Tankmasters

This is a game played with a plurality of loco motor turreted vehicles FIG. 2. Involving strategy and skill, on any smooth or semi smooth surface without a game board. The game involves two groups of turreted vehicles FIG. 1. Which can be moved across the surface and which are capable of changing their lines of fire determined by the position of the moveable turret. The goal of the game is to steer any of one's turreted vehicles into the opponent's HQ (3), thereby winning the game (4D). This simple act is deterred by the fact that the vehicle cannot cross an opponent's vehicle's line of fire without being destroyed (4B). If this occurs, the vehicle is automatically deemed as destroyed and inverted at the point where it crossed the line of fire (4A). The vehicles may travel towards the opponent's HQ (3), and eventually into it, by avoiding the opponent's lines of fire. If this is not possible, the vehicle may choose to destroy the opponent's vehicles with the offending lines of fire. This is achieved by aiming at an opponent's vehicle and rolling a spherical projectile of selected sizes (4) down a chute (5) towards the opponent's vehicle. If the opponent's vehicle is hit by the projectile, it and its line of fire are counted as destroyed (4C). A summary of rules that will be included in that game follows on the next page.

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Description
CROSS-REFERENCE TO RELATED APPLICATION

This application references the provisional patent application No. 60/541/831, filed Feb. 5, 2004 by present inventors.

FEDERALLY SPONSORED RESEARCH Not Applicable SEQUENCE LISTING OF PROGRAM

Not Applicable

BACKGROUND OF THE INVENTION—FIELD OF INVENTION

This game relates generally to military strategic and tactical games, as well as games of physical skill, with combined characteristics of games like Chess and Pool.

BACKGROUND OF THE INVENTION—ADVANTAGES

Many military games have been designed that attempt to simulate certain realistic, yet hypothetical situations. Generally, these games employ a game board and game pieces, whose progress through the game, after initial deployment, is determined by mere chance. Most of the games are designed to provide pure entertainment. Such games do not provide an opportunity for players to develop combined tactical, strategic and physical skills.

Objects and Advantages

This game combines components of strategic and tactical games, as well as games of physical skill. More specifically, it relates to games of strategy and tactics like Chess, where the goal is to take out the opponent's key piece, and by so doing, win the game. In Chess, the key piece is the King; in the present game, it is the opponent's HQ. It also has elements of games like pool, where physical skill is required to aim spherical objects accurately at specified targets. In pool, the targets are the pockets or balls, in the present game; the targets are the opponent's turreted vehicles.

SUMMARY

1. A military war game combining elements of strategy and skill comprising:

A substantially horizontal smooth or semi-smooth playing surface of any length or width, not requiring a game board.

At least two differently marked sets of loco motor turreted vehicles, one set for each of said players or team of players, said vehicles being mobile, and possessing moveable turrets. The position of the turret determines the vehicle's line of fire.

One HQ (headquarters) for each team located at each of the extreme ends of the determined playing field, said HQ comprising a physical object or designated area.

A plurality of spherical projectiles of various sizes and weights.

A single chute per team, down which the spherical projectiles will be aimed and rolled at the opponent's vehicles.

2. A game as described in number 1 wherein the turreted vehicles are assigned a specific size and weight of spherical projectile. This determines the range for which the projectile can be rolled at an opponent's vehicle.

3. The game as described in number 1 wherein a specified turreted vehicle or vehicles are assigned larger and/or heavier spherical projectiles, providing a longer range for which the projectile can be rolled at an opponent's vehicle.

A BRIEF DESCRIPTION OF DRAWINGS

FIG. 1 shows two groups of distinguishable loco motor turreted vehicles (1) and (2). Each group has a specified turreted vehicle (2), which is selected for firing heavier and/or larger, long range spherical projectiles. In this example, a single turreted vehicle is identified as such by its larger size. In this example, the vehicles are pictured as tanks. Each group has an HQ (3). In this example, the HQs are represented as tents. Each group has a set of spherical projectiles (4) of varying size and weight, which are rolled down the chute (5) to attack the opponent's turreted vehicles. In this example, the chutes are U-shaped, but could have other configurations, for example: V-shaped or tubular.

