owned by the every player from all kingdoms, the players can optionally choose to play using Assassin cards or Traitor cards. Each kingdoms are entitled for maximum four Assassin cards and maximum four Traitor cards individually, both of which are derived from Chariot (105), Cavalry (106), Archery (107) and Infantry (104). Differentiation between regiment, Assassin card and Traitor cards from different kingdoms is by color.
For clarity of the description and explanation of the present chess game, the following elaboration are divided into three sections, section one is related to the physical tokens, section two relates to the chess's modified optional features and section three is pertaining to the methodology of modified chess. Section One: Physical Tokens
Every single token is governed by specific defined movement similar to the conventional chess like game but with modified features. The defined rules and regulation for moving and capturing opponents' tokens together with its functionality are as following description.
The Leader, dictates as (101), is the most important piece on the game board. It can never be captured else the game is lost. The Leader (101) moves one square horizontally or vertically (118) for backward, forward, left or right directions, but not diagonally on the face battlefield (109) for moving or capturing opponent' token is shown in Figure 9. The Leader (101) also moves from one intersection of two lines to another nearest intersection of two lines horizontally or vertically (119) for backward, forward, left or right directions, but not diagonally, on the point battlefield (108) for moving or capturing opponent' token as shown in Figure 9 as well. The Leader (101) captures opponent's token by stacking the Leader on the opponent's token. The stacked opponent's token will be removed from the game board and the position of the stacked opponent's token will be taken over by the Leader (101). The four Leaders (101) from different kingdoms have four different colors flag as a differentiation between them. They cannot face each other directly either vertically or horizontally but not diagonally for both face battlefield (109) and point battlefield (108). There have to be blocked by at least one chessman of either side in the between.
The Brigade, dictates as (102), moves diagonally unlimited (120), but not vertically and horizontally, within the game board, from one square to another square, for backward, forward, left or right directions, on the face battlefield (109) for moving or capturing opponent' token, as shown in Figure 10. The Brigade (102) also moves diagonally unlimited, but not vertically and horizontally, within the game board, from one intersection of two lines to another intersection of two lines (121) for backward, forward, left or right directions on the point battlefield (108) for moving or capturing opponent' token, as shown in Figure 10 as well. The Brigade (102) captures opponent's token by stacking the Brigade on the opponent's token. The stacked opponent's token will be removed from the game board and the position of the stacked opponent's token will be taken over by the Brigade (102). The main function of the Brigade (102) is to complement the weakness of Squadron (103). The Brigades (102) from different kingdoms have different colors flag as a differentiation between them The Squadron, dictates as (103), moves diagonally unlimited, but not vertically and horizontally, within the game board, from one square to another square for backward, forward, left or right directions (122) on the face battlefield (109) for moving or capturing opponent' token, as shown in Figure 11. The Squadron also moves diagonally unlimited, but not vertically and horizontally, within the game board, from one intersection of two lines to another intersection of two lines for backward, forward, left or right directions, (123) on the point battlefield (108) for moving or capturing opponent' token, as shown in Figure 11 as well. The Squadron (103) captures opponent's token by stacking the Squadron on the opponent's token. The stacked opponent's token will be removed from the battlefield and the position of the stacked opponent's token will be taken over by the Squadron (103). The main function of the Squadron is to complement the weakness of Brigade (102). The Squadrons
(103) from different kingdoms have different colors flag as a differentiation between them.
The Infantry, dictates as (104), is the protector of the main entry and territory of kingdom. It moves one square horizontally or vertically, but not diagonally, for backward, forward, left- or right directions, (124) on the face battlefield (109) for moving or capturing opponent' token, as shown in Figure 12. The Infantry (104) also moves from one intersection of two lines to another nearest intersection of two lines horizontally or vertically, but not diagonally, for backward, forward, left or right directions, (125) on the point battlefield (108) for moving or capturing opponent' token, as shown in Figure 12 as well. The Infantry (104) captures opponent's token by stacking the Infantry on the opponent's token. The stacked opponent's token will be removed from the game board and the position of the stacked opponent's token will be taken over by the Infantry (104). The Infantries (104) from different kingdoms have four different colors flag as a differentiation between them.
The Chariot, dictates as (105), moves vertically and horizontally unlimited, but not diagonally, within the game board, from one square to another square for backward, forward, left or right directions, (126) on the face battlefield (109) for moving or capturing opponent' token, as shown in Figure 13. The Chariot (105) also moves vertically and horizontally unlimited, but not diagonally, within the game board, from one intersection of two lines to another intersection of two lines for backward, forward, left or right directions, (127) on the point battlefield (108) for moving or capturing opponent' token, as shown in Figure 13 as well. The Chariot (105) captures opponent's token by stacking the Chariot on the opponent's token. The stacked opponent's token will be removed from the game board and the position of the stacked opponent's token will be taken over by the Chariot (105). The Chariots (105) from different kingdoms have different colors flag as a differentiation between them.
The Cavalry, dictates as (106), moves six squares diagonally, but not horizontally or vertically for backward, forward, left or right directions, (128) on the face battlefield (109) for moving or capturing opponent' token, as shown in Figure 14. The Cavalry (106) also moves diagonally, but not horizontally or vertically, from one intersection of two lines to another intersection of two lines, which consists of six line* intersections for backward, forward, left or right directions, (129) on the point battlefield (108) for moving or capturing opponent' token, as shown in Figure 14 as well. The Cavalries (106) from different kingdoms have four different colors flag as a differentiation between them.
