Role and war game playing system

Amusement devices: games – Board games – pieces – or boards therefor – Piece moves over board having pattern

Reexamination Certificate

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Details

C273S265000, C283S049000

Reexamination Certificate

active

06561513

ABSTRACT:

BACKGROUND OF THE INVENTION
1. Field of the Invention
The present invention relates to a war game playing apparatus and method; and more specifically to a method for combat resolution that eliminates the need to generate random numbers, and expands game play by giving players greater control over the actions of the pieces, characters or units that comprise the game.
2. Description of the Prior Art
U.S. Pat. No. 186,181 to Underwood discloses a game apparatus consisting of a board representing military engagement, and miniature soldiers having comparative value, which determines the number of squares that the pieces can move on the board. Any piece has the power to “take” another one of the pieces coming within the range of its moves.
U.S. Pat. No. 3,048,404 to Tebbs discloses a game specifically directed to aeronautical strategy. The game consists of a game board and pieces not limited to direct or diagonal movements. That is to say, turning movements can be used so that the heading of the aircraft indicia on a piece may be changed. Such movements are said to afford a degree of realism in both maneuvering and strategy, which is unobtainable in other games. Playing pieces are octagonal in shape so that aircraft heading indicia may be changed in intervals of 45° relative to the space occupied thereby.
U.S. Pat. No. 3,998,473 to Zumchak discloses a naval combat game consisting of a plurality of squares and tabs defining the open sea in the Eastern and Western hemispheres, coastal waters and respective seaports. There are also provided game pieces representing naval vessels and their particular characteristics, ocean seaports and naval air bases, all of which cooperate to provide a game of skill.
U.S. Pat. No. 4,221,389 to Read discloses a war game apparatus representing a battlefield. The apparatus consists of a plurality of interchangeable weapon pieces, each of which has an identification to represent a range of a particular weapon. The identification of the weapon corresponds to a particular board space in such a location as to be easily hidden from an opponent. This construction and arrangement of the board and pieces is said to represent more closely a true battlefield situation.
U.S. Pat. No. 4,982,965 to Dozorsky discloses a strategic military type board game consisting of a method wherein there is provided a rectangular board game of 126 checkered squares, and a plurality of pieces for each one of the two players, the pieces arranged at opposed sides of the board in such a manner that a “Capital” piece does not move and must be captured by the opposing side in order for the game to be won.
U.S. Pat. No. 5,026,070 to Watt discloses a strategy board game for naval battles consisting of a game board-playing surface. A plurality of playing pieces represent naval vessels having a post extending therefrom. First and second visually distinguishable cylindrical rings indicate vessel power and vessel damage. The rings are stacked on the posts to provide the visual characteristics of the vessels.
U.S. Pat. No. 5,388,837 to Hoffman discloses a game of military strategy that combines elements of skill and chance. A selector dial attached to each playing piece indicates status power of the piece. Game pieces of higher status power have the potential ability to kill, capture or wound a game piece of lesser status power. The selector dial is a movable circular disc divided into six segments corresponding to possible throws of dice. Status power of the playing piece is determined by the selector based on random number generation.
U.S. Pat. No. 4,765,627 to Ross discloses a game of nuclear conflict where two boards comprised of geometric graphs are employed to resolve a conflict. The game also involves the act of guessing where an opponent has located a collection of markers on the game board.
U.S. Pat. No. 5,401,031 to Kuna And Kulesza discloses a strategy attack game like Milton Bradelys “Battleship” that features the interaction of combat aircraft. It involves a plurality of game boards made up of geometric graphs. Each player's board remains hidden from his opponents view. Also disclosed is a procedure wherein a player endeavors to guess” the location of an opponents tokens.
U.S. Pat. No. 4,280,704 to Massimei, et al. discloses a naval warfare game wherein operating surfaces comprise geometric graphs of having rows and columns. Each player controls two graphs or grids. The operating mechanism of the game involves guessing the locations of tokens on the opponent's geometric graph as they are arrayed.
U.S. Pat. No. 3,401,936 to Greenberg discloses a toy baseball game having two game boards in the form of geometric graphs. The game boards are removed from each other and are isolated by screens. Greenberg's patent also discloses the action of locating hidden indicia on an opponent's game board. The indicia appointed for location are distributed by the players in a strategic manner.
U.S. Pat. No. 3,353,829 to Board discloses a game apparatus having shielded game boards, which comprise geometric graphs. The locations for the players' indicia remain hidden until being operated on by an optical viewing device.
U.S. Pat. No. 3,565,436 to Opmeer discloses a game apparatus comprising multiple game boards on which tokens are secretly arranged by the players. The areas of interaction comprise columns and rows on geometric graphs comprised thereof.
U.S. Pat. No. 5,251,905 to Bombino discloses a method of playing a war game using a game board having a plurality of geographic regions that tokens act upon. The geographic regions are divided into squares that form rows and columns.
The playing procedure for each of these games requires the players to take turns being the aggressor. When one player is taking aggressive action, the opposing player normally takes little or no action, in accordance with the game rules. None of the conventional hobby war games permits both the attacking and defending players to perform turns substantially simultaneously. Nor do conventional hobby war games provide procedures for combat resolution and expanding war game play without use of dice or other random number generators. In those games wherein the location of game pieces or markers on an opponents game board or surface is guessed by the players, the “guessing action” proceeds in an incremental fashion where one guess is made about one portion of the board at a time.
SUMMARY OF THE INVENTION
The present invention virtually eliminates the need to generate random numbers. Game play is expanded by providing hobby war game players greater control over the actions of the pieces, characters or units that comprise the game. The game provides a means for players to substantially simultaneously memorialize actions appointed to be taken, and present the actions in a recorded format wherein tactical decisions, not random number generation, become the driving force. Apparatus used to implement tactical decisions aids in the recording of actions taken, facilitating their subsequent storage and retrieval. In a preferred embodiment, there is provided, a means for expanding the internal logic of hobby war and role playing games by giving the players of those games the ability to add previously unspecified tactics and actions. The invention changes the nature of a hobby war game in that the most important element affecting game outcome is a set of decisions made by a player at every engagement.
In one aspect of the invention, there is provided a method for defining a strategy, tactic or action of a game piece, character or unit. The strategy is defined by an arrangement of multiple graphical elements or markers. Normally, the markers specific placement on a geometric graph is such as to suggest the strategy, tactic or action that is being taken in the source game. The graphical elements provide a player with options for creating strategies, tactics or actions to address a plurality of situations or scenarios.
In practice, the method of the invention is accomplished by comparing the interactions of two players

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