FIG. 2 shows three examples (6) (7) and (8) of the underside of the turreted vehicles indicating how the turreted vehicles elicit locomotion.

FIG. 3 shows an example of a complete set of the playing pieces in their trays (9) with the spherical projectiles shown within their plastic containers (10) which are placed in a box (11) covered with a lid (12).

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT

Referring now to the drawings in which like parts are designated by like reference numerals throughout the several views, there is shown in FIG. 1 two groups of distinguishable loco motor turreted vehicles (1) and (2). In this example, the vehicles are pictured as tanks.

1 HQ for each team (3) are represented as tents, a chute for each team (5) is shown, down which spherical projectiles will be aimed and rolled at the opponents vehicles, two pluralities of spherical projectiles (4) of various sizes and weights, specified turreted vehicles (2) chosen to have a longer range for rolling spherical projectiles. FIG. 2 is representative of the underside of the loco motor turreted vehicles (6) (7) and (8) of various sizes indicating how the wheels, bearings or combination thereof extend beyond the body to enable locomotion. Rules of play concerning each game piece are described below.

Method of Play

Play is governed by rules concerning the regular play method and the enhanced play method. Players may select one of these two methods, according to their inclination.

The enhanced version may be played according to modifications based on predetermined agreement of rules.

Regular Play Method

There are two players. In the following discussion, the term “player” or “opponent” may represent a single individual or a team of individuals. At the beginning of the game, each player is issued a set of loco motor turreted vehicles of which one or some are designated as being able to roll their projectiles over a longer range, an HQ, a plurality of spherical projectiles of various sizes and weights, and a chute down which the projectiles are aimed and rolled.

Each player places their HQ at opposite ends of the field of play.

The starting player is determined by flipping a coin, rolling a die, or any other agreed method.

The starting player pushes out all of their turreted vehicles, from in front of their HQ, towards the opponents HQ. Their lines of fire are determined by the preset angle of the turret before pushing out.

The second player does the same after the first player has finished. For this first part of the game, the vehicles' lines of fire are ignored. After both players have pushed out their vehicles, the lines of fire become active. A turreted vehicle may now not cross an enemy's vehicle's line of fire. If it does, it will be counted as destroyed.

During a push, the vehicle must be released when it has traveled from its starting point, no further than the length of the player's arm.

If a vehicle crashes by turning over because of a push, it is counted as destroyed and left on the field of play where it turned over.

If a vehicle collides with another vehicle from the same team, as the result of a push, either or both vehicles will be counted as destroyed should they turn over because of the action and left on the field of play where they turned over.

If a vehicle collides into another vehicle from the opponents team as the result of a push, should either turn over, only the pushed vehicle is counted as destroyed and left on the field of play at the point of collision; the opponents vehicle is left in play.

A destroyed tank can be used as cover from the opponent's projectiles, but it does not block lines of fire.

These four rules, regarding crashes and collisions apply throughout the game.

Each player takes a turn to make his or her move. A move consists of doing two things. It can either consist of pushing a vehicle twice or of pushing two separate vehicles once. It can consist of firing twice at opponent's vehicles from a single vehicle or from two separate vehicles. It can consist of pushing a vehicle and firing from a vehicle, in either order.

So for each move a player can do two things in any combination: two pushes, fire twice, push and fire, or fire and push.

The goal of the game is for a player to push their vehicle into the opponents HQ, so ending the game.

A player's vehicle may not be pushed across an opposing vehicle's line of fire. The player can push around behind the opponent's vehicle but can not cross its line of fire. (diagram 4A).

If the opponent's defense is good, they will have established crisscross lines of fire. Even if it is possible for the player to push their vehicle behind the opponent's vehicle to avoid its line of fire, it will be caught by another opposing vehicle, whose line of fire is in the opposite direction. The player's vehicle cannot move (diagram 4B).

