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Patent 2515821 Summary

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(12) Patent Application: (11) CA 2515821
(54) English Title: MINIATURE BOARD GAME
(54) French Title: JEU DE TABLE MINIATURE
Status: Dead
Bibliographic Data
(51) International Patent Classification (IPC):
  • A63F 3/00 (2006.01)
  • A63F 9/00 (2006.01)
(72) Inventors :
  • BORNE, ARNAUD (Canada)
  • HENNER, ALAIN (Canada)
(73) Owners :
  • BORNE, ARNAUD (Canada)
  • HENNER, ALAIN (Canada)
(71) Applicants :
  • BORNE, ARNAUD (Canada)
  • HENNER, ALAIN (Canada)
(74) Agent: EQUINOX
(74) Associate agent:
(45) Issued:
(22) Filed Date: 2005-08-10
(41) Open to Public Inspection: 2006-02-13
Availability of licence: N/A
(25) Language of filing: English

Patent Cooperation Treaty (PCT): No

(30) Application Priority Data:
Application No. Country/Territory Date
60/601,118 United States of America 2004-08-13

Abstracts

English Abstract




A miniature board game for selectively displacing game character pieces on
displacement cells located thereon includes a plurality of interchangeable
board
components. Each board component has component-to-component connecting
means to releasably connect adjacent board components to one another and
form a game board. The board components include floor components that have
displacement cell imprinted thereon. Each character piece has a corresponding
character set of attributes. The board game further includes at least one
attribute pre-determined set of dice composed of a plurality of successively
and
gradually weighted dice corresponding thereto to reduce calculation errors
from
game players when playing the game.


Claims

Note: Claims are shown in the official language in which they were submitted.



14
CLAIMS

The embodiments of the invention in which an exclusive property or privilege
is
claimed are defined as follows:
1. A miniature board game for selectively displacing game character pieces
on displacement cells located thereon, the board game comprising:
- a plurality of interchangeable board components, each of the board
components having component-to-component connecting means for
releasably connecting adjacent board components to one another so as
to form a game board, the board components including at least one floor
component, the floor component having at least one displacement cell
imprinted thereon.
2. A miniature board game for selectively displacing game character pieces
on a game board thereof, each of the character pieces having a corresponding
character set of attributes, the board game comprising:
- at least one attribute pre-determined set of dice having a plurality of
successively and gradually weighted dice corresponding thereto so as to
substantially reduce calculation errors from game players when playing
the game.

Description

Note: Descriptions are shown in the official language in which they were submitted.



CA 02515821 2005-08-10
1
MINIATURE BOARD GAME
FIELD OF THE INVENTION
The present invention relates to board games and methods and is more
particularly concerned with a miniature board game having interchangeable
board components, character figurines, character cards and a plurality of
action
pre-determined sets of dice.
BACKGROUND OF THE INVENTION
It is well known in the art of game boards, more specifically to action/combat
type games such as the well known Dungeon and Dragons board games, to use
dice to determine the value of different actions to be done by the different
characters. Depending on the character playing, the value obtained from the
dice toward the execution of an action could be modified accordingly. The
modification forces the players to continually calculate the final value of
the
current action depending on different parameters such as the character itself,
the position of the character on the board, the action history of the
character for
the current game and the like. Such calculation quickly become time
consuming and end up diverting the players' mind away from the game strategy.
Consequently, some games came back with simpler rules which were not really
appealing to the game experts.
On the other hand, since action/combat type game boards are usually long to
play, it becomes boring to active players to play all games on a same board or
even on a preset quantity of boards. Accordingly, some game boards came out
with interchangeable board components to allow the players to set a different
playing board, even of their own, for each game. These game boards could
have a tendency to have the different adjacent board components to move
relative to one another or to be shaky and/or unstable such that the players
need to be very careful when playing, especially during intense action
occurring
with different dice rolling and displacement of character figurines on the
board


CA 02515821 2005-08-10
2
and the like, not to inadvertently dismantle at least some board components
that
could force the game to stop.
Accordingly, there is a need for an improved game board with character
dependent pre-determined sets of action dice that ensure a more reliable play
with more time for players to focus on gaming strategy.
SUMMARY OF THE INVENTION
It is therefore a general object of the present invention to provide an
improved
game board.
An advantage of the present invention is that the game board includes
interchangeable board components of different types (floor, walls, doors,
etc.)
and sizes to allow the players to set up different game board configurations
according to their needs.
Another advantage of the present invention is that the interchangeable board
components are typically connected to adjacent ones with attaching means
such as male-female type attachments, magnets or the like with a relatively
quick connect/disconnect feature to allow short set-up time and to ensure a
certain rigidity and stability of the board assembly.
A further advantage of the present invention is that the board game includes
pre-determined sets of dice for the different types of action to be performed
or
attribute to be selected depending on the characters to significantly reduce
the
amount of calculation to be performed by the players before each action is
settled, and the possibility of player incurred errors. Each pre-determined
set is
typically character dependent such that an appropriate die can be used for a
specific action depending on the relative power value of the character.
Still another advantage of the present invention is that the board game
includes
character cards that typically provide all pertinent information on the
corresponding characters with only a simple glance thrown thereat using color
codes and the like, similar to the preset colored dice.


