Military board game

The subject MILITARY BOARD GAME includes a playing board with a top surface having primarily linear orientated pathway(s). The playing board may also have peg hole(s), or track(s), that seat playing pieces having pegged, or slotted, undersides in the pathways to prevent inadvertent movement during game play. Players utilize the pathway for progressive or regressive movement en route to a final destination at one end of the pathway. This movement is regulated by a number of factors including designated spaces, card play and rolling dice. The first player to successfully traverse from one end of the pathway to the other is the victor of the game.

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Description
DESCRIPTION

[0001] This application claims priority of prior co-pending provisional application Ser. No. 60/222,274, filed Jul. 31, 2000, which is hereby incorporated by reference.

BACKGROUND OF THE INVENTION

[0002] 1. Field of the Invention

[0003] The invention relates to board games. Specifically, this invention relates to a military combat orientated BOARD GAME wherein a player seeks to safely traverse a simulated battlefield.

[0004] 2. Related Art

[0005] Numerous military board games exist as patented devices including Keyko (U.S. Pat. No. 2,799,504), Fratangelo, et al. (U.S. Pat. No. 5,020,805), and Falzarano (U.S. Pat. No. 5,803,455). However, none of these devices are known to incorporate the features of the subject invented MILITARY BOARD GAME.

SUMMARY OF THE INVENTION

[0006] The subject MILITARY BOARD GAME includes a playing board with a top surface having primarily linearly orientated pathway(s). The playing board may also have peg hole(s), or track(s), that seat playing pieces having pegged, or slotted, undersides to prevent inadvertent movement during game play. Players utilize the pathway for progressive or regressive movement en route to a final desired destination at one end of the pathway. This movement is regulated by a number of factors including designated spaces, card play and rolls of dice. The first player to successfully traverse from one end of the pathway to the other is the victor of the game.

BRIEF DESCRIPTION OF THE DRAWINGS

[0007] The Following Figures Depict Preferred Examples of The Subject Invention's Embodiments:

[0008] FIG. 1 is an overview of a BOARD GAME embodiment having peg holes and specially designated spaces in the form of Board Mines.

[0009] FIG. 2 displays a side view representation of a Soldier playing piece.

[0010] FIG. 3 is side view representation of a tank playing piece.

[0011] FIG. 4 is a side view representation of a Bomber playing piece.

[0012] FIG. 5 is a side view representation of two mine playing pieces.

[0013] FIG. 6 is a side view of 5 dice used in the subject invention wherein one die has a special demarcation.

DETAILED DESCRIPTION OF THE INVENTION

[0014] FIG. 1 depicts a top view of a typical playing board (0). The depicted playing board (0) has a series of generally linear orientated holes (5) that form a pathway for progressive or regressive movement of particular playing pieces. This holed embodiment accepts playing pieces with peg(s) to prevent unintended movement of the playing pieces during game play. Note: This peg-hole relationship is preferred, but optional: the playing pieces may have planar undersides that rest upon a planar playing board or the playing pieces may have an underside that fits within a recessed groove or track on the playing board (0). For illustrative purposes, the peg-hole embodiment will be discussed exclusively in this specification. Specific locations (10) upon the playing board (0), apart from the linear orientated holes (5), may accommodate playing pieces that are not in use during particular game. Markings or denotations with specific progressive or regressive effects may also be provided to enhance the detail of the BOARD GAME.

[0015] Referring to FIGS. 2-6: The PLAYING PIECES may take the following form(s) when used in a military strategy board game: 1 Playing Piece Shape One Soldier (FIG. 2) Two Tank (FIG. 3) Three Bomber (FIG. 4) Four Two mines (FIG. 5)

[0016] Other game implements include die (dice) and a set of cards.