In the preferred embodiment, Figure 15 illustrates two methods of Cavalry's capturing for both face battlefield (109) and point battlefield (108) tokens. In the first method, the Direct Strike (130) for Cavalry (106) on face battlefield (109) to capture opponents' token, the capturing is done directly by stacking the Cavalry (106) on the opponent's token in accordance to the rules of movement (128). The stacked opponent's token will be removed from the game board and the position of the stacked opponent's token will be taken over by Cavalry (106). While the Direct Strike (132) for Cavalry (106) on point battlefield (108) will be governed by the rules of movement (129). In the second method, the Bounce Strike (131) for Cavalry (106) on face battlefield (109) to capture opponents' token with the assistance of self s or alliance token, the capturing is done through bouncing once from self s or alliance token to opponent's token by stacking the Cavalry (106) on the opponent's token in accordance to the rules of movement (128). The stacked opponent's token will be removed from the game board and the position of the stacked opponent's token will be taken over by Cavalry (106). While the Bounce Strike (133) for Cavalry (106) on point battlefield (108) will be governed by the rules of movement (129).
In the preferred embodiment, Figure 16 illustrates the limitation of movement for Cavalry (106) of both face battlefield (109) and point battlefield (108). The limitation (134) of movement of the Cavalry (106) on the face battlefield (109) will be blocked by any opponent's token that positioned at one square in front in the direction the Cavalry (106) wished to move. For example, if the Cavalry (106) wishes to move to the left, but there is already an opponent token positioned one squares in front of the Cavalry (106) in left direction, hence, the intended move to the left at this condition is forbidden as it's blocked.
But, if the blocking token is from self s or alliance token, there will be no blocking condition occurred, Cavalry (106) is free to move as intended, dictates as (135). While on the point battlefield (108), the limitation (136) of the movement of the Cavalry (106) will be blocked by any opponent's token that positioned at one intersection line in front in the direction the
Cavalry (106) wishes to move. For example, if the Cavalry (106) wishes to move to the left, but there is already an opponent token positioned at one intersection line in front of the
Cavalry (106) in left direction, hence, the intended move to the left at this condition is forbidden as it's blocked. But, if the blocking token is from self s or alliance token, there will be no blocking condition occurred, Cavalry (106) is free to move as intended, dictates as
(137).
The Archer, dictates as (107), moves vertically and horizontally unlimited, but not diagonally, within the game board, from one square to another square for backward, forward, left or right directions, (138) on the face battlefield (109) without capturing opponent' token, as shown in Figure 17. The Archer (107) also moves vertically and horizontally unlimited, but not diagonally, within the game board, from one intersection of two lines to another intersection of two lines for backward, forward, left or right directions, (139) on the point battlefield (108) without capturing opponent' token, as shown in Figure 17 as well. The Archers (107) from different kingdoms have different colors flag as a differentiation between them.
In the preferred embodiment, Figure 18 illustrates Archery's movement for capturing opponent's token for both face battlefield (109) and point battlefield (108). The Archery (107) captures opponent's token only by unlimited jumping over one piece of self s token, one piece of alliance token or one piece of opponent's token and stacks the Archery on the another opponent's token. The stacked opponent's token will be removed from the game board and the position of the stacked opponent's token will be taken over by the Archery (107). The Archery (107) only allowed to jump when capturing or else the movement of the Archery (107) is solely governed by the rules illustrated in Figure 17. The Archery's capturing movement (140) on face battlefield (109) and the Archery's capturing movement (141) on point battlefield (141) are illustrated in Figure 18. All the described rules and regulations related to the seven types of tokens in section one can be applied onto the game of Duel, Quad Strike, Strategic Alliance or Empire Kingdom in different parts or episodes.'
Section Two: Modified Optional Features
As additional features to the chess game as compared to the conventional chess-like game, it introduces Assassin cards and Traitor cards to the game. The Assassin cards and Traitors cards are the optional features to the game and hence the players are free to choose whether to include them in the chess game.
All kingdoms have four Assassin cards individually. The players can choose among Chariot (105), Cavalry (106), Archery (107) and Infantry (104) as an Assassin. The Assassin is unknown to other opponent players but powerful. The mission of the Assassin is to knock out the opponent Leader (101). The Assassin cards can be applied onto the game of Duel, Quad Strike, Strategic Alliance or Empire Kingdom in different parts or episodes. To play with Assassin card, one of the four Assassin card is picked by the players and placed horizontally on a side. The card chosen is kept unknown to other opponent players and the card must face down. The rest of the three un-chosen cards are put vertically on the other side and face down.
The usage of Assassin card is governed by the following rules and regulations:
(i) Used only one time and once the Assassin card is revealed, it cannot be re-used. A new assassin card is re-chosen only when an opponent Kingdom is conquered as colony, (ii) Unless the Assassin has to make a certain movement to checkmate or assassinate the Leader (101), otherwise it cannot simply knock out any other opponent tokens.
(iii) When the Assassin card is opened and is used, the assassin has the power or characteristics of Chariot (105), Cavalry (106), Archery (107) and Infantry (104), as discussed in section one. (iv) If a player owns two kingdoms, the player will have two -different kingdom's assassin cards.
(v) The Assassin card can only be applied to the faced up tokens but not faced done tokens especially for the game of Part Two and Part Three, described in section three. The Assassin card can be used by either opens it to 'check' the opponent Leader (101) directly or move the token to right position then open the card to 'check' the opponent Leader
(101). The power of Assassin lasts only two rums, from the turn the player reveals the card until the following turn.
All kingdoms have four Traitor cards and individually have hidden traitors in team. The player can choose among Chariot (105), Cavalry (106), Archery (107) and Infantry (104) from your opponent's token as Traitor. The identity of Traitor is top secret. The mission is to betray its own Leader's strategy and checkmate Leader (101) in the time of need. In short, one of own tokens is hiding inside opponent Kingdom's army; one of own tokens is belong to another kingdom. The Traitor card can apply into the game of Duel, Quad Strike, Strategy Alliance or Empire Kingdom in different parts or episodes. To play with the Hidden Traitor card, a Traitor card is picked and placed horizontally on a side. The card chosen is kept unknown to other opponent players and the card must face down. The rest of the three un- chosen cards are put vertically on the other side and face down too.
