FUN CHESS GAME

This game has modified the rules and simplified classical chess so that Friends and Family (children, parents and grand parents) can play it. One doesn't have to be great intellect or strategic thinker. This is achieved by introducing the elements of Luck (by rolling dice), which limits the moves made by a player. Second element introduced is Points. As you attack a piece you get points, hence at any point in time a decision can be made as to who is the winner. Third element is Re-birth of pieces. With re-birth feature friends and family need not worry much if a piece is attacked, there is very high probability that it will reborn. These elements make the game unique and attractive for friends and family to play.

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Description
FIELD OF THE INVENTION

The invention is an improvement over the present way of playing Chess, and more particularly it relates to adding fun by introducing the concept of luck, rebirth and points.

DESCRIPTION OF THE RELATED ART

The classical set of rules to play Chess is set to keep it as mind challenging and strategizing game. The players have to think about several moves ahead in a given situation both for him and for the opponent. This results in Chess being played by people who are highly intellect.

Over thousands of years, the game of Chess has become popular all over the world. High stakes are involved in International Chess Events, wherein millions of dollars are at stake. The winners are given titles like, “World Chess Champions”, “Grand Masters”, etc. With classical rules, the Chess has become a game that is played very seriously and professionally. Over a period of time, large database of opening, midgame and endgame rules have been recorded and players use them while playing professional game.

Efforts have been done by several inventors to tweak its rules in order to make it playable with Friends and Family. In re U.S. Pat. No. 5,647,593 by Kamat et al titled as “Easy Chess Like Game” have modified the game board and a small number of playing pieces in order to make it easy to learn and play, but yet retain much of the appeal of the conventional chess game in terms of strategy and tactics. In the preferred embodiment of the Game, Pawns and Kings are completely eliminated and a piece called Prince is used with a sub-set of conventional chess pieces. In re U.S. Pat. No. 5,257,787, titled as “Chess Like Game” is another interesting efforts invented by Joseph A. Miccio, whereby a Chess like game is provided to simplify the teaching and playing of basic chess. It includes a game board having a lesser number of squares. For example, 5-verticle rows and 6-horizontal rows. A reduced number of pieces are provided with each opponent set including one each of King, Queen, Bishop, Knight, Rook and 5-pawns. The game incorporates many of the basic interrelationship and strategic aspects of conventional chess while permitting a more rapid and simpler game.

However, what is not available in the current art are the set of rules that allow players to have Fun with Chess by introduction of elements of luck, rebirth and points. Thus, a need exists to make Chess available to masses over several mobile, PC platforms and social media.

SUMMARY OF THE INVENTION

Accordingly, embodiments of the present invention provide for a set of simplified rules that allows anyone to easily remember and play chess.

In one embodiment, the present invention allows moves by players based on luck, for example, a throw of dice will dictate the move made by a piece.

In another embodiment, the present invention allows the pieces to be reborn after the attack based on the given rules.

In yet another embodiment, the present invention provides for a platform that will enable earning of the points based on attacking opponent pieces, so the winner can be declared at any point in time based on the score also.

In yet another embodiment, the present invention provides for game to be played by everybody, and not necessarily by highly intellect players.

In yet another embodiment, the present invention provides for a platform that will enable an early and easy learning of the conventional game of chess.

Other aspects, advantages, and salient features of the invention will become apparent to those skilled in the art from the following detailed description, which, taken in conjunction with the annexed drawings, disclose exemplary embodiments of the invention.

BRIEF DESCRIPTION OF THE DRAWINGS

So that the manner in which the above recited features of the present invention are attained and can be understood in detail, a more particular description of the invention, briefly summarized above, may be had by reference to the embodiments thereof which are illustrated in the appended drawings.

It is to be noted, however, that the appended drawings illustrate only typical embodiments of this invention and are therefore not to be considered limiting of its scope, for the invention may admit to other equally effective embodiments.

FIG. 1 depicts the Pawn's move and attack rule, in accordance with one embodiment of the present invention.

FIG. 2 depicts the King's move and attack rule, in accordance with one embodiment of the present invention.

FIG. 3 shows the Queen's move and attack rule in accordance with one embodiment of the present invention.

FIG. 4 depicts the Rook's move and attack rule in accordance with one embodiment of the present invention.

FIG. 5 depicts the Bishop's move and attack rule in accordance with one embodiment of the present invention.

FIG. 6 depicts the Knight's move and attack rule in accordance with one embodiment of the present invention.

FIG. 7 depicts the rebirth rules in accordance with one embodiment of the present invention.