[0017] One or more die may have a special demarcation for scoring according to particular rules when using a plurality of dice. For reference, the set of cards may have the following designations when using a traditional 52 card playing deck and Jokers: 2 Card Number Designation Ace One Two-Ten Face Value Jack Ten and/or Spy Queen or King Ten Joker Seventeen

GAME SETUP

[0018] The initial setup of the militarized version of the BOARD GAME begins with placement of the soldier (2) at the beginning (one end) of the linear orientated holes (5). In addition, each player receives zero, one or a plurality of mines that are color coordinated to match their soldier (i.e. red-red, blue-blue, green-green, etc.). These mines are placed in the linear orientated holes, which are also color coordinated to the players' individual preference. Preferably, the mines are placed in the holes of an opponent. Placement begins with the first player to the left of the dealer and rotates clockwise, or counterclockwise, until all players distribute their mines. Determination of the first card dealer may be from cutting cards or rolling a die and, the placement of mine(s) on specially designated spaces (discussed below) may optionally be prohibited.

GAME PLAY

[0019] The Round of Twenty-Seven

[0020] A Round of Twenty-Seven follows distribution and placement of the soldier and any mines: The dealer shuffles the deck of cards and distributes four cards to each player. Thereafter, the first Hand of Twenty-Seven begins with a player next to the dealer (generally clockwise) revealing a card and announcing its numerical value. The second player reveals a card and announces the sum total of their card and the previous card. Play continues in this manner with each subsequent player revealing a card and announcing the running total of the revealed cards. The Hand of Twenty-Seven ends when the sum of revealed cards reaches twenty-seven, or the closest number thereto without exceeding twenty-seven. Note: A player passes and does not reveal a card when they cannot play a card that does not exceed twenty-seven. Thereafter, a new Hand of Twenty-Seven begins at zero with the player that sequentially follows the last player able to reveal a card. The Round of Twenty-Seven ends when all players have revealed all of their cards. The next dealer shuffles and distributes the cards for another Round of Twenty-Seven. Note: The designated number of twenty-seven and the progressive movements are not necessarily fixed and may vary among embodiments of the BOARD GAME.

[0021] During a Hand of Twenty-Seven a player's revealed card may effect soldier movement as follows: 3 3 Hole Progression Revealing a card that brings the total of revealed cards to exactly twenty-seven. 2 Hole Progression 1.) Revealing a card that brings the running total to thirteen; or 2.) Revealing the same numerical or designated card as the previous player during a discrete Hand of Twenty-seven (i.e. King after King). 1 Hole Progression 1.) Revealing a particularly designated card such as a Spy; or 2.) Revealing the final card during a Hand of Twenty-Seven that exceeds 19 but does not reach twenty-seven.

[0022] Player-Set Mines

[0023] In one embodiment of the BOARD GAME, a soldier may land on a player-placed mine (1) during a Hand of Twenty-Seven without implication. In another embodiment, a player whose soldier is on a mine (1) after termination of the Round of Twenty-Seven must defuse the mine (1) by rolling dice or utilizing similar implements of chance to attain a pre-established score or value. Still another embodiment may temporarily pause a Hand of Twenty-Seven while a player defuses a mind landed upon during the Hand of Twenty-Seven. One variation of the BOARD GAME uses five dice and provides scoring using the following guideline: 4 Die Face Value Converted Game Value One (Individually) 100 Five (Individually)  50 One's (3 of a kind) 300 Two's (3 of a kind) 200 Three's (3 of a kind) 300 Four's (3 of a kind) 400 Five's (3 of a kind) 150 Six's (3 of a kind) 600

[0024] A score of 500 defuses the mine when using five dice and the above referenced values although other values or scores may alter the diffusion requirements. Failing to defuse the mine (1) results in a “detonation” that leads to a regression of a soldier on a mine. Typically, the regression would be three holes. A mine (1) is removed from the PLAYING BOARD (0) after defusing or detonation.

[0025] Board Mines or Impediments

[0026] One embodiment of the BOARD GAME includes designated holes on the playing board (0) for rapid progression or regression. Such designations include board mines (7). Soldiers (2) landing on these spaces may undergo individualized action or, all soldiers may experience their effect when a soldier lands on a designated space at a particular point of play. For example, all players may roll dice, or use a similar game of chance, when one, or more, soldiers (2) lands and remains on a board mine (7) at completion of a Round of Twenty-Seven. In this situation, players whose soldiers are not on the designated space may receive an advantage such as counting the specially designated die twice (i.e. if the face value of the specially designated die is a three, it may count as two threes). After rolling the dice, the highest scoring player would progress a number of holes while the player with the lowest score would regress a number of holes.