The usage of Traitor card is governed by the following rules and regulations:
(i) Used only one time and once the Traitor card is revealed, it cannot be re-use. A new Traitor card is re-chosen only when an opponent Kingdom is conquered as colony. (ii) Unless the Traitor has to make a certain movement to the Leader (101), otherwise it cannot simply knock out any other token, (iii) When the player revealed the card and pointed the specific opponent token as a Traitor, that token's identity will not change for the next three following turns. For example, if the player decides to choose this South Kingdom's Chariot as a Traitor, in the following turn the player cannot point another South's Kingdom's Chariot as a Traitor.
(iv) After the player revealed the Traitor card, its power can only last for three following turns then the token must out of board game. In short, a player only has two chances to check the Leader (101) once the Traitor's identity was revealed, (v) The power of Traitor is remained what it is. For example, if an opponent Chariot is a Traitor, after revealing its identity it still only has the power of Chariot (105). The only different is one of opponent army now is fully under controlled, (vi) The Traitor card can only be applied to the faced up tokens but not faced done tokens especially for the game of Part Two and Part Three, described in section three. The Traitor card can be used by either opens it to 'check' the Leader (101) directly or move the token to right position then open the card to 'check' the Leader (101). After revealing the
Traitor card for three following turn, whether you successfully destroy your opponent kingdom's strategy or fail to checkmate the Leader (101), the Leader (101) who was betrayed and still surviving will deserve a chance to revert any token out of board game which is belong to its own team.
Assassin card and Traitor card can be used at anytime but cannot be used at the same turn or same token. For example, a player revealed Traitor card and pointed opponent's Archery (107) as self army, if the same player wants to use Assassin card too then the player must wait until next turn to reveal Assassin card and pointed another token as Assassin.
All the described rules and regulations related to the modified optional features as described in section two can be applied onto the game of Duel, Quad Strike, Strategic Alliance or Empire Kingdom in different parts or episodes.
Section 3 : Methodology
As seen in Figure 20, in the preferred embodiment, illustrates the variations of the methodology of playing the Chess game differentiated by different parts or episodes and different levels of game. The players are free to choose to play in different parts of the game and levels of game. Generally, Chess game is classified into :
a) Parts of the Chess Game i) In part one, known as "Only The Strong Survive", the players are free to choose the types of battlefields they like either face battlefield (109) or point battlefield (108). All the players engaged in this part of Chess game are with the same structure of armies in their kingdoms. Figure 3 illustrates initial position and arrangement of each of four armies for four kingdoms for face battlefield (109), they are East kingdom's armies arrangement (110), South kingdom's armies arrangement (111), West kingdom's armies arrangement (112) and North kingdom's armies arrangement (113), whereby every piece of the armies from the four kingdoms is arranged on the squares of the game board. Figure 4 illustrates initial position and arrangement of each of four armies for the four kingdoms for point battlefield (108) with the East (114), South (115), West (116) and North (117) kingdom's armies arrangement, whereby every piece of the armies from four kingdoms is arranged on the intersection of two lines of the game board. All the tokens are arranged in the faced up condition as shown in Figure 3 and Figure 4. Each regiment for four kingdoms, regardless of the types of battlefield chosen, comprises of a Leader (101), two Brigades
(102), two Squadrons (103), two Cavalries (106), two Chariots (105), two Archeries (107) and five Infantries (104) with the total of sixteen pieces of armies. The initial position for the every armies or tokens for all kingdoms must be in accordance to the illustration (110), (111), (112), (113), (114), (115), (116) and (117), the players are not allowed to swap the position of the tokens as defined in (110), (111), (112), (113), (114),
(115), (116) and (117). The arrangements of the armies or tokens for all kingdoms in the part one game are all in faced up condition, which are transparent to all players. To play the game by only two players, the players can choose to play in the game of Duel or Strategic Alliance, three players can only play in the game of Strategic Alliance whereby four players can choose to play either in the game of Strategic Alliance, Quad Strike or Empire Kingdom. All the mentioned levels of game are described separately and clearly in the section 3 (b).
In Part two known as "Yin and Yang", the players are free to choose the types of battlefields they like either face battlefield (109) or point battlefield (108). All the players engaged in this part of Chess game may with the different structure of armies in their kingdoms as the players and can plan their own structure of armies strategically and execute their plan practically. Each regiment for four kingdoms, regardless of the types of battlefield chosen, comprises of a Leader (101), two Brigades (102), two Squadrons (103), two Cavalries (106), two Chariots (105), two Archeries (107) and five Infantries (104) with the total of sixteen pieces of armies. Tn this game, two Squadrons (103), two Chariots (105), two Cavalries (106) and two Archeries (107) in the regiment are the first set of tokens, hereinafter defined as 'Yin' tokens whereby the Leader (101), two brigades (102), and five infantries (104) in'the regiment are the second set of tokens, hereinafter defined as 'Yang' tokens. All the 'Yin' tokens from all kingdoms must be arranged in faced down condition and the rest of the tokens, which are 'Yang' tokens of all kingdoms must be arranged in faced up condition. The players can freely structure their armies strategically on the Posts (51) on the game board for their respective kingdoms except for the Leader (101) token must be positioned on the Castle (52) location on the game board, dictates as (16, 17, 18, 19, 24, 25, 26, 27) and one of the Infantry (104) token must be positioned on Apex Post on the battle field, dictates as (12, 13, 14, 15, 20, 21, 22, 23). For example, Figure 5 illustrates initial position and arrangement of each of four armies for four kingdoms for face battlefield (109) in the part two game, whereby every piece of the armies from all kingdoms is arranged on the squares of the game board and Figure 6 illustrates initial position and arrangement of each of four armies for four kingdoms for point battlefield (108) in the part two game, whereby every piece of the armies from all kingdoms is arranged on the intersection of two lines of the game board. Figure 5 and Figure 6 obviously show that the arrangement of the armies for all kingdoms played in both face battlefield (109) and point battlefield (108) in the part two game are in accordance to the rules state that all 'Yin' tokens must be faced down and all 'Yang' tokens must be faced up. It does obviously be seen that even though every kingdoms' armies arrangement are with different structure but the number and the type of tokens are the same, this is the flexibility provided in Chess game for customization. To play the game by only two players, the players can choose to play in the game of Duel or Strategic Alliance, three players can only play in the game of Strategic Alliance whereby four players can choose to play either in the game of Strategic Alliance, Quad Strike or Empire Kingdom. However, the players who play in this game, they cannot use or apply the Traitor cards or Assassin cards to the token where it is faced down unless it is faced up. All the mentioned levels of game are described separately and clearly in the section 3 (b)
