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Patent 2772938 Summary

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Claims and Abstract availability

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(12) Patent Application: (11) CA 2772938
(54) English Title: BOARD GAME
(54) French Title: JEU DE SOCIETE
Status: Deemed Abandoned and Beyond the Period of Reinstatement - Pending Response to Notice of Disregarded Communication
Bibliographic Data
(51) International Patent Classification (IPC):
  • A63F 3/00 (2006.01)
(72) Inventors :
  • GARCIA, JOEL (Canada)
(73) Owners :
  • JOEL GARCIA
(71) Applicants :
  • JOEL GARCIA (Canada)
(74) Agent: ELIAS C. BORGESBORGES, ELIAS C.
(74) Associate agent:
(45) Issued:
(22) Filed Date: 2012-03-30
(41) Open to Public Inspection: 2012-10-01
Availability of licence: N/A
Dedicated to the Public: N/A
(25) Language of filing: English

Patent Cooperation Treaty (PCT): No

(30) Application Priority Data:
Application No. Country/Territory Date
61/470,655 (United States of America) 2011-04-01

Abstracts

English Abstract


There is disclosed a battle game for playing among several players. The game
includes a playing surface having equal playing squares on a board. The game
further
includes a resource zone sub-board for each player, each resource zone sub-
board
configured to be placed on top of the playing surface. Each of the resource
zone sub-boards
has a plurality of playing squares, the resource zone sub-boards each being
configured such that the playing squares of the resource zone sub-boards
overlap
corresponding playing squares on the playing surface immediately below. The
game
further includes a plurality of adjustable gaming pieces for each player, each
adjustable
gaming piece having an adjustable member which can be physically manipulated
to
change an indicia for indicating the value of the adjustable gaming piece when
playing
the battle simulation game. Each of the adjustable gaming pieces being
dimensioned
to fit the playing squares.


Claims

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


Therefore, what is claimed is:
1. A battle simulation game for playing among a plurality of players, the game
comprising:
a. a playing surface comprising a plurality of equal playing squares on a
board;
b. a resource zone sub-board for each player, each resource zone sub-
board configured to be placed on top of the playing surface, each
resource zone sub-board having a plurality of playing squares, the
resource zone sub-boards each being configured such that the playing
squares of the resource zone sub-boards overlap corresponding playing
squares on the playing surface immediately below;
c. a plurality of adjustable gaming pieces for each player, each adjustable
gaming piece having an adjustable member which can be physically
manipulated to change an indicia for indicating the value of the adjustable
gaming piece when playing the battle simulation game, each adjustable
gaming piece being dimensioned to fit on top of each playing square on
both the playing surface and the resource zone sub-boards.
2. The battle simulation game of claim 1 wherein the playing surface comprises
a
central board having a plurality of corners and a plurality of player boards,
each player board having a notch configured to receive a corner of the central
board such that the central board and the player boards can be placed in co-
14

planar arrangement with the player boards at the corners of the central board,
the central board and the player boards each having equal playing squares
which are arranged on their respective boards to form the playing surface.
3. The battle simulation game of claim 2 wherein the central board and the
player
boards are each provided with a plurality of markers indicating a plurality of
different positions where the resource zone sub-boards may be precisely
placed over the gaming surface.
4. The battle simulation game of claim 3 further comprising a battle board
separate
from the playing surface and a plurality of non-adjustable playing pieces, the
battle board having a grid of playing squares each of which is dimensioned to
receive one non-adjustable gaming piece, the number of playing squares on
the battle board being greater than the number of non-adjustable playing
pieces.
5. The battle simulation game of claim 1 wherein the playing surface comprises
a
continuous grid formed from the playing squares and wherein each of the
resource zone sub-boards each comprise a small board having the playing
squares represented thereon, the resource zone sub-boards each configured
such that when placed on the playing surface the playing squares of the
resource zone sub-boards are contiguous with the playing squares of the
playing surface.
15