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According to an aspect of the present invention, there is provided a miniature
board game for selectively displacing game character pieces on displacement
cells located thereon, the board game comprises: a plurality of
interchangeable
board components, each of the board components having component-to-
component connecting means for releasably connecting adjacent board
components to one another so as to form a game board, the board components
including at least one floor component, the floor component having at least
one
displacement cell imprinted thereon.
In one embodiment, the component-to-component connecting means is located
adjacent at least one side edge of each board component.
Conveniently, the side edge has a length corresponding to a size of a
displacement cell.
Conveniently, the component-to-component connecting means includes at least
one magnet.
Typically, the component-to-component connecting means includes a pair of
magnets of different polarities for cooperation with respective opposite
polarity
magnet of an adjacent board component.
In one embodiment, the board game further includes at least one accessory
component positionable on the game board.
Typically, the accessory component is selected from the group consisting of
door component, stair component and sarcophagus component.
In one embodiment, the side edge is a free side edge of the floor component.
Conveniently, the free component includes a component-to-component
connecting means on each free side edge of any displacement cell imprinted
thereon.
Typically, the board components are selected from the group consisting of
floor
component, wall component, and upper level floor component.


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According to another aspect of the present invention, there is provided a
miniature board game for selectively displacing game character pieces on a
game board thereof, each of the character pieces having a corresponding
character set of attributes, the board game comprises: at least one attribute
pre-
y determined set of dice having a plurality of successively and gradually
weighted
dice corresponding thereto so as to substantially reduce calculation errors
from
game players when playing the game.
In one embodiment, the pre-determined set of dice is color-coded so as to
visually enhance finding of a required one of the dice by game players.
Conveniently, the board game further includes a set of character cards having
the different character attributes imprinted thereon.
Typically, each of the character cards provides, for at least one of the set
of
attributes, a character attribute color corresponding to one of the color-
coded
set of dice so as to help game players to determine proper die to be used for
the
at least one of the set of attributes.
In one embodiment, each pre-determined set of dice is visually differentiable
form each other.
Typically, pre-determined sets of dice are either symbol-coded or color-coded
so as to be visually differentiable form each other.
In one embodiment, the attribute of the at least one of the set of attributes
is
selected from the group consisting of duel level and accuracy level.
Other objects and advantages of the present invention will become apparent
from a careful reading of the detailed description provided herein, with
appropriate reference to the accompanying drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
Further aspects and advantages of the present invention will become better
understood with reference to the description in association with the following


CA 02515821 2005-08-10
Figures, in which similar references used in different Figures denote similar
components, wherein:
Figure 1 is a simplified exploded top perspective view of a board game in
accordance with an embodiment of the present invention, showing different
5 board components and game components thereof;
Figure 2 is a simplified exploded enlarged top perspective view of floor board
components of the embodiment of Figure 1, showing the location of the
connecting magnet thereon;
Figure 3 is a simplified exploded enlarged top perspective view of wall board
components of the embodiment of Figure 1, showing the location of the
connecting magnet thereon;
Figures 4 and 4a are simplified enlarged top plan pictorial and schematic
views
of a character card of the embodiment of Figure 1, respectively;
Figure 5 is a simplified exploded enlarged top perspective view of a first pre-

determined set of dice of the embodiment of Figure 1;
Figure 6 is a simplified exploded enlarged top perspective view of a second
pre-determined set of dice of the embodiment of Figure 1; and
Figures 7a and 7b are simplified recto and verso pictorials of a general
introduction to the game and quick-start game rule summary sheet of the
embodiment of Figure 1.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
With reference to the annexed drawings the preferred embodiments of the
present invention will be herein described for indicative purpose and by no
means as of limitation.
Referring to Figures 1 to 3, there is schematically shown a game board 20 in
accordance with an embodiment the present invention. The game board 20
generally includes a board 22 representing an action field, character
figurines
24 or pieces displaceable on the board with respective character cards 26, and
character attribute pre-determined sets of dice 28. Although the embodiment 20


