2000Chess(battlefield, castle and pro-football)

Add a variety of moves to the typical boardgame world, creating it's own world removed.

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Description
DESCRIPTION OF RELATED ART

[0001] The field of endeavor to which 2000 Chess(Battlefield, Castle and Pro-Football Chess.)

[0002] Pertains is that of board games with it's closest relative being typical chess.

SUMMARY OF INVENTION

[0003] 2000 Chess improves on typical Chess by giving the gamer a greater variety of moves in which to trump or escape from your enemy. Also featuring an unlimited (changeable) playing board to navigate.

[0004] The objective to give typical chess lovers a better “Mouse-Trap” in which to enjoy and enhance their skills in competitive boardgame movements.

Claims

1. Movement (M), Shot Range (S), and Destroy Area (DA) as they are listed with use of abilities as the numbers indicate for 2000 Chess, Battlefield, Castle and Pro Football, all numbers being unique to 2000 chess,

the combination of (M), (S) and (DA) movement being unique to 2000Chess.
the abilities of Pro Football being decided by individuals actual grid-iron states, i.e. 2000 yard (RB) moves 20 spaces a turn, 4000 (QB) throws 40 spaces a turn, as related to a 110 rectangles being of business card size (3½″ by 2″.) with equal sized 50 rectangles inside of each business card size rectangle being spaced board. V,9-10/2

2. The board diagram for 2000 Chess (Battlefield and Castle) being of typical business card size (3½″ by 2″) and having four smaller boxes ¼ of 3{fraction (1/2″)} by 2″ inside each box, the typical play board equaling 100 of above said boxes of 4 boxes inside of business card size rectangle, actual size being 17½″ by 20″ inches, with choice of making board whatever size players choose by adding or subtracting from typical board size of any of the business size boxes or any of smaller ¼ size inter boxes, giving gamer unlimited size of business size boxes.

3. Specifying unique abilities for soilders as in dented next,

Spies—may only be eliminated by Spy Hunter, Generals, Guards, or other spies, spies may eliminate anything their bullets may penetrate, no tanks or out of range helicopters,
Vehicles—may fire upon each other only except passengers in vehicles may fire or attack other troops and vehicles may run over troops, vehicle crews must remain in vehicles in order of said vehicles to operate (except for Humvees only driver need ramain in Humvee) all vehicles remain on field even after they are hit once hit they provide excellent cover, (there exists no cover agaisnt flame throwers) You may shoot through glass of vehicles. Once vehicle is destroyed you receive a (M) turn for every man in vehicle. i.e. If 3 men are in said destroyed vehicle that equals 4 (M) turns, 3 for each man and 1 regular turn, no extra (S) turns,
Helicopters—may only be eliminated by vehicles (no Humvee), M-60, Bazooka, snipers, and tri-pod machine gunners, helicopters may eliminated any except lay down troops and spies,
Scouts—at any time during game all your scouts are killed all vehicles (excluding Humvee) operate at half their normal (S) and (DA) Ability for game remainder,
laying down troops may only be eliminated by other lay down troops (including snipers) spies and grenaide weaponery or by getting run over,
Tanks—may only be destroyed by vehicles weaponery, Bazooka, or by any type grenaide weapon place on it's spokes,
Humvee may carry 4 troops at one time, (tri-pod mac gunner counts as two) takes on the (S) ability of it's passengers, driver of vehicles may also fire weapons,
Flame Thrower—no cover useful agaisnt initial (S) turn=2½ the next turn fire spreads to another (S)-1 up to full 3{fraction (1/2)} (S) turn without you losing (S) turn on next turn,
Bayonet Guard—has a (DA) ½ when using sword with (S) 1.
(Super Soilder—has a (S) 2½ and (DA) ½ with M-16, a (S) 5 and (DA) ¼ when using sniper rifle and a (S) of 2 and (DA) ¾ with grenaide,
machine gunner grenaider has (S) ½ and (DA) ¾ with Mac gun and S(2) and (DA) ½ with grenaide.
Mortar—(S)=from spaces 5-7 in front of M=½ (DA)=½, cannot damage helicopters in flight or spies,
Laying M-16-(S)=2 (M)=½ (DA)=½,
Catapult—destroys any except spies, only fire or phalanx destroys catapult,
chariots may trample all except catapult or spies, (may trample phalanx from side or back only destroying 3 men only, four horse chariot may destroy 4 men),
Phalanx may trample all except spies.

4. The use of removable weapons in the game play being unique to 2000 Chess.

Patent History
Publication number: 20020089118
Type: Application
Filed: Dec 7, 2000
Publication Date: Jul 11, 2002
Inventor: Alan Mitchell Richardson (Knoxville, TN)
Application Number: 09731182
Classifications
Current U.S. Class: Chess Or Checker Type (273/260); Military Or Naval Engagement (273/262)
International Classification: A63F003/02;