6. The battle simulation game of claim 2 wherein the playing squares on the
central
board and the playing squares on the player boards form one continuous grid
of contiguous playing squares when the player boards are placed at the
corners of the central board.
7. The battle simulation game of claim 2 wherein the central board has a
larger
number of playing squares than each of the player boards.
8. The battle simulation game of claim 2 wherein the central board has a
smaller
number of playing squares than each of the player boards.
9. The battle simulation game of claim 1 wherein each of the resource zone sub-
boards are each cross shaped and have five equal playing squares.
10. The battle simulation game of claim 1 wherein each of the adjustable
gaming
pieces have a row of indicia indicating different values of the adjustable
gaming piece during game play, the adjustable member being movably
mounted on the adjustable gaming piece, the adjustable member having a
window dimensioned and configured to show a different indicia through the
window as the adjustable member is moved.
16

Description

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


CA 02772938 2012-03-30
CROSS REFERENCE TO RELATED APPLICATION: This application claims priority
from provisional patent application no. 61/470,655 filed April 1, 2011, the
entirety of
which is incorporated herein by reference.
TITLE: Board Game
FIELD OF THE INVENTION
The invention relates generally to board games.
BACKGROUND OF THE INVENTION
A variety of board games have been available for hundreds of years. A great
majority
of board games tend to include a board having a plurality of squares and
several
gaming pieces which are moved along the board surface from square to square.
SUMMARY OF THE INVENTION
In accordance with one aspect of the present invention, there is provided an
improved battle simulation board game which has exciting game play and gaming
pieces which automatically store a gaming pieces rank. The battle simulation
game for
playing among a plurality of players includes a playing surface having a
plurality of
equal playing squares on a board. A resource zone sub-board is provide for
each
player, each resource zone sub-board configured to be placed on top of the
playing
surface. Each resource zone sub-board has a plurality of playing squares, the
resource
zone sub-boards each being configured such that the playing squares of the
resource
1

CA 02772938 2012-03-30
zone sub-boards overlap corresponding playing squares on the playing surface
immediately below. The game further includes a plurality of adjustable gaming
pieces
for each player, each adjustable gaming piece having an adjustable member
which can
be physically manipulated to change an indicia for indicating the value of the
adjustable
gaming piece when playing the battle simulation game. Each of the adjustable
gaming
pieces is dimensioned to fit on top of each playing square on both the playing
surface
and the resource zone sub-boards.
With the foregoing in view, and other advantages as will become apparent to
those skilled in the art to which this invention relates as this specification
proceeds, the
invention is herein described by reference to the accompanying drawings
forming a part
hereof, which includes a description of the preferred typical embodiment of
the
principles of the present invention.
DESCRIPTION OF THE DRAWINGS
Figure 1 is a top view of a board game made in accordance with the present
invention
as set up for a four player game and showing one large center board, four
player
boards, eight resource zone sub-boards, four home base sub-boards, eight jump
point
sub-boards, 48 battalion pieces and a pair of dice.
Figure 2 is a perspective view of a battalion gaming piece shown in figure 1.
Figure 3 is a disassembled view of the battalion gaming piece shown in figure
2.
Figure 4 is a perspective view of the battle board portion of the present
invention
showing the initial placement of player unit pieces.
Figure 5 is a top view of a board game made in accordance with the present
invention
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CA 02772938 2012-03-30
as set up for a two player game and showing one small center board, two player
boards, two resource zone sub-boards, two home base sub-boards, twelve
battalion
pieces and a pair of dice.
Figure 6 is a top view of the various boards used to play the board game made
in
accordance with the present invention and showing the large center board, the
small
center board, the player board and the battle board.
Figure 7 is a top view of the various other items used to play the board game
made in
accordance with the present invention and showing a pair of dice, a battalion
gaming
piece, a unit gaming piece, a home base sub-board, a resource zone sub-board
and a
jump point sub-board.
In the drawings like characters of reference indicate corresponding parts in
the
different figures.
DETAILED DESCRIPTION OF THE INVENTION
Referring firstly to figure 1, at its essence, the battle simulation game made
in
accordance with the present invention is shown generally as item 10 and
includes
central game board 12, player boards 14, adjustable gaming pieces 16 and
resource
zone sub-boards 18. Central game board 12 consists of a flat board having a
grid of
individual gaming squares 20. Each adjustable gaming piece 16, called a
battalion, is
dimensioned to fit on top of one of the identical gaming squares 20.
Central board 12 may be made of any suitable material such as laminated paper
board, plastic, or the like. Board 12 has four corners, 22, 24, 26 and 28. The
exact
size of board 12, and the number of playing squares 20, can vary depending on
the
3