iii) Part three known as "The Apocalypse", the players are free to choose the types of battlefields they like either face battlefield (109) or point battlefield (108). All the players engaged in this part of Chess game may with the different structure of armies in their kingdoms as the players can plan their own structure of armies strategically and execute , their plan practically. Each regiment for four kingdoms, regardless of the types of battlefield chosen, comprises of a Leader (101), two Brigades (102), two Squadrons (103), two Cavalries (106), two Chariots (105), two Archeries (107) and five Infantries (104) with the total of sixteen pieces of armies. In this part three game, all the tokens for all four kingdoms are arranged or structured faced down condition except for the Leader (101) token must be positioned faced up on the Castle (52) location on the game board, dictates as (32., 33, 34, 35, 40, 41, 42, 43) and one of the Infantry (104) token must be positioned faced up on Apex Post on the battle field, dictates as (28, 29, 30, 31, 36, 37, 38, 39). And there is no defined Post for every pieces of tokens and hence the players can freely structure their armies strategically on the Posts (51) on the game board for their respective kingdoms For example, Figure 7 illustrates initial position and an'angement of each of four armies for four kingdoms for face battlefield (109) in the part three game whereby every piece of the armies from all kingdoms is arranged on the squares of the battlefield and Figure 8 illustrates initial position and arrangement of each of four armies for four kingdoms for point battlefield (108) in the game whereby every piece of the armies from all kingdoms is arranged on the intersection of two lines of the battlefield. Figure 7 and Figure 8 obviously show that the arrangements of the armies for all kingdoms played in both face battlefield (109) and point battlefield (108) in the part three game are in accordance to the rules state all the tokens for all four kingdoms are arranged or structured faced down condition except for the Leader (101) token must be positioned faced up on the Castle (52) location on the game board and one of the Infantry (104) token must be positioned faced up on Apex Post on the battle field as well. It is obviously be seen that even though every kingdoms' armies arrangement are with different structure but the number and the type of tokens are the same, this is the flexibility provided in Chess for customization. To play the game by only two players, the players can choose to play in the game of Duel or Strategic Alliance, three players can only play in the game of Strategic Alliance whereby four players can choose to play either in the game of Strategic Alliance, Quad Strike or Empire Kingdom. However, the players who play in this part three game, they cannot use or apply the Traitor cards or Assassin cards to the token where it is faced down unless it is faced up. All the mentioned levels of game are described separately and clearly in the section 3 (b)
b) Levels of the Chess Game
The Chess game, as mentioned in previous sections, can be played in different parts. In each of the three parts, the players are free to choose to play in different level of the game. Players are allowed to play each parts of the game with four different levels known as, Duel, Quad Strike which is a standalone level, Strategy Alliance which is a teamwork level of game and Empire Kingdom as mentioned earlier or continuously play from part one to part three with the total of twelve levels of game. For clarity, each of the levels of the game is described individually as follow.
Duel game is objected for long distance battle and front attack. The Duel game is designed for only two players. Attacking while defending is the primary strategy necessarily to be employed in Duel game. The methodology of playing Duel game is the players are free to choose either East Kingdom versus West Kingdom or North Kingdom versus South Kingdom. Four elements of chess mastery are highlighted here is: (a) Position, (b) line of force, (c) seeing the whole board and (d) candidate moves. Understanding these elements will not give you a much better sense of strategic thinking, but will provide a new perspective on strategic analysis moves in planning when playing Duel game. To win in Duel game or to the end the game, the only way is to conquer the opponent's kingdom as soon as possible. In short, there will be only one player appear to be the winner in the Duel game eventually.
Quad Strike or Stand Alone game is objected for short distance battle and side attack. The Quad Strike game is designed only for four players. Defending the attack from the right while attacking the left is the primary strategy necessarily to be employed in Quad Strike game. The methodology of playing Quad Strike game is the opponent's Leader (101) on the left is the target that needed to be conquered while defending attack within own Kingdom from the opponent on the right. As illustrated in the embodiment, Figure 19 is the complete methodology to play the Quad Strike game, East Kingdom attacks South Kingdom while South Kingdom defends (142), South Kingdom attacks West Kingdom while West Kingdom defends (143), West Kingdom attacks North Kingdom while North Kingdom defends (144) and North Kingdom attacks East Kingdom while East Kingdom defends (145). All the players are strategically designed for attacking and defending hence every movement of the opponent player might have chain reaction and will affect our strategies. Identify key areas of strengths, weaknesses, opportunities and threats of every opponents (SWOT analysis) will bring to the triumph of the player in Quad Strike game. The first player to conquer the kingdom is the winner of the Quad Strike game. In short, there will be only one player appear to be the winner eventually in the game of Quad Strike. For example, to defend - If you are East Kingdom, North Kingdom will attack the East and you can only defend within the East's Battlefield. East cannot go beyond the territory of North to strike back. To attack - If you are East Kingdom, your target is South Kingdom. You will attack South Kingdom and the South can only defend within South's Battlefield. South cannot beyond the territory of East to strike back.
Strategy Alliance or Teamwork game is objected for promoting teamwork strategy when playing the game The Strategy Alliance game is designed for two, three or four players. The primary strategy of Strategy Alliance is to battle in combination of force. The methodology of playing the Strategy Alliance game is the two Kingdoms stand as a team by joining as alliance. Both alliance players must collaborate interactively and strategically to freely attack and freely defend for each other. Make use the timing of turn will help in winning the battle.