Optional Rules

[0027] The BOARD GAME is a relatively simple and straightforward device. This lack of complexity permits optional rules for the competent user. Examples of these optional rules include tank use, bombing runs, combat and/or “The Special Rule”, discussed below.

[0028] Tanks

[0029] A player attaining an exact twenty-seven three times during game play may exchange their soldier for another, more powerful playing piece such as a tank (3). The tank designation would provide significant advantages when addressing player mines (1), board mines or bombing runs (discussed below). For example, the tank (3) may command an additional value when defusing mines. This value will generally be 100 when five dice are used and may vary among embodiments of the BOARD GAME. A similar advantage would exist when addressing similarly designated progression or regression spaces.

[0030] Bombing Runs

[0031] A bombing run may begin after all players shuffle and distribute cards: Before a Round of Twenty-Seven begins, a dealer takes their bomber (4) and places it at the beginning (one end) of an opposing player's linear orientated holes (5). The dealer states and commits to how many rolls of a die it will take for the bomber (4) to reach an opposing player's soldier (2) or tank (3) by moving the bomber (4) in correlation with the face value of the die. The dealer rolls a die the stated number of times and progresses the bomber (4) along the opponent's linear orientated path corresponding to the face value of the die.

[0032] The Bombing Run fails if the dealer's playing piece does not land on, or within, two spaces immediately before the opponent's soldier or tank. The following progression or regression of a soldier (2) or tank (4) would occur if the bomber (4) lands within this three space realm: Landing on the opponent's occupied playing space results in a five space regression of the occupying soldier (2) or tank (3). Landing immediately before the soldier (2) or tank (3) results in a four space regression, while landing two spaces behind results in a three space regression. A player with a tank (3) regresses one space less than a soldier (i.e. four, three and two spaces, respectively). Of course, the regression will vary by embodiment. In addition, Bombing Runs will occur only once per dealer per Round of Twenty-Seven and before the cards are shuffled. An alternative embodiment may provide that the stated number of die rolls must be executed and a Bomber must be removed from the game if its progression exceeds the terminus of the linear orientated pathway.

[0033] Combat

[0034] Combat permits a player to directly challenge another player. After cards are dealt for a Round of Twenty-Seven, players with an Ace and a Six or another designated card arrangement can challenge any other player to Combat. The challenged opponent allows the challenger to blindly choose one of the challengee's cards. The challenger views the chosen card and may keep it while discarding one card of its own, or discard the chosen card in favor of its original hand. In either case, the challenged player is left with three of its original cards while the challenger has “three” cards: two standard cards and the combined designated card. For example, the designated Ace and Six in this embodiment has a value of sixteen.

[0035] Combat players place their remaining three cards face down and each roll a die. The die signifies the number of progressive or regressive holes or spaces at stake for each respective player. Thereafter, the players reveal their top cards and the player with the high card value wins the “combat”. A player winning two of the three “combats” moves its soldier (2) or tank (3) progressively equal to the number on its respective die while the player that loses two of the three “combats” moves its soldier or tank regressively equal to the number on their respective die. No movement occurs if a player does not win two of the three “combats”. Note: the Joker has a value of seventeen for determination of the high card while Kings beat Queens, Queens beat Jacks and Jacks beat Tens. Both players' cards are removed from the hand of Twenty-Seven and each player receives four new cards after a combat sequence. However, combat may re-occur based on this card redistribution.

[0036] The Special Rule

[0037] The “Special Rule” addresses situations where a player attains a twenty-seven during a Hand of Twenty-Seven but after converting its soldier (2) into a tank (3). In this case, the player may immediately go on a bombing run before card play resumes, or replant a mine that was passed by another player's soldier (2) or tank (3).

Completion

[0038] Play completes when a player reaches or exceeds the final progressive hole on the playing board.

EXAMPLE “AIR/MINE 27”

[0039] Object:

[0040] Be the first player to cross mine field.

[0041] Peg Board:

[0042] The peg board consists of four different mine fields, each having a different color. Each mine field has a total of thirty-six holes, with four “board” mines. (Board mines are the holes marked by black dots.) There are five holes in each of the four corners. These holes are for the playing pieces. (Each player has his/her own corner.)