CA 02515821 2005-08-10
6
described herein generally refers to a combat/action game board, one skilled
in
the art would readily understand that other types of game board could be
considered without departing from the scope of the present invention.
Typically, the board 22 includes a plurality of interchangeable board
components 30 such as floor components 32, wall components 34, and
accessory components 36 such as door components 36a, stair components
36b, upper levels) floor components 36c, tree components (36d), sarcophagus
components 36e, typically openable, and the like that are positionable of the
board 22. Most of these board components 30, more specifically the floor and
wall components 32, 34 include a component-to-component connecting means
to selectively and releasably connect adjacent components 32, 34 to one
another and provide for a substantially rigid assembly configuration of the
board
22. Typically, the component-to-component connecting means are male-female
attachment members (not shown) or magnets 38 mounted on the different
components 32, 34 to allow for quick connection and disconnection of the
adjacent components 32, 34.
The floor components 32 have different shapes such as rows, L-shaped,
square-, triangle- or rectangle- shaped, etc. with different quantity of
displacement squares 40 or cells imprinted thereon to enable an infinite
number
of different board assembly configurations. Squares 40 are used for
displacement of the different character figurines 24. Accordingly, adjacent
floor
components 32 have to be positioned relative to one another such that the
squares 40 of both components 32 align with each other.
In order to prevent misaligned positioning of adjacent floor and wall
components
32, 34, a pair of opposed polarity magnets 38 ("+" and "-") are typically
located
side-by-side adjacent interfacing surfaces of the floor and wall components
32,
34 and in register (preferably centered) with each one of the squares 40.
Typically, the magnets 38 are located adjacent at least one side free edge of
each board component 30 that usually have a length corresponding to a
multiple of displacement cells 40. During the assembly of a game board, it is
possible to form rooms 42 and the like to allow the character figurines 24 to
at
least partially hide from others. As shown more specifically in Figures 2 and
3,


CA 02515821 2005-08-10
7
the magnets 38 are typically embedded within the side walls 70 of the floor
components 32 and adjacent the bottom 72 and eventually top 74 walls of the
wall components 34. The internal surface 76 of the wall components 34
spanning over at least two adjacent squares 40 could include a rib 78 at each
square junction adapted for abutment engagement thereon to ease the proper
positioning of the wall components 34.
Referring more specifically to Figures 4 and 4a, there is shown a typical
character card 26 specific for each role character, with and without actual
shadings. Along with the accurate pictorial 44 of the character, each card 26
provides in a very clear fashion the information related to the power/value
characteristics 46 of the character for the different actions, such as (the
number
in parenthesis refers to the actual value or attribute of the character card
shown
in Figures 4 and 4a):
- The overall value 48 of the character (15);
- The action points APs (4) value 50 per turn;
- The speed of movement value (2/3) 60, for displacements;
- The "melee" or "fight" color value (3) 52a in upper right-hand corner, for
combat, and damage value (+4) 52;
The "range" color value (4) 54a in upper right-hand corner, for shooting or
throwing, and damage value (+8) 54;
- The resistance to damage value (8) 56;
- The "manna" or ""magic" value or points (MP) (2) 58;
- The equipment and skills 62 represented by weapon values and
corresponding damages (Longbow: +8; Dagger: +1; Breastplate: +5) and
skill values (Night creature or Leadership, Bravery (not shown)); and
- The general other ability values 64 for strength (STR:3), constitution
(CON:3), dexterity (DEX:3), perception (PER:4), will power (WIL:2), control
(CTR:O) and weight (WGT:6).
Preferably, the above first six value characteristics 48, 50, 52, 54, 56, 58
are
typically printed on pre-determined background colors highly visible at a
first
glance with different shapes related to the corresponding characteristics.
Color
value characteristics 52a, 54a provide further data to the corresponding die