As illustrated in the embodiment, Figure 21 are all possible combination of alliances, freely chosen by the players to play in the Strategy Alliance game: East Kingdom joins in alliance with West Kingdom to battle against North Kingdom joins in alliance with South Kingdom
(161), East Kingdom joins in alliance with North Kingdom to battle against West Kingdom joins in alliance with South Kingdom (162) and East Kingdom joins in alliance with South
Kingdom to battle against North Kingdom joins in alliance with West Kingdom (163). To win the Strategy Alliance game is to conquer only one of opponents' Kingdom in alliance will be the winners. In short, eventually there will be one or two players appear to be the winner in the game of Strategy Alliance. For example, as illustrated in (161), East Kingdom joins in alliance with West Kingdom to battle against North Kingdom joins in alliance with South Kingdom, if East Kingdom conquer North Kingdom, the game will be ended and the winner will be both East Kingdom and West Kingdom.
Empire Kingdom game is objected for achieving empire state. The Empire Kingdom game is designed for four players. The primary strategy of the Empire Kingdom game is two kingdoms are initially combining force as short term alliance team and finally dissolution of alliance takes place under certain condition whereby the game still continues after the alliance is dissolute. The methodology of playing the Empire Kingdom game is two kingdoms have to choose to join as short term alliance team and once one of the players in the short term alliance team knocks out one of the opponents' Kingdom, short term alliance relationship will be terminated for all alliance. The winning kingdom at the stage of short term alliance is. hereinafter referred to first stage winning kingdom, and the defeated kingdom at the stage of short term alliance is, hereinafter referred to first stage defeated kingdom. After dissolution of the winning alliance, the first stage defeated kingdom will be the colony of the first stage winning kingdom after the termination of alliance and the player of the first stage defeated kingdom will be out of the game. The first stage winning kingdom will be in full control of the armies of the first stage defeated kingdom including its playing turn. The first stage winning player also can choose to control the armies of the first stage defeated kingdom or to choose the reversion of army of the first stage defeated kingdom. If the first stage winning kingdom choose to control the armies of the first defeated kingdom, when comes to the turn of first stage defeated kingdom, the first stage winning kingdom's player can move the armies of the first stage defeated kingdom to protect own kingdom or to conquer another kingdom. Or else, the first stage winning kingdom's player can choose to revert the force of first stage defeated kingdom's army back to previous state by not moving any first stage defeated kingdom's token. Each time is allowed to revert only one token back to its Post (51). The sequence of armies reversion is from Infantry (104), Infantry (104), Infantry (104), Brigade (102), Squadron (103), Cavalry (106), Archer (107), Chariot (105),
Infantry (104), Infantry (104), Brigade (102), Squadron (103), Cavalry (106), Archer (107) and Chariot (105), as illustrated in the embodiment as shown in Figure 24. All the players except the first stage defeated kingdom's player have to continue the game to conquer any
Kingdom to achieve Empire state and monopoly the world. There are two ways to win the Empire Kingdom game, (1) to conquer two Kingdoms (2) to conquer kingdom that owns two Kingdoms. In short, there may have one or two players appear to be the winner in the game Empire Kingdom. As illustrated in the embodiment, Figure 22 are all possible combination of short term alliances, freely chosen by the players to play in the Empire Kingdom game : East Kingdom joins in short term alliance with South Kingdom to battle against West Kingdom joins in short term alliance with North Kingdom (164), East Kingdom joins in short term alliance with West Kingdom to battle against South Kingdom joins in short term alliance with North Kingdom (165) or East Kingdom joins in short term alliance with North Kingdom to battle against West Kingdom joins in short term alliance with South Kingdom (166).
For example, in the game of Empire Kingdom, if East Kingdom and West Kingdom are short term alliance and same as North Kingdom and South Kingdom. If West Kingdom knocked down South's Leader (101), all South Kingdom's belonging will be under control of West Kingdom's player. Once the West Kingdom's player has two Kingdoms, short term alliance relationship with East Kingdom's player will be terminated immediately. Now the game of Empire Kingdom still continue and the West Kingdom's player will be in control of South Kingdom's armies as a new Leader (101), including its playing turn but the player and the Leader (101) token of the South Kingdom will be out of the board game. West Kingdom's player should move the South Kingdom's token before West Kingdom's token as the game is in clock wise playing turn. West Kingdom's player have two options to control the colony: 1) Move the South Kingdom's token to assist West Kingdom to conquer another Kingdom. 2) Reverting the force of army of the South Kingdom back to initial state by not moving any South Kingdom's token. Each time is allowed to revert only one token back to their dot position and start from Infantry. The army reversion routine is as follow Infantry (104), Infantry (104), Infantry (104), Brigade (102), Squadron (103), Cavalry (106), Archer (107), Chariot (105), Infantry (104), Infantry (104), Brigade (102), Squadron (103), Cavalry (106), Archer (107) and Chariot (105). But, if the South Kingdom has completed five Infantries (104) and two Brigades (102), you will start to revert from Squadron (103). Even you lose an Infantry (104) in the next turn, the following routine of reversion will be Cavalry (106), then Archer (107) and so on. The detail of the army reversion routine is as illustrated in Figure 24. The West Kingdom's player can achieve the Empire state by conquering either North Kingdom or East Kingdom to monopoly the world and West Kingdom's player will be the winner if the player successfully conquers one more Kingdoms. Whereby, North Kingdom's player or East Kingdom's player can be the winner if one of them can conquer West Kingdom that owns two kingdoms or else one of them must be conquered in order to have two Kingdoms to fight with West Kingdom. In the war at the battlefield, there is neither a forever friend nor a forever enemy.
c) Scoring Methodology of Chess Game The scoring methodology for all the level of game played inclusive of Part one, Part two or Part three, regardless of Duel game, Quad Strike game, Strategy Alliance game or Empire Kingdom game for all parts, is based on leverage. The simple rule to score the game is, every time a player captures a token of the opponent, the said player will earn two points, five points or forty points depending of the types of tokens as defined in the embodiment, Figure 25. The Figure 25 illustrates that when a player knocks down or captures an opponent's Leader token, a forty points will be credited to the said player. The same analogy will be applied that five points will be credited for the said player when the player captures Brigade (102) tokens, Squadron (103) tokens, Chariots (105) tokens, Cavalry (106) tokens or Archer (107) tokens. When the player captures any of the Infantry (104) tokens, two points will be credited for the said player. The best player will lose the minimum amount of soldiers or tokens to win the maximum war. It is not only about how perfect the strategy being employed, but including how efficiency with the execution.