[0043] Playing Pieces:

[0044] There are four bombers, four tanks, four soldiers, and twelve “opponent” mines. (Each player has one bomber, one tank, one soldier, and three “opponent” mines, all of which are the same color.) There is one deck of cards, and five dice. (The dice consists of four white, and one red.)

[0045] Set Up:

[0046] The players decide what color they want, and then pick a corner of the peg board where they want their playing pieces. Place bomber in the corner hole, and your tank next to the bomber. Put your “opponent” mines in the remaining three holes. Your soldier goes in the first hole, on the left hand side of the peg board. (Make sure you place it on your color.) All players roll one white die. High roller shuffles, and deals four cards to each player.

[0047] A Round of 27:

[0048] Player to dealers left goes first, laying down a card (face up) of his/her choice, and saying the numerical value to the other players. (Example: If the player laid down a three, he/she would say “three”.) Play continues clockwise, with each player laying down a card and adding it to the previous total. (Example: If player two laid down a seven, he/she would add the seven to the three and say “ten”. If player three laid down a nine, he/she would add the nine to the ten and say “nineteen”.) Count continues until your total hits 27, or you come as close as you can without going over 27. On your turn, if you can't play a card that would place you 27 or lower, you say “pass”, and it would skip to the next player. If you can play a card, you must play it. When play hits 27, or as close as it can without going over, play starts over at zero. (Example: Player four plays a card, bringing the total count to twenty-five. All other players say “pass”. If player four has another card he/she could play, he/she must play it. Since player four laid down the last card, the player to his/her left would play the next card, starting over at zero.) Play continues until every player is out of cards. All cards being played is one “round” of 27. There may be several “hands” of 27, in one “round” of 27. When a round of 27 is over, the player on the dealers left is the next dealer.

[0049] Numerical Value of Cards:

[0050] 1) two's-ten's equal the number shown on card (example: two's are worth two, three's are worth three, and so on . . . )

[0051] 2) Jack's, Queen's, and King's all equal ten

[0052] 3) Aces equal one

[0053] 4) Bombers (Jokers) equal 27

[0054] Ways to Move on A Round of 27:

[0055] 1) “Thirteen”—If you play a card, and total thirteen, you move ahead two holes.

[0056] 2) “Copycat”—If you play the same card that the player before you played, you move ahead two holes. (Example: Player one lay's down a four. If player two lay's down a four, he/she would move ahead two holes. If player three lay's down a four, he/she would move ahead two holes also. It must be on the same “hand” of 27.

[0057] 3) “Spy”—If you lay down a Jack, you move ahead one hole.

[0058] 4) “Last card”—If play does not hit 27, the last player to lay down a card under 27, moves ahead one hole. (Exception: If total is under twenty, he/she does not move one hole.)

[0059] 5) “27”—If you play a card and total 27, you move ahead three holes.

[0060] What to do When You Total 27:

[0061] At the start of the game, each player has three “opponent” mines, which he/she can plant on any opponent. During card play, when you lay down a card that totals 27, the first tiling you do is move ahead three holes. The second thing you do is plant one of your mines on an opponent's mine field. You may not plant them . . . 1) On the hole your opponent is currently occupying, 2) Where there is already a “board” mine, 3) Where there is already an “opponent” mine planted, 4) On the final hole of your opponent's mine field. Anywhere else is acceptable. If you forget to plant a mine before the next player lay's down a card, you miss your chance, and have to wait until you get another 27.

[0062] What to do After A Round of 27:

[0063] Remember . . . a “round” of 27 is when al four cards have been played by every player. When all cards have been played, each player looks to see if they have ended up on a mine. There are two types of mines in this game . . . 1) Board mines—they are a part of the peg board, 2) Opponent mines - they are planted by player's. All player's who have ended up on an opponent's mine roll die first, and follow the rules of rolling for opponent mines. Second, if any player has ended up on a board mine, each player rolls dice, and follows the rules of rolling for board mines. (When any player, or player's, end up on a board mine, it affects all the player's.) If no one ends up on a mine, play resumes with another round of 27. Important: You only roll for mines after a “round” of 27. You may land on a mine during card play, and when this happens, the mine is just another hole. You have a chance of moving off them before the “round” of 27 is over.