The player now has to resort to shooting at the opponent's vehicles. To do this, the player first aims the moveable turret so that its line of fire is aimed directly at the opposing vehicle at which the shot is to be directed (diagram 4C). To fire, the player places the chute next to the turret of the vehicle and aims it at the opponent's vehicle. The spherical projectile is rolled down the chute towards the targeted opposing vehicle. Should the opposing vehicle be hit, it is counted as destroyed and turned over and left in place (diagram 4D). The player's vehicle may now advance if no additional lines of fire are in place.

If the player's projectile misses the opponent's vehicle, that vehicle may move off the line of fire during its turn, or may return fire.

Part of the strategy of the game is that when a player aims their vehicle's turret at an opponent's vehicle, their line of fire is altered and may no longer block the movements of the opposing player's vehicles.

Enhanced Play Method

This method is essentially the same as the regularly played method except that variations in the rules and mode of play may be agreed upon by the opposing players. The number, design and function of the playing pieces may be altered, obstacles may be placed on the field of play, the playing surface may be modified, additional vehicles with agreed upon function may be added, additional projectiles may be added. To validate lines of fire visually, players may choose to use string, or an adhesive floss to be laid across field of play or other visual means.

Conclusion, Ramifications, and Scope

In accordance with the present invention, a military warfare game is provided that offers, in addition to an exciting experience, an opportunity to develop strategies, tactics and eye-hand coordination in a hypothetical battle scenario.

The preferred embodiment of the present invention contemplates a smooth or semi-smooth flat surface upon which an HQ is set up for each of the two opposing teams. Additional hazards, obstacles or pieces may also be added as agreed.

The preferred embodiment of the invention also contemplates a game that is dynamic in that it affords players substantial opportunity to move game pieces according to their own strategies and tactics. This stimulates an interest in development of relevant tactical and strategic skills, as well as stimulating thought processes in general.

The instant embodiment also contemplates a game, the playing of which involves significantly realistic factors such as pieces that are representations of actual turreted military vehicles, all of which have the capability of eliminating the opponent's vehicles by suitably developed eye-hand coordination skills. Also contemplated by the preferred embodiment of the present invention is a game that is easy for a manufacturer to fabricate and that is easy for a user to set up, store and understand.

Claims

1. A military war game combining elements of strategy and skill comprising:

A substantially horizontal smooth or semi-smooth playing surface of any length or width, not requiring a game board.
At least two differently marked sets of loco motor turreted vehicles, one set for each of said players or team of players, said vehicles being mobile, and possessing moveable turrets. The position of the turret determines the vehicle's line of fire.
One HQ (headquarters) for each team located at each of the extreme ends of the determined playing field, said HQ comprising a physical object or designated area.
A plurality of spherical projectiles of various sizes and weights.
A single chute per team, of a specified length equal to the opponent's, down which the spherical projectiles will be aimed and rolled at the opponent's vehicles.

2. A game as described in claim 1 wherein the turreted vehicles are assigned a specific size and weight of spherical projectile. This determines the range for which the projectile can be rolled at an opponent's vehicle.

3. The game as described in claim 1 wherein a specified turreted vehicle or vehicles are assigned larger and/or heavier spherical projectiles, providing a longer range for which the projectile can be rolled at an opponent's vehicle

Patent History
Publication number: 20080001353
Type: Application
Filed: Jun 28, 2006
Publication Date: Jan 3, 2008
Inventors: Michael Anthony O'Mahony (Davis, CA), Steven Kelly Oerding (Loomis, CA)
Application Number: 11/476,245
Classifications
Current U.S. Class: 273/118.0R; Board Games, Pieces, Or Boards Therefor (273/236); 273/119.00R; 273/129.00R
International Classification: A63D 3/00 (20060101); A63D 3/02 (20060101); A63B 65/12 (20060101); A63F 3/00 (20060101);