DETAILED DESCRIPTION

Reference will now be made in detail to various embodiments in accordance with the invention, examples of which are illustrated in the accompanying drawings. While the invention will be described in conjunction with various embodiments, it will be understood that these various embodiments are not intended to limit the invention. On the contrary, the invention is intended to cover alternatives, modifications, and equivalents, which may be included within the scope of the invention as construed according to the appended Claims. Furthermore, in the following detailed description of various embodiments in accordance with the invention, numerous specific details are set forth in order to provide a thorough understanding of the invention. However, it will be evident to one of ordinary skill in the art that the invention may be practiced without these specific details.

Some portions of the detailed descriptions that follow are presented in terms of procedures, logic blocks, processing, and other symbolic representations of operations on data bits within a computer memory. These descriptions and representations are the means used by those skilled in the data processing arts to most effectively convey the substance of their work to others skilled in the art.

It is appreciated that present chess game can be implemented in a variety of systems, devices, architectures and configurations. For example, present game can be used as an application with several known platforms, such as for, mobile platforms (iPhone, iPad, Android, Windows), distributed computing environment, a cloud computing environment, a client server environment, social networking websites, etc. Embodiments described herein may be discussed in the general context of computer-executable instructions residing on some form of computer-readable storage medium, such as program modules, executed by one or more computers, computing devices, or other devices.

FIG. 1 depicts the Pawn's move and attack rule, in accordance with one embodiment of the present invention. The following are the rules:

Move:

The Pawn always moves one square forward, if the square is empty.
The Pawn can't move horizontally or backward.

Attack:

The Pawn attacks opponent's piece by moving diagonally forward either left or right.

Luck:

The Pawn can always make its move, irrespective of the number on dice.

FIG. 2 depicts the King's move and attack rule, in accordance with one embodiment of the present invention. The following are the rules:

Move:

The King moves one square in all directions (up, down, left, right, or in 4 diagonal directions), if the square is empty.

Attack:

The King attacks opponent's piece by moving one square in all directions.

Luck:

The King can always make its move, irrespective of the number on dice.

FIG. 3 shows the Queen's move and attack rule in accordance with one embodiment of the present invention. The following are the rules:

Move:

The Queen moves any number of empty squares in all directions (up, down, left, right, or in 4 diagonal directions), until it finds a piece (of either team) on its path.

Attack:

The Queen attacks other team's piece it finds on its move.

Luck:

If the rolled dice shows *, the Queen can move as many number of empty square as it wishes.
If the rolled dice shows number from 1-5, it can move up to 1-5 squares only. For example, if the number on dice is 3, the Queen can move up to 3 empty squares only, which means, it can move one, two or three empty squares.

FIG. 4 depicts the Rook's move and attack rule in accordance with one embodiment of the present invention. The following are the rules:

Move:

The Rook moves any number of empty squares in 4 directions (up, down, left, right), until it finds a piece (of either team) on its path.

Attack:

The Rook attacks other team's piece it finds on its move.

Luck:

If the rolled dice shows *, the Rook can move as many number of empty square as it wishes.
If the rolled dice shows number from 1-5, it can move up to 1-5 squares only. For example, if the number on dice is 1, the Rook can move 1 empty square only.

FIG. 5 depicts the Bishop's move and attack rule in accordance with one embodiment of the present invention. The following are the rules:

Move:

The Bishop moves any number of empty squares in 4 diagonal directions, until it finds a piece (of either team) on its path.

Attack:

The Bishop attacks other team's piece it finds on its move.

Luck:

If the rolled dice shows *, the Bishop can move as many number of empty square as it wishes.
If the rolled dice shows number from 1-5, it can move up to 1-5 squares only.
For example, if the number on dice is 5, the Queen can move up to 5 empty squares only. That means, it can move one, two, three, four or five empty squares.

FIG. 6 depicts the Knight's move and attack rule in accordance with one embodiment of the present invention. The following are the rules:

Move:

The Knight is the only piece, which can jump over the pieces to an empty square.
The Knight jumps 2 squares up/down and one square left/right.
Or 2 squares left/right and one square up/down.

Attack:

The Knight attacks other team's piece on Destination Square.

Luck:

If the rolled dice shows 3, 4, 5 or *, the Knight can make a move.
If the rolled dice shows 1 or 2, the Knight can't make a move.

FIG. 7 depicts the rebirth rules in accordance with one embodiment of the present invention. The following are the rules:

The Queen can reborn if its home square is empty. Otherwise it can't reborn.
The Rook can reborn in any of the two home squares, if it is empty.
The Bishop can reborn in any of the two home squares, if it is empty.
The Knight can reborn in any of the two home squares, if it is empty.
The Pawn can reborn in square, which is intersection of pawn home row and the column in which it was attacked. If this square is not empty, the Pawn can reborn in another square in pawn home row, if there is no other Pawn in that column.
If a piece is attacked, in its home square, it can't be reborn.

The Rules Based on Luck:

The move and attack of powerful pieces (the Queen, the Rook, the Bishop and the Knight) is based on the number one gets on dice as covered above.
This invention covers any other type of number generation mechanism for playing based on luck.
The numbers on Dice are not restricted to what is listed in the invention. For example, it covers 0, which means the player was unlucky and hence can't make a move at all.