[0064] DIE SCORING:

[0065] There are five dice . . . four white, and one red. The red die counts double. (Example: If you rolled the dice and the red die was a five . . . it would be worth two five's.) There are three ways you score die:

[0066] 1) five's are worth 50 points each

[0067] 2) one's are worth 100 points each

[0068] 3) three of a kind:

[0069] one's=300 two's=200 three's=300 four's=400 five's=150 sixes=600

[0070] Rolling for Opponent Mines:

[0071] After each round of 27, if any player ends up on an opponent mine, he/she must score 500 points in one roll to diffuse the mine. Roll all five dice, counting the red die double. If player does not diffuse the mine, it explodes and sends him/her back three holes. If player does diffuse the mine, he/she stays where they are. After an opponent mine explodes or is diffused, it is removed from the game. You may not plant more than two mines on any one opponent, except in a two player game.

[0072] Rolling for Board Mines:

[0073] After each “round” of 27, if any player has ended up on a board mine, all players roll dice against each other. The player, or player's, who end up on the board mines roll first. The red die does not count double for these players, because they landed directly on the mine, thus giving them a disadvantage. The players not landing directly on the board mines get to double the red die. Each player takes his/her turn rolling. The player with the highest score moves ahead two holes. The player with the lowest score moves back two holes. (In a three or four player game, if you neither won nor lost, you stay where you are.) Start by rolling all five dice. You may roll more than once, but you must score and set aside at least one die of your choice per roll. Let's say after rolling all five dice, you have two five's, a one (with the red die), and two three's. You don't have three of a kind, but the two five's are worth 100 points, and the one is doubled because it is the red die, making it 200 points. (If you are a player who landed directly on the board mine, you may not double the red die, so the red one would give you 100 points.) Let's say you did not land directly on the board mine . . . someone else did. You would have a total of 300 points for this roll.

[0074] Option 1: Keep 300 points and give the dice to the next player to roll.

[0075] Option 2: Keep 300 points and chance rolling the other two dice. If you don't score either of the two die, you lose your 300 points and go back to zero . . . your turn would be over. If you score one of these die, add it to your 300 points, and decide if you want to chance roiling the last die. If you score both die, add them to your 300 points and you may roll all five dice again. (If you score all five die, you may roll them all again, but at any time, if you roll and don't score any die, you lose your existing score and go back to zero.)

[0076] Option 3: Keep the red one, giving you 200 points, and roll the other four die, trying to roll one's or three of a kind.

[0077] Option 4: Keep one of the five's, giving you 50 points, and roll the other four dice, trying to use the red die to get three of a kind. (If you rolled a red four, and one of the other die was a four, you would have three of a kind by doubling the red die, giving you 400 points.)

[0078] These are just four options. You take whatever strategy you want. Remember . . . you must set aside at least one scored die of your choice per roll. At any time, if you roll and don't score any die, you lose your existing score and go back to zero. In case of a tie, players who tied roll all five dice once. High score wins.

[0079] Bombers (B-17):

[0080] After all players have shuffled and dealt the cards once (twice for two players), the dealer may bomb an opponent of his/her choice. Before dealing the cards, take your bomber and place it at the start of an opponent's mine field. You announce to the other players how many dice you think it will take you to reach your opponent. You have to roll the amount of dice you guessed . . . no more . . . no less. (No using red die.) Roll one die at a time and move bomber the amount rolled. If you fly past your opponent, even if it's just one hole . . . you miss. If you fly off the peg board, your bomber is removed from the game. If you land three or more holes short of your opponent . . . you miss. If you land two holes short of him/her . . . it's a hit and he/she has to move back three holes. If you land one hole short of him/her . . . it's a hit and he/she has to move back four holes. If you land directly on your opponent . . . it's a direct hit and he/she has to move back five holes. After your bombing raid, put bomber back in it's position for future use.

[0081] Tanks:

[0082] When you score three 27's, and have planted all three of your mines, exchange your soldier with your tank. Place your tank in the hole your soldier is occupying at that time.

[0083] Special rules for tanks:

[0084] 1) When landing on an opponent's mine, tanks only need to score 300 points in one roll, instead of 500 points, to diffuse mine.