CA 02772938 2012-03-30
desired length of game play. Player boards 14 each consist of a rigid board
having a
grid of playing squares 21, identical in size and shape to playing squares 20
on the
central board. A notch 30 is formed on each player board 14 with the notch
being
dimensioned and configured so that each player board can abut one of the
corners of
central board 12. Opposite notch 30 of each gaming board is a home base zone
15
which is preferably a few squares in size. The grid of gaming squares 21 and
gaming
squares 20 are dimensioned and configured such that when the player boards are
abutted to the corners of the central board, gaming squares 21 and 20 are
contiguous
and form a continuous gaming surface 11. Gaming pieces 16 can be moved along
the
entire gaming surface 11 one square at a time, depending on the roll of dice
55 and 56.
Resource zone sub-boards 18 each consist of a small rigid board having a grid
of 5 playing squares 23 which take the form of a cross. Playing squares 23 are
identical in size and shape to playing squares 20 and 21 and the resource zone
sub-
boards are dimensioned so that when placed on top of either central board 12
or player
boards 14, playing squares 23 are contiguous with playing squares 20 and 21,
respectively. A plurality of markers 32 and 34 placed on central board 12 and
player
boards 14, respectively, indicate where resource zone sub-boards 18 can be
positioned
on the central and player boards. Resource zone sub-boards are much smaller
than
player boards 14 or central board 12 and preferably have 4 or 5 playing
squares 23
arranged in a cross pattern around a center. Each of the playing squares 23
are
dimensioned to permit one adjustable gaming piece (battalion) 16 to sit on
top.
As mentioned above, players can move their gaming pieces 16 along the entire
gaming surface 11 from player board 14, through center board 12 and to player
board
4

CA 02772938 2012-03-30
14 of an opposing player. Preferably, gaming pieces 16 are moved along playing
surface 11 one gaming square at a time, with the number of gaming squares in
each
move being determined, at least in part, by the roll of dice 56. Gaming pieces
16 may
be moved from squares 20 and 21 onto squares 23 of resource zone sub-boards 18
as
desired and depending on the players turn, the throw of dice 55 and 56 and the
rules of
the game play. It is anticipated that during game play, the value of each
adjustable
gaming piece 16 which is placed on a square 23 can be adjusted depending on
how
long the gaming piece sits on the square.
Referring now to figures 2 and 3, each adjustable gaming piece 16 has a
movable member 44 which can be physically moved by a player to change the
value of
an indicia 42 which indicates the gaming piece's value or strength during game
play.
Gaming piece 16 consists of a base member 36 having a pin 46 formed on an
upper
end thereof. Movable member 44 has an aperture 48 dimensioned to receive pin
46 so
that the movable member can be movably mounted on top of base member 36.
Movable member 44 has a row 46 with a plurality of indicia 42 formed thereon.
When
mounted to base member 36, movable member 44 can be moved by rotating. Cap
portion 38 is mounted on top of movable member 44. Cap portion 38 has a window
40
which, when the cap portion is mounted, permits different indicia 42 to show
through
the window. Moving movable member 44 by rotating it causes different indicia
42 to
show through window 40. Since the value of gaming piece 36 is indicated by the
indicia
42 displayed in window 40, a player may alter the value of the gaming piece
simply by
moving movable member 44 to display the desired indicia.
5