CA 02515821 2005-08-10
8
color to be used. For example, the background shape of the resistance value
56 has the shape of a handheld armor shield that is representative of
defensive
equipment.
For both the fight and range color characteristics 52a, 54a, the background
color of corresponding fight and range damage values 52, 54 (represented by
different hatching patterns in Figure 4a) refers to the corresponding color-
coded
die 28 to be used by the character during a combat action and a shooting (or
throwing) action, respectively. The color coding of the each action pre-
determined set 66, 68 of dice 28 takes into account of the value power
(typically
gradually and successively weighted symbol values) of the corresponding
character to significantly reduce extensive, troublesome and time consuming
calculations thereby preventing a high source of potential errors from
occurring.
Accordingly, for example, a red or dot-hatched background color of the fight
damage value characteristic 52 and the corresponding color value 52a indicates
to the player to use the red or dot-hatched background die 28a of the combat
(or fight or duel) set 66 (see Figure 5).
Furthermore, a specific set of dice 28 could be typically available for
different
types of action or attributes. Accordingly, the "combat" (or "fight" or
"duel") level
set 66 and the "shooting" (or "throwing" or "accuracy") level set 68 of dice
28
have, for example, a black core body (represented by a fine dot-hatched color)
and a white core body, as shown in Figures 5 and 6 respectively.
Alternatively, as shown at bottom of Figure 7a, the core body of the dice
could
be colored instead of the symbol backgrounds without departing from the scope
of the present invention. In such a case, if similar colors are used for
different
sets, the different dice sets 66, 68 could still be differentiable from each
other as
being symbol-coded. In fact, the duel dice set 66 could have symbol numerals
imprinted thereon, as shown in Figure 5, and the accuracy dice set 68 could
have symbol pictorials, in addition to symbol numerals when needed, imprinted
thereon, as shown in Figure 6,
Displacement or movement a specific character can do is determined by the
speed value 60. The second digit of the speed value 60 is the "Run Speed"


CA 02515821 2005-08-10
9
value or maximum distance, in squares 40, the character can cover within one
action, and the first digit, called the "Walk Speed" value, refers to the
maximum
speed allowed at start and end of movements, the maximum speed increment
between moves and the maximum speed after which a quarter-turn is possible.
In the example of the character of Figure 4, the Orc can in a same play turn
move forward by ten (10) squares 40 by making the following actions (4 action
points (APs) allowed since the action points value 50 is equal to 4):
- Action No. 1: starting movement (1 AP) - of two (2) squares 40
(maximum allowed by the first digit of the speed value 60) - see also
summary rules of Figures 7a and 7b;
- Action No. 2: accelerating (1 AP) of three (3) squares 40 (maximum
allowed at start of move by the second digit of the speed value 60);
- Action No. 3: continue sprinting (1 AP) of three (3) squares 40
(maximum allowed by the second digit of the speed value 60);
- Action No. 4: decelerating (ending movement) (1 AP) of two (2) squares
40 (maximum allowed at end of move by the first digit of the speed
value 60).
Preferably, the miniature board game 20 of the present invention is provided
with two sets of game rules. A first set of simpler level rules would be for
young
players and/or beginners while a second set of more complicated level rules
would be for advanced players. The following game rules as well as the game
rule summary sheet 80, 80a shown in Figures 7a and 7b respectively (which are
recto and verso sheets) present and general introduction to the game (here
called "Nin-Gonost") and typical set of quick-start rules for beginners. It is
noted
that the different color signs 82, especially at the bottom of the sheet 80,
are
dice core body color codes for each set 66, 68 similarly to the fight and
range
characteristic 52, 54 backgrounds of each character card 26.
Typical Game Rules
Actions
Each character has a precise amount of action points (APs). APs represent
what a character can do within one game turn. Actions cost AP.


CA 02515821 2005-08-10
Action types:
- Movement (walking, running, deccelerating and so on);
- Shooting or throwing (Archery, dagger and so on);
- Combat;
5 - Miscellaneous (open/close doors, focusing and so on).
The way you spend your APs is of the highest importance.
Orientation (or positioning)
Orientation refers to the direction a character is oriented to or heading
toward.
Movement
10 - Quarter turn: Character turns 90° (left or right) to change his
orientation.
Cost: 0 AP;
- U-turn: Character does a front-to-back turnaround (180°, left or
right) to
change his orientation. Cost: 1 AP;
* Two consecutive quarter turns are considered just as a U-turn and cost 1 AP.
- Lateral step: Moving on the square (right or left) next to the character.
Cost: 1 AP;
- Walking: Character steps forward to one of the three squares in front of
him. Cost: 1 AP;
- Step back: Character steps back to one of the three squares right behind
him. Cost: 1 AP;
* To cross around an external 90° wall corner (and in the absence of an
internal
half-triangular floor component 32a closing oft the floor corner, as shown in
Figure 1 ), the character must first step on the square facing this wall
corner (or
any other square around on which a move is usually possible).
- Running, sprinting: Character crosses three or four squares in front of him.
Cost: 1 AP;
* Run or sprint must be started and ended by walk. Quarter turn and U-turn are
not possible while running. Running cannot be done laterally or backward.
Combat seauence
* Except for the characters that are throwing or shooting, a character can
only
attack someone that stands on one of the three adjacent squares facing him. It
costs 1 AP to engage the enemy.