Each of the game played, regardless of parts of the game involved can be scored accordingly. Before start of any game, each of the involved players will initially be given 300 capital points. To start the first game, each of the players needs to invest 100 investment points. During the game, every time the player who captures a tokens will be given points by the player who loses the tokens which deducted from his/her investment point, the gain point will be credited into investment points as well. Different types of tokens may worth for different points, as dictates in the Figure 25. By the end of the first game", the direct loser will need to compensate to the winner of the game full amount of the balance investment points of the winner. These amounts of points are deducted from the loser's capital points and credited into the winner's investment points. The indirect losers of the game, each of them, will need to compensate to the winner as well, the amount is half of the balance investment points of the winner. These amounts of points are deducted from the loser's capital points and credited into the winner's investment points. Then, all the players are ready to start for the second game by repeating the same routines as described above by investing minimum investment point.
When there is a player or an alliance team is unable to invest for the minimum amount of investment points to start a new game, then, the game is over. The player or alliance team who is unable to contribute for the said investment points for starting a new game, he/she will be the loser and the player who own the highest points by adding up both investment points and capital points will be the greatest winner of the game.
The scoring methodology is slightly different in the game of Duel, Quad Strike, Strategic Alliance and Empire Kingdom regardless of parts. Detail example of scoring methodology for respective game, namely Duel game is dictated in the embodiment, Figure 26, Quad Strike game is dictated in the embodiment, Figure 27 and Figure 28, Strategic Alliance game is dictated in the embodiment, Figure 29 and Empire Kingdom game is dictated in the embodiment, Figure 30.
In the game of Duel, each of the players is initially given with 300 capital points individually. To start playing the first game, each of the involved players in the game must contribute or invest 100 points (167) and hence the capital point will be deducted to 200 for each of the players. After finish playing the first game (168), by assuming that Player A loses two chariots (10 points), two cavalry (10 points), two squadrons (10 points) and two brigades (10 points). Hence, Player A must give a total of 40 points to Player B for the losing of said tokens. On the other hand, by assuming that Player B loses two cavalry (10 points), two archers (10 points) and one leader (40 points). Hence, Player B must give a total of 60 points to player A for losing of the said tokens. After calculation, Player A and Player B will have 120 investment points and 80 investment points respectively. From scenario of the first game, Player A is the winner. Hence, Player B has to compensate full point of Player A, which is 120 points in the said first game. After point deduction, Player B will be left with 80 points in his/her capital points. After all, as dictated in 169, Player A will be left with 240 points and 200 point in his/her investment points and capital points respectively. Whereby, Player B will be left with 80 points in his/her investment point and another 80 points in his/her capital points as well after the first game. To start with the second game, 100 investment points will be required from each players again (170). The same score calculation analogy will be applied for the second game and third game etc until one of the player capital points is zero or negative that unable to invest 100 points for next battle. In the said Duel game, Player B was the winner of the game as Player A was unable to invest another 100 points to start for the fourth game (175). Hence, player A was considered "the learner" in this game and Player B is the final winner of the game.
In the game of Quad Strike, each of the players is initially given with 300 capital points individually. To start playing the first game, each of the involved players in the game must contribute or invest 100 points (176) and hence the capital point will be deducted to 200 for each of the players. After finish playing the first game (177), by-assuming that Player A loses two chariot (10 points) and two cavalry (10 points) to Player B, so Player A gives 20 points to Player B. Player B loses two brigades (10 points) to Player C and Player B gives 10 points to Player C. Player C loses one Leader (40 points) to Player D and Player C gives 40 points to Player D. And, Player D loses two squadron (10 points) and five infantry (10 points) to Player A, so, Player D gives 20 points to Player A. After calculation, the balance investment points for Player A is 100, the balance investment points for Player B is 110, the balance investment points for Player C is 70 and the balance investment points for Player D is 120 (178). Since Player C is the loser of the game, Player C needs to compensate 120 of its capital points to the investment point of Player D, who is the winner of the first game (179). Player A, Player B and Player C are the indirect loser of the first game, each of them needs to compensate 60 of its capital points to the investment points of Player D (180). All the players can start the second game (181), and by the end of the second game (183) after all the score calculation, Player C is unable to contribute his/her 100 investment points for the next third game, hence Player C is the final loser of the game and Player D is the final winner of the game since he/she with the highest points by adding up both investment points and capital points.
In the game of Strategic Alliance, each of the players for each alliance team is initially given with 300 capital points individually. Since in this is Strategic Alliance game, the score calculation of the players within the same alliance team can be added up. In the said example, Player A and Player B join in a alliance, hereinafter known as Alliance AB, will have 600 capital points whereby Player C and Player D also join in another alliance, hereinafter known as Alliance CD will be given 600 capital points as well. To start playing the first game, each of the involved players for each alliance team in the game must contribute or invest 100 points (184) and hence the capital point will be deducted to 400 for each of alliance team.
After the first game (185), by assuming Alliance AB loses 60 points to Alliance CD and
Alliance CD loses 80 points to Alliance AB, including one Leader (186). By the end of the first game (187), since Alliance CD is the loser of the first game, Alliance CD needs to compensate for 220 of its capital point to the investment points of Alliance AB. After all the above calculation, both of the Alliances team may proceed to the second game by invest for 200 points again for each alliance teams (188) By the end of the second game (189), The total investment points and capital points for Alliance CD is not enough to invest for minimum 200 points to start for the third game, hence the Alliance CD is the final loser of the game and Alliance AB will be the final winner of the game..