[0085] 2) When rolling for board mines, tanks start out with 100 points instead of 0. So even before you roll, you have 100 points. While rolling, if you don't score any die, you go back to 0. But in the case of a tie breaker, tanks start out at 100 points again.

[0086] 3) If hit by a bomb, tanks move back one hole less than a soldier would.

[0087] Combat (M-16):

[0088] After every player has dealt the cards once (twice for a two player game), you may challenge an opponent of your choice to combat, if you have an M-16 in your hand. If you are dealt an ace and a six, you have an M-16. Before card play begins, decide whether or not you want to challenge someone. If you do, announce that you have an M-16 and challenge an opponent of your choice. This opponent must hold up his/her cards, facing them away from you, and allow you to take a card out of his/her hand. You get to look at this card and switch it for one of yours, if you want. The card you don't want is put out of play. This leaves your opponent with three cards and you with four cards. You and your opponent put your cards in the order you both want and place them face down in front of you. Your M-16 has to stay together as one card. Each of you roll one die. Whatever you roll, that's how many holes you are in combat for. (Example: If you roll a three, that's what you move. If your opponent rolls a four, that's what he/she moves. Red die is not allowed.) You and your opponent now take your top card and turn it face up. The high card wins. You do this with all three cards. Remember . . . your M-16 is one card. The player with the most victories wins, and moves ahead the amount he/she rolled. The player who lost moves back the amount he/she rolled. In case of a tie, each player draws a card from the deck. High card wins. After combat, these “combat” cards are removed from this round, and the two players involved are dealt four more cards. If there are no more combat challenges, play resumes with a round of 27.

[0089] Combat Scoring:

[0090] The numerical value of an M-16 is sixteen. Since the bomber (joker) cards have a card value of seventeen, they can beat an M-16 in combat. They are the only cards that can. Kings beat Queens, Queens beat Jacks, and Jacks beat tens. (Aces are still worth one.)

[0091] Special Rule:

[0092] When a player has scored three 27's and has planted all three of his/her mines . . . for every 27 that player scores after that, he/she may choose to do one of the following.

[0093] 1) Free bombing raid—As soon as you score 27, card play stops, and you go on a bombing raid. After bombing raid, card play resumes where it left off.

[0094] 2) Re-planting a mine—As soon as you score 27, you may move up one of the mines that you planted, which your opponent didn't land on. You may not switch mine fields, and you may not use mines that have been removed from the game. (This rule allows you a second chance to get your opponent with a mine that missed him/her the first time.)

[0095] Basic Order of Play:

[0096] 1) Play a round of 27.

[0097] 2) Roll dice for opponent mines.

[0098] 3) Roll dice for board mines.

[0099] After every player has dealt cards once (twice for two players).

[0100] 1) Bombing raid (dealer only)

[0101] 2) Combat (any player who has an M-16)

[0102] 3) Play a round of 27.

[0103] 4) Roll dice for opponent mines.

[0104] 5) Roll dice for board mines.

[0105] Game ends when first player obtains the final hole on his/her mine field.

[0106] Although this invention has been described above with reference to particular means, materials and embodiments, it is to be understood that the invention is not limited to these disclosed particulars, but extends instead to all equivalents within the scope of the following claims.

Claims

1. A military board game comprising:

a planar game board with a plurality of linearly oriented pathways; indicia on said pathways to indicate progressive or regressive movement thereupon; and gamepieces representing soldiers and gamepieces representing landmines for placement on said pathways, said landmines impeding the progressive movement of said soldiers.

2. The board game of claim 1, which also comprises a conventional deck of 52 playing cards.

3. The board game of claim 1, which also comprises a set of die.

4. The board game of claim 3, wherein the set of die has five die.

5. The board game of claim 4, wherein the five-die set has one die with a special demarcation.

6. The board game of claim 1, which also comprises gamepieces representing tanks and bombers.

Patent History
Publication number: 20020067000
Type: Application
Filed: Jul 31, 2001
Publication Date: Jun 6, 2002
Inventors: Darren R. Larson (Cut Bank, MT), Brenda Larson (Cut Bank, MT)
Application Number: 09921270
Classifications
Current U.S. Class: Military Or Naval Engagement (273/255)
International Classification: A63F003/00;