CA 02515821 2005-08-10
11
1. The attacker announces the attack and indicates his target.
2. The basic combat die to be used by the attacker is the one having the
same color as the background color shown under "fight" or "melee"
power value on the character's card. The player must first estimate the
possible modifiers (positive and negatives) and then select the
appropriate combat die.
3. Player rolls combat die and fate die at the same time. Result of the
combat die is the result of his current attack.
4. The fate die is the same for every player. Its purpose will be explained
further.
5. It's now the defender's turn to roll the combat and fate dice. (same as in
above step 1 ).
6. Compare defender's roll to the attacker's one. The highest result tells
which character hits the other. In case of a tie, it's a draw.
7. Difference between the attacker's and the defender's attack rolls
provides the attack accuracy. Add the accuracy to the weapon damage
52 to know the power of the attack.
8. Now, compare the strike power to the resistance 56 of the defeated
character.
~ If strike power <_ resistance of the defeated character: the result is a
missed shot!
~ If strike power > resistance of the defeated character: defeated
character dies and his miniature is removed from the game board.
Fate die in combat
Symbolizes fate and fortune. Allows to survive a fatal hit or succeed toward
an
attack that would have been tight otherwise. Two opponents that succeedingly
roll fate make the fate roll voids.
* Beware! Any die that falls off from the game table must be re-rolled, no
exception allowed.
Combat modifiers
- Attacked from behind: -1
- Attacking from behind: +1


CA 02515821 2005-08-10
12
- Each extra opponent already engaged in combat: -1
Archery
Shooting an arrow cost 2 APs (1 AP to nock the arrow and 1 AP to shoot it).
1. Apply modifiers (positive and negative) and select the appropriate basic
accuracy die to be used by the character; which is the one having the
same color as the background color shown under "range" power value
on the character's card.
2. Roll accuracy and fate dice.
3. The score of the accuracy die indicates the accuracy of the hit. On a
broken arrow, the shot missed. Add the accuracy to the damage 54 to
know the strike power.
4. Strike power > target resistance: target is instantly killed.
5. Strike power <_ target resistance: arrow is stopped by the target's armor.
Fate die
- If a hit was made with fate, the target is instantly killed, regardless of
its
resistance.
- If the shot missed (broken arrow) with fate, the bowman broke his bow
string. He will have to spend 4 APs to repair it.
Shooting modifiers
During archery it is possible to possible to increase the chances of
succeeding
(positive) and in certain circumstances, outside factors might oppositely
reduce
the chances of succeeding (negative).
Positive:
Bowman spends APs to focus: +1/ used AP (maximum 2);
- Target stands at a short range: +1.
Negative:
- Target stands at a long range: -1;
- Target has a shield: -1;
- Target engaged in a fight: -1;
- Target partially hidden or covered: -1.


CA 02515821 2005-08-10
13
Although the present miniature board game has been described with a certain
degree of particularity, it is to be understood that the disclosure has been
made
by way of example only and that the present invention is not limited to the
features of the embodiments described and illustrated herein, but includes all
variations and modifications within the scope and spirit of the invention as
hereinafter claimed.

Representative Drawing
A single figure which represents the drawing illustrating the invention.
Administrative Status

For a clearer understanding of the status of the application/patent presented on this page, the site Disclaimer , as well as the definitions for Patent , Administrative Status , Maintenance Fee  and Payment History  should be consulted.

Administrative Status

Title Date
Forecasted Issue Date Unavailable
(22) Filed 2005-08-10
(41) Open to Public Inspection 2006-02-13
Dead Application 2009-08-10

Abandonment History

Abandonment Date Reason Reinstatement Date
2008-08-11 FAILURE TO PAY APPLICATION MAINTENANCE FEE

Payment History

Fee Type Anniversary Year Due Date Amount Paid Paid Date
Application Fee $200.00 2005-08-10
Maintenance Fee - Application - New Act 2 2007-08-10 $50.00 2007-08-01
Owners on Record

Note: Records showing the ownership history in alphabetical order.

Current Owners on Record
BORNE, ARNAUD
HENNER, ALAIN
Past Owners on Record
None
Past Owners that do not appear in the "Owners on Record" listing will appear in other documentation within the application.
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Document
Description 
Date
(yyyy-mm-dd) 
Number of pages   Size of Image (KB) 
Abstract 2005-08-10 1 17
Description 2005-08-10 13 471
Claims 2005-08-10 1 23
Representative Drawing 2006-01-17 1 40
Cover Page 2006-01-24 2 76
Prosecution-Amendment 2006-09-08 20 675
Assignment 2005-08-10 2 56
Correspondence 2007-09-10 2 59
Fees 2007-08-01 1 23
Drawings 2005-08-10 7 644