In the game of Empire Kingdom, each of the players is initially given with 300 capital points individually. In the said example, Player A and Player B join in a short term alliance, hereinafter known as Alliance AB whereby Player C and Player D also join in another short term alliance, hereinafter known as Alliance CD. To start the first game, each of the player needs to invest 100 of its investment points which is deducted from individual given capital points (190). After the first twist of the game (191), by assuming that Player A loses 20 points to Player C and 10 points to Player by deducting the points from Player A's investment points. Player B loses 30 points to Player C and 10 points to Player D by deducting the points from Player B's investment points. Player C loses 10 points to Player A and 50 points to Player B, including one Leader, by deducting the points from Player C's investment points. Player D loses 10 points to Player A and 10 points to Player B by deducting the points from Player D's investment points. By the end of the first twist of the game, Player C is the first player being defeated and all the points belonged to Player C will be transferred to the player who defeats Player C, which is Player B (192). After that, Player A, Player B and Player D will dissolve its alliance relation and continues for the second game without invest any investment points (193). After the second twist of the game (194), Player A successfully conquers Player D and all points belonged to Player D will be transferred to Player A. The game still continues for Player A and Player B. After the third twist of the game, Player A again successfully conquers Player B and hence Player A owns all the points belonged to Player B (195). Finally, Player A appears to be the sole player in the game he/she reaches to a
Empire Kingdom state and become the final winner of the game.
d) How to play Chess Game 1. Before start the game, all players roll a dice and the highest points will have the privilege to choose the side of the Kingdom and be the trigger of the game. The lowest point will be the last to choose the Kingdom.
2. This step is optional. Pick an Assassin or Traitor card and place it horizontally on a side. Don't let anyone know what card you have chosen and the card must face down. The rest of the cards put it vertically on the other side and face down too.
3. The chess can be played by whether two, three or four players. The players have to decide on to play in which parts (Part one, Part two or Part three) of the game as well as in which the levels of the game either Duel, Quad Strike, Strategic Alliance or Empire Kingdom.
4. After the decision made, all the involved players start arrange or structure their armies in accordance to the rules defined with respect to the parts of the game and levels of the game chosen in 3. (i) For Part One game, the arrangement or structuring of armies can be done openly. (ii) For Part Two game, the arrangement or structuring of armies must be done secretly whereby a 'X' shape cardboard or divider is put at the centre of the board right on the Boundary (54) of the game board so as to blocking other opponents viewing at the structure of armies we planned. Upon finishing, the 'X' shape cardboard or divider is removed. (iii)For Part Three game, the arrangement or structuring of armies must be done secretly whereby a 'X' shape cardboard or divider is put at the centre of the board right on the Boundary (54) of the game board so as to blocking other opponents viewing at the structure of armies we planned. The timing for arrangement or structuring of armies is limited at 5 minutes. Upon finishing, the 'X' shape cardboard or divider is removed.
5. Once start the game, the playing turn is following clock-wise and the player cannot 'Pass' the turn or 'Jump Queue'. For example, if East Kingdom's player is the first to start the game, the following turn will be for South Kingdom's player, the third is West Kingdom's player and the fourth is North Kingdom's player, then back to East Kingdom's Player again and so on. 6. At the beginning of the game, the first step or first move of all players' tokens cannot move out of their Kingdom. It is advised that to move the first token's step to a defending position.
7. There are several rules defined for moving the tokens in the battlefield with respect to the parts of the game and levels of the game chosen in 3. (i) For Part One game, all the tokens played in the game are in faced up condition. Hence, moving the token can be done directly. (ii) For Part Two game, the players are only allowed to move the 'Yang' tokens that are faced up. In short, if the players want to move face down token, that is 'Yin' token, the token must be faced up first then make movement on it. Flipping the token to faced up condition and make a move on it can be done in single turn. Any faced up tokens can not be faced down again or any 'Yin' tokens that are already faced up can not be faced down again. Of course, if the player wish to know the actually identity of his/her own 'Yin' tokens that are faced down, he/she can flip the tokens occasionally during the game without exposing its identity to the opponents. (iii) For Part Three game, the players are only allowed to move the faced up tokens. In short, if the players want to move face down token, the token must be faced up first then make movement on it. Flipping the token to faced up condition and make a move on it can be done in single turn Any faced up tokens can not be faced down again. Of course, if the player wish to know the actually identity of his/her own faced down tokens, he/she can flip the tokens occasionally during the game without exposing its identity to the opponents. If one of the players does not make his/her move within certain time, as agreed by all the players in the game, for example one minute, the next player reserves the right to move any tokens except Leader (101) token of the said player within 10 seconds.
8. When the battle is so challenging that a player has no idea to move any token, the said player cannot 'Pass' the turn to the next player or let other players to take the turn. The player needs to calm down and re-plan his/her strategies. A player only stops to move his/her tokens at his/her turn when the said player loses his/her Kingdom. 9. Do not simply knock out or capture any unrelated opponent's token in the game of Quad Strike, unless the rules and regulation stated.
10. When a player was 'Checked', the said player must move his/her Leader (101) token or other tokens come to protect in order to prevent Leader token being captures by opponent. If the opponent's token put in position in which a player cannot prevent the capture of his/her Leader (101), which means the said player was "Checkmate' or the player is totally defeated by his/her opponent.
11. There are two situations defined as conquering a Kingdom or win over other Kingdom: (i) Checkmate the Opponent's Leader token. (ii) Knock out or capture all the opponent kingdom's tokens except Leader token. When a Leader loses all the power to defeat the enemy and protect the citizens, it considered 'Checkmate' as well.
It is to be understood that the present invention may be embodied in other specific forms and is not limited to the sole embodiment described above. However modification and equivalents of the disclosed concepts such as those which readily occur to one skilled in the art are intended to be included within the scope of the claims which are appended thereto.

Claims

Claims
1. A board game for two to four players comprising: a game board having an array of alternating contrast playing spaces with means of defining the boundary of four different kingdoms; a set of playing pieces for each players distinguishable from one player to another player, said playing pieces being alternatingly movable in turn from one space on said game board to another according to the rules of said board game; said rules for playing said board game including moving said playing pieces to the space occupied by the opponent's playing pieces and subsequently thereto, capturing said opponent's pieces and continuing until a checkmated leader from a kingdom being removed from said game board; and each of said game played is governed by a scoring methodology based on the captured playing pieces for determining the final winner of the game.