CA 02772938 2012-03-30
Referring now to figure 4, the board game further includes a battle board
setup,
shown generally as item 48, which can be used to determine the outcome of
individual
battles between two different players. Battle board setup 48 includes a battle
board 50
having a plurality of playing squares 52 formed thereon as one contiguous
grid. The
grid can be most any size, but for practical game play, a grid size of about
8X6 is
preferred. The grid is divided into a player 1 safe zone 60, a player 2 safe
zone 62 and
a battle zone 58 between them. Each player is provided with a plurality of non-
adjustable playing pieces 54. Preferably, 12 non-adjustable player pieces 54
are
provided per player. Each piece 54 is a simple marker made of plastic, wood or
the like
which is configured to occupy a single playing square 50. Dice 56 is also
provided to
assist in game play.
Referring now to figure 5, an alternate setup of the invention for playing a
quick
game between two players is shown generally as item 64 and includes player
boards 14
and small center board 66. Small center board 66 has a plurality of playing
squares 68
which are arranged in a contiguous grid. Small center board 66 has opposite
corners
70 and 72 each of which is configured to abut with notch 30 found on each of
the player
boards in a co-planar arrangement. As with the previous center board, the
playing
squares 68 of small center board 66 forms a contiguous playing surface with
player
boards 14. Small center board 66 is smaller than player boards 14 and provides
a
means to link two player boards together to enable two players to play each
other on a
smaller gaming surface using adjustable gaming pieces (battalions) 16. Dice 74
are
provided to assist in game play.
6

CA 02772938 2012-03-30
GAME PLAY
The rules of the game shall now be discussed with reference to figure 1. The
objective
of the game is to defeat the other player(s) battalions 16 or take over the
other player(s)
Home Base 15. The game play has two parts: (a) Moving battalions 16 into
offensive
and defensive positions, and building up their strength (value) by stopping on
Resource
Zones 18; and (b) using the battle boards (see figure 4) when attacking and
defending
to determine the victor of a particular battle between battalions 16. The
strength or
value of the engaging battalions sets the battle arrangement (i.e. the greater
a player's
battalion strength is, the greater the number of non-adjustable gaming pieces
54 that
player places on battle board 50).
SETUP
The game can be set up for use with 2, 3 or 4 players and for a team of 2
players vs a
rival team of 2 as well. For a full game setup, attach player boards to the
large center
board as shown in figure 1. For a faster 1 on 1 player game, attach 2 player
boards to
the smaller center board as shown in figure 4. Let us assume a full game
involving up
to four different players. The players place the Resource Zones on the boards
as
desired (see `RESOURCE ZONES' for more). Each player gets 12 battalions; set
the
strength number as follows:
-set 4 battalions at 8
-set 4 battalions at 6
-set 4 battalions at 4
For faster 2 player game, each player gets 6 battalions; set the strength
number as
7

CA 02772938 2012-03-30
follows:
-set 2 battalions at 5
-set 2 battalions at 6
-set 2 battalions at 4
START & PLAY
To decide who starts, each player rolls the dice, highest number goes first In
a three
player game, the middle player goes first, players turns go clockwise. For 2
vs 2, the
ally players sit opposite of each other. The first player rolls battalion dice
(55 and 56)
to earn 2 to 12 moves. The player then moves one or more battalions 16 until
all moves
are used up. Every move is final once the battalion is in a new position. A
player can
position a battalion 16 in one of the four spots (squares 23) In a Resource
Zone to
increase battalion strength as well as defend the Resource Zone from other
opponents
(see RESOURCE ZONES for more). As a general rule of thumb, players who have
left
battalions in Resource Zones from their previous turn should adjust battalion
strengths
once their next turn begins, just before rolling the dice. The players place a
battalion in
one or both defend spots around their Home Base to defend it. Home Base does
not
Increase battalion strength. The player places his/her battalion on top of
another
battalion to attack It (see 'BATTLEBOARO' for more). If a player has remaining
moves,
then the player's turn continues after winning or losing an attack. A player
may place a
battalion in one of the two playing squares around an opponent's Home Base to
attack
it (see 'HOME BASE' for more). Shortcuts can be made with Jump Points (see
'JUMP
8