Score/Point System:

The points earned by attacking a piece are as below:

The Pawn: 100 The Bishop: 300 The Knight: 300 The Rook: 500 The Queen: 900

This invention covers other point system, which can be assigned to each piece.

In one of the embodiment of the present invention fixed points are allocated to both the players at the beginning of the game and thereafter moving points from one player to another based upon the attack of each piece.

In one more embodiment of the present invention, ability is given to players to accumulate points over several games played with several players. For example, in the beginning of the game if both the players have 10,000 points. After playing the game, the winner may have 15,000 points and the looser may be left with 5,000 points. When players start with their next games, they start with their previous cumulative scores.

In further embodiment of the present invention, ability is given to players to set winning points that will be added to the winning player's score. For example, both the players start with 10,000 points each and decide to allocate 5,000 points as “winning points”. At the end of the game, if the winner has 12,000 points and looser has 8,000 points, 5,000 “winning points” will be added to winner's score, taking the winner score to 17,000.

Winner:

At any point, the winner player is:

    • One who attacks opponent's King
    • One who has higher score, if the players decide to not continue the game.
    • If opponent team's only King and Pawns are left.
    • If after attack on the King, the opponent's King cannot make a move.

Levels:

The game has three levels. Default level is Medium.

1. Easy:

    • a. The attacked piece is returned back to the board by default.
    • b. The game always has all pieces on the board so it becomes fun to keep capturing other team's pieces.

2. Medium:

    • a. The attacked piece is returned back to the board based on re-birth rules or bought by paying through points.
    • b. The game will have pieces removed on the board over a period of time, so it becomes little more challenging.

3. Challenging:

    • a. The attacked pieces can't be re-born or bought.
    • b. The game will have pieces removed on the board relatively quickly, so it becomes more challenging.

This invention covers other possible levels for a chess game

The foregoing description, for purpose of explanation, has been described with reference to specific embodiments. However, the illustrative discussions above are not intended to be exhaustive or to limit the invention to the precise forms disclosed. Many modifications and variations are possible in view of the above teachings. The embodiments were chosen and described in order to best explain the principles of the invention and its practical applications, to thereby enable others skilled in the art to best utilize the invention and various embodiments with various modifications as may be suited to the particular use contemplated.

Claims

1. An improved Chess game comprising electronics (computer) environment based game with 16 pieces, such an improvement in the game comprising of: wherein such an improvement leads into more fun and enjoyment for the players.

Generation of a lucky number to decide the number of squares a piece can move on the Chess board;
an ability to earn points based on the attack of opponents piece; and
rebirth of a piece based on certain levels and rules,

2. An improvement of claim 1, wherein such improved Chess Game can be implemented as part of a distributed computing environment, a cloud computing environment and/or a client server environment, etc.

3. An improvement of claim 1, wherein such improved Chess Game can be integrated with mobile platforms, such as iPhone, iPad, Android, Windows, etc.

4. An improvement of claim 1, wherein such improved Chess Game can be played over any social media and networking websites.

5. A computer readable storage medium having stored thereon, computer executable instructions that, if executed by a computer system cause the computer system to perform improvement over conventional Chess board with 16 pieces, such an improvement in the game comprising of:

generation of a lucky number to decide the number of squares a piece can move on the Chess board;
an ability to earn points based on the attack of opponent's piece; and
rebirth of a piece based on certain levels and rules,
wherein the improvement leads into more fun and enjoyment for the players.

6. An improvement of claim 1, wherein the Generation of lucky number is by means of throw of a dice.

7. An improvement of claim 1, wherein the winner is a player who has attacked the King, has a higher score or, opponent is left with only King and Pawns.

8. An improvement of claim 1, wherein the ability to earn points include allocating fixed points to both the players at the beginning of the game and thereafter moving points from one player to another based upon the attack of each piece.

9. An improvement of claim 1, further comprising of a player accumulating points over several games played with several players over a period of time.

10. An improvement of claim 1, further comprising players agreeing to set winning points that will be added to the winning player's score.

11. An improvement of claim 1, wherein rebirth of pieces is decided based upon the levels selected by players, such as Easy, Medium and Challenging Levels.

12. An improvement of claim 1, wherein rebirth of Queen, Rook, Knight and Bishop can take place only and only if one of its home square is empty, and it is not being attacked in its home square.

Patent History
Publication number: 20140225323
Type: Application
Filed: Feb 14, 2013
Publication Date: Aug 14, 2014
Inventor: OMPRAKASH SONIE (Pune)
Application Number: 13/766,783
Classifications
Current U.S. Class: Chess Or Checker Type (273/260)
International Classification: A63F 3/02 (20060101);