2. The board game for two to four players as claimed in claim 1, wherein said game board is a face battlefield game board having one hundred and sixty nine playing spaces.
3. The board game for two to four players as claimed in claim 1, wherein said game board is a point battlefield game board having one hundred and forty four playing spaces.
4. The board game for two to four players as claimed in claim 1, wherein said means of defining the boundary consists of two lines diagonally drawn across said game board to distinguish said four kingdoms namely East Kingdom, South Kingdom, West Kingdom and North Kingdom.
5. The board game for two to four players as claimed in claim 4, wherein said each kingdom of said game board includes a main mark at the middle of the first rank for positioning said leader of the kingdom and fifteen marks in the shape of a pyramid within each said kingdom for positioning said set of playing pieces.
6. The board game for two to four players as claimed in claim 1, wherein said board game further comprising a dice for the players to roll accordingly in order to know which player to trigger the start of the game and which is the first player to choose the kingdom.
7. The board game for two to four players as claimed in claim 1, wherein said board game having the variations of the methodology of playing differentiated by different levels of game which are the duel, quad strike, strategy alliance and empire kingdom; and different parts of game which are the part one, part two and part three.
8. The board game for two to four players as claimed in claim 7, wherein said duel game is designed for two players which are free to choose either East Kingdom versus West Kingdom or North Kingdom versus South Kingdom with only one player appear to be the winner of said game.
9. The board game for two to four players as claimed in claim 7, wherein said quad strike game is designed for four players is played with attacking the opponent's leader while defending the attack from the adjacent kingdom in clockwise direction and said game is won when a first player has conquered the opponent's kingdom.
10. The board game for two to four players as claimed in claim 7, wherein said strategic alliance game is designed for two to four players with alliance formation of two kingdoms to attack the opponent's alliance and said game will be ended with one of the kingdom from said alliance formation has conquered said one of the kingdom from said opponent's alliance.
11. The board game for two to four players as claimed in claim 7, wherein said empire kingdom game is designed for four players and played with two kingdoms initially combined as short term alliance team and finally dissolution of all alliance once one of the player in said short term alliance team being conquered by said opponents' short term alliance team.
12. The board game for two to four players as claimed in claim 7, wherein said part one of said methodology of playing is played with all said playing pieces in faced up condition.
13. The board game for two to four players as claimed in claim 7, wherein said part two of said methodology of playing is played with partial of said playing pieces are freely structured in faced down condition and partial of other playing pieces in faced up condition.
14. The board game for two to four players as claimed in claim 13, wherein said faced down playing pieces in said part two game can be faced up in order to perform movement but said faced up playing pieces can not be faced down again.
15. The board game for two to four players as claimed in claim 7, wherein said part three of said methodology of playing is played with all of said playing pieces in faced down condition except for said leader of each kingdom.
16. The board game for two to four players as claimed in any claim 1 to 15, wherein said game is optionally played with Assassin and Traitors cards whereby said Assassin card are used for controlling own playing pieces to perform with the multiple characteristics like other types of said playing pieces in addition to perform its own characteristic; and said Traitors cards are used for controlling opponent's playing pieces just like own playing pieces.
17. The board game for two to four players as claimed in claim 1, wherein said checkmate is if the Leader playing piece of one kingdom is not able to move away from the checked position by opponent; or one kingdom is losing all the playing pieces except the Leader playing piece.
18. The board game for two to four players as claimed in claim 1, wherein said scoring methodology refers to the following sequences for calculation: each of said players in the game is initially given with a certain amount of points as the capital points; each of said players contribute for a certain amount of points as the investment points before start the game whereby said investment points are deducted from the player capital points if the balance of the investment point is not enough to cater for the required investment points; each of the captured playing pieces is pre-weighted with points accordingly and said point lost will be deducted from said investment points for each of the game played; said defeated player will give away a certain amount of capital points to the winner, which is equivalent to the full amount of the balance investment points of said winner; and said winner will credit all the gained points into said investment points; and a new game can be started by repeating the same sequence and when a player is unable to contribute for the required investment points for starting a new game, said player will be the final loser of said game.
19. The board game for two to four players as claimed in any claim 1 to 18, wherein said battlefields, playing pieces, dice and cards are in term of either physical form or virtual form such as software.
PCT/SG2005/000188 2004-06-11 2005-06-10 Board game WO2005120667A1 (en)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
MY0402246 2004-06-11
MYPI20042246 2004-06-11

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WO2005120667A1 true WO2005120667A1 (en) 2005-12-22

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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2022231051A1 (en) * 2021-04-28 2022-11-03 레트로봇 주식회사 Board-type card battle game apparatus and card battle game method

Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4613134A (en) * 1984-03-30 1986-09-23 Tobin Gerard J Method of playing a board game utilizing a board with different zones
US4984807A (en) * 1990-01-12 1991-01-15 Baruch Shiryon Board game
US5513849A (en) * 1995-08-09 1996-05-07 Navin; John J. Method of playing a four-player chess game
US6142474A (en) * 1998-08-14 2000-11-07 Tachkov; Ilian J. Two, three or four participant/four army chess-like game

Patent Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4613134A (en) * 1984-03-30 1986-09-23 Tobin Gerard J Method of playing a board game utilizing a board with different zones
US4984807A (en) * 1990-01-12 1991-01-15 Baruch Shiryon Board game
US5513849A (en) * 1995-08-09 1996-05-07 Navin; John J. Method of playing a four-player chess game
US6142474A (en) * 1998-08-14 2000-11-07 Tachkov; Ilian J. Two, three or four participant/four army chess-like game

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2022231051A1 (en) * 2021-04-28 2022-11-03 레트로봇 주식회사 Board-type card battle game apparatus and card battle game method

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