CA 02772938 2012-03-30
POINTS' for more). The last player with a Home Base that has not been taken
over
and at least one battalion remaining wins the game.
BATTALIONS
Battalions (adjustable gaming pieces 16) are used for offense and defense. The
number (indicia) on the battalion game piece indicates the battalion strength.
To
increase the battalion strength, a player must place the battalion on one of
the four
spots on an undefended Resource Zone and leave it there until the player's
next turn.
When a battalion is moved into a Resource Zone, the battalion's strength is
increased
by 4 only if the battalion is left in the Resource Zone until the player's
next turn. For
each additional turn that the battalion occupies the Resource Zone, strength
Increases
by an additional 4 (12 is max). Battalions defend a Resource Zone when they
are
positioned on one or more Resource Zone spots (see 'RESOURCE ZONES' for more).
The importance of battalion strength comes into play during battles. When a
player
attacks or is attacked, the battalion strength number indicates the number of
units for
the Battleboard, After an attack, the losing battalion Is removed from the
game and the
surviving battalion's strength is reduced to the number of units remaining
after the battle
(see 'BATTLEBOARD' for more). Rolling the dice earns moves from 2 up to 12. A
player can move one or more battalions per turn. For example, if a player
rolls 6, then
that player can move one battalion 6 places or move one battalion 2 places,
then move
another battalion 4 places. The three spots around a player's home base are
the
starting points for that player's battalions. Battalions can move in any
direction, each
move counts and is final. A player's battalion cannot stop on the Home Base,
center
9

CA 02772938 2012-03-30
spot in a Resource Zone, or on a Jump Point. Jump Points actually do not count
as a
spot, so when moving a battalion through the player only counts the next spot
after the
jump. Player's cannot jump over battalions, Resource Zone center points or
Jump
Points. A player only places a battalion on top of an enemy battalion for an
attack. A
player's battalion cannot cross between enemy battalions that are side by
side, or an
enemy battalion beside a Home Base or an enemy battalion beside a Jump Point.
A
player's battalion can cross between his/her own battalion beside another
battalion,
Home Base and Jump Point.
RESOURCE ZONES
The importance of Resource Zones is that they strengthen battalions. The four
highlighted spots (23) are the strengthening/defending positions. A player may
leave a
battalion on a Resource Zone spot once it is that player's turn again, the
battalion
strength number increases by 4. If the player leaves that battalion on that
point for
another turn, it will increase by 4 again (12 is max). While a battalion is on
a Resource
Zone spot, that Resource Zone is protected by that player, which prevents
other players
from strengthening their battalions on any of the Resource Zone spots. The
other
player would have to attack the defending battalion(s) to free up the Resource
Zone.
On the player boards and the large center board there are positions for the
Resource
Zones, but to change the dynamics of the game they can be placed in different
spots or
even removed from the game to change up game play.
HOME BASE

CA 02772938 2012-03-30
The Home Base Is the starting point for players' battalions. The three spots
around the
base are the starting points; the corner spot does not count as a move and a
battalion
cannot be left on that spot. The two highlighted spots beside the Home Base
are the
defend/attack spots. If a player leaves a battalion on one or both spots, the
Home Base
is protected, and another player would have to attack the battalion(s) first
before
attacking the Home Base. An attacking battalion must be placed on one of the
two
defend/attack spots, and once it is placed the two players go to the
battleboard to
determine the victor (see 'BATTLEBOARD' for more), The unit number of the Home
Base Is always 12, even if it is attacked again after a battle, the starting
unit number is
12. So attacking a player's Home Base can be difficult, but if it is won, the
opponent is
out of the game,
JUMP POINT'S
Each player is able to create a shortcut on the game board, these are called
Jump
Points. To create one, set up four battalions in a cross formation, leaving
the center
spot empty, then do the same cross formation on another place. Place Jump
Point
markers on the two empty center spots: the shortcut is now available. The Jump
Points
do not count as a spot and a battalion cannot stop on that spot. Once a Jump
Point is
created, the battalions surrounding it can move, or use the Jump Point. Jump
Points
cannot be placed on Resource Zone spots or defending/attacking spots around
Home
Base. Jump Points are two-way and any player's battalions can use them once
Jump
Points are created. When a player enters a Jump Point, the only exit is the
Jump Point
of the same color.
11

CA 02772938 2012-03-30
While a player has four battalions surrounding a Jump Point, the Jump Point is
blocked. If any enemy battalion goes through the opposite Jump Point, they
cannot
pass by the surrounding battalions, they must land on one and attack it. The
position of
one Jump Point can be changed. To do so, a player must place four battalions
to
surround one Jump Point in a cross formation before moving the other end to
another
four battalions- cross formation positioned somewhere else. A player cannot
move
another player's Jump Points, only their own. The position of two Jump Points
can be
changed simultaneously, using the same steps, and only during a player's turn.
For the faster 2 player game setup, there are no Jump Points.
BATTLE BOARD
Referring now to figure 4, when attacking or being attacked, the Battleboard
setup 48
determines the victor. The battalion strength number is the number of units 54
in the
battle. Home Base always amounts to 12 units on the Battleboard, Player can
place the
units in any arrangement, as long as they are all in that player's Safe Zone
at the start
of the battle. The attacker can choose to go first or second. The Battlboard
Is divided
into three zones; player 1 Safe Zone, center Battlezone, and player 2 Safe
Zone. One
player's units cannot move into the other players Safe Zone. Once a player's
unit
leaves their Safe Zone they cannot re-enter. The player rolls one die 56 to
earn 1 to 6
moves. Player can move one or more units per turn, the units can go in any
direction,
but they cannot jump over other units. When a player's unit lands on the
opponent's
unit, the opponent's unit is removed from the board and the player's remaining
unit
must stop on that spot, it cannot move until the next turn. If that player has
a remaining
12

CA 02772938 2012-03-30
number of moves in their turn, they must move a different unit. If there is no
other unit
to move, their turn is over. If a player clears the Battlezone of all the
opponents units,
as a bonus they can remove one additional unit from the opponent's Safe Zone.
If at
the end of a player's turn, they are unable to have at least one unit in the
Battlezone,
then they forfeit one of their own units in their Safe Zone. The opponent
chooses which
unit to remove. Victory is achieved when a player removes all the opponent's
units
from the Battleboard. The losing player's battalion is removed from the game
and the
winning player's battalion remains, but the battalion strength number is
changed to the
remaining number of units left on the Battleboard. For example, if a player
started the
battle with 12 units, then wins with a remainder of 3 units, the battalion
strength number
is changed to 3. If the losing player was defending their Home Base, they are
out of the
game.
A specific embodiment of the present invention has been disclosed;
however, several variations of the disclosed embodiment could be envisioned as
within
the scope of this invention. It is to be understood that the present invention
is not
limited to the embodiments described above, but encompasses any and all
embodiments within the scope of the following claims.
0

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

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Event History

Description Date
Time Limit for Reversal Expired 2015-03-31
Application Not Reinstated by Deadline 2015-03-31
Deemed Abandoned - Failure to Respond to Maintenance Fee Notice 2014-03-31
Inactive: Cover page published 2012-10-12
Application Published (Open to Public Inspection) 2012-10-01
Inactive: First IPC assigned 2012-07-18
Inactive: IPC assigned 2012-07-18
Filing Requirements Determined Compliant 2012-04-13
Inactive: Filing certificate - No RFE (English) 2012-04-13
Application Received - Regular National 2012-04-13
Small Entity Declaration Determined Compliant 2012-03-30

Abandonment History

Abandonment Date Reason Reinstatement Date
2014-03-31

Fee History

Fee Type Anniversary Year Due Date Paid Date
Application fee - small 2012-03-30
Owners on Record

Note: Records showing the ownership history in alphabetical order.

Current Owners on Record
JOEL GARCIA
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) 
Drawings 2012-03-29 5 280
Description 2012-03-29 13 506
Claims 2012-03-29 3 95
Abstract 2012-03-29 1 25
Representative drawing 2012-09-09 1 27
Filing Certificate (English) 2012-04-12 1 158
Reminder of maintenance fee due 2013-12-02 1 111
Courtesy - Abandonment Letter (Maintenance Fee) 2014-05-25 1 172