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06/29/06 - USPTO Class 273 |  59 views | #20060138724 | Prev - Next | About this Page  273 rss/xml feed  monitor keywords

Team-based battle board game

USPTO Application #: 20060138724
Title: Team-based battle board game
Abstract: A board game is provided including a plurality of characters grouped into teams. In some embodiments, the characters include main characters and sub-characters. The main characters and the sub-characters may be linked together by a feature. At least one of the teams may affect the play options of one of the other teams. (end of abstract)



Agent: Kolisch Hartwell, P.C. - Portland, OR, US
Inventor: Brian Yu
USPTO Applicaton #: 20060138724 - Class: 273236000 (USPTO)

Related Patent Categories: Amusement Devices: Games, Board Games, Pieces, Or Boards Therefor

Team-based battle board game description/claims


The Patent Description & Claims data below is from USPTO Patent Application 20060138724, Team-based battle board game.

Brief Patent Description - Full Patent Description - Patent Application Claims
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CROSS-REFERENCE TO RELATED APPLICATIONS

[0001] This application claims priority under 35 U.S.C. 119(e) to U.S. Provisional Patent Application No. 60/632,694 entitled "TEAM-BASED BATTLE BOARD GAME," filed Dec. 1, 2004, the disclosure of which is incorporated herein by reference.

BACKGROUND

[0002] The present disclosure relates generally to board games, and more specifically, to battle games with movable player tokens. Examples of such games are found in U.S. Pat. Nos. 970,993; 3,794,326; 4,120,503; 4,192,512; 4,227,695; 4,309,036; 4,346,897; 4,373,731; 4,415,160; 4,443,011; 4,563,011; 5,026,069; 5,026,070; 5,067,722; 5,221,084; 5,388,837; 5,476,264; 5,570,887; 5,820,126; 5,879,005; 5,954,332; 6,481,714; 6,575,463; U.S. Patent Application Publication Nos. 2003/0067115; 2003/0080506; 2003/0127800; and United Kingdom Patent No. GB 2,203,355, the disclosures of which are incorporated herein by reference, in their entirety and for all purposes.

SUMMARY

[0003] The disclosed board game includes a plurality of player pieces grouped into teams. One or more of the teams may have movement options. One option may be to alter movement options available to another team. The teams may be comprised of various combinations of main character pieces and sub-character pieces, each having one or a variety of features. The sub-character pieces may be linked to or associated with one or more of the main character pieces by one or more of the features.

[0004] Advantages of the disclosed board game may be understood more readily after a consideration of the drawings and the Detailed Description.

BRIEF DESCRIPTION OF THE DRAWINGS

[0005] FIG. 1 is a perspective view of an exemplary game including a game board, player pieces, random indicia generators, and markers.

[0006] FIG. 2 is a perspective view of another exemplary game including a game board, player pieces, random indicia generators, and markers.

[0007] FIG. 3 is a flowchart illustrating an exemplary method of game play using either of the games of FIGS. 1 and 2.

[0008] FIG. 4 depicts variations in the game board and player pieces of the game of FIG. 2.

DETAILED DESCRIPTION AND BEST MODE

[0009] A team-based game 10 in which a plurality of player pieces or characters 12 are grouped into teams is shown in FIGS. 1 and 2. The characters may each be associated with a value. The value may be indicated on the character, or it may be indicated on another device, such as noting it on note paper.

[0010] At least one team may include more than one type of character. For example, in some versions of the game, characters 12 may include main characters 14 and sub-characters 16. Some teams may be comprised of all main characters, all sub-characters, or a combination thereof. In one example of the game, a first team is comprised of a main character and a plurality of sub-characters. The number of teams formed and the particular combinations of main characters and sub-characters may be varied to alter the complexity of the game.

[0011] The different types of characters 12 may be associated together by one or a variety of features 18. For example, a feature of a sub-character may be associated with a feature of an associated main character. For example, the different characters may have a common indicia indicative of a particular team. The features may be represented on the characters or on a board 20 having spaces 22, or may be recorded using note paper, or other indicating device.

[0012] In some versions of the game, features 18 may include a power level or value 24. The power level may determine a character and/or a team's ability to select or perform a particular play option. For example, a character's power level may indicate its available energy or capacity to attack another character and/or team. The power level may be determined in any appropriate way, such as by rolling at least one die 34, or by operation of another indicia generator. For example, a player associated with a main character may roll a die to determine the number of sub-characters that may be moved and the number of board spaces across which a sub-character piece may move. Accordingly, one or more of dice 34 may be numbered and one or more of them may have indicia other than, or in addition to, number value indicators, such as graphic symbols.

[0013] The power level may be set to a default value during various stages of the game or may depend on a board space 22 occupied by a character. A character's power level 24 may be represented by a power meter 26 on board 20 and may be adjustable using a variety of selectively movable markers 28. For example, the markers may be placed on spaces along their respective power meters.

[0014] Power level 24 may be associated with board spaces 22 in that one or more of the board spaces is associated with a value that defines a threshold that a character must have for moving onto that board space.

[0015] Features 18 optionally may include a life level or value 30. The life level may indicate the ability of a character and/or team to withstand an attack from another character and/or team. The life level of a character or a team may be a default value, a value dependant on the position of a character on a board space 22, or may be determined using a value selection device, such as a random indicia generator. Life level 30 for a character or team may be represented by a life meter 32 on board 20 and may be adjustable using a variety of selectively movable markers 28. For example, the markers may be placed on spaces along their respective life meters.

[0016] A life meter may be used to keep track of the life points for each character. For example, the life meter may be a scale made of a series of board spaces indicating values in a range of values. A life marker is initially placed at a particular location along the life meter for each character, such as at the maximum value or at a midpoint. As the life points are reduced, the life marker is moved appropriately along the meter to reflect the decrease in points. The life points may also be tracked using chips, tokens, electronic or mechanical counters, and the like, on the board or on a player piece. Once all of the life points have been reduced to zero, the corresponding player piece may be removed from the board.

[0017] At least one of the teams may be able to affect one or more play options of at least one other team. Whether a team may affect the play options of other teams may depend on the actions that team takes. For example, if a first team chooses a particular play option, such as to attack a second team, the second team may have a different set of available play options than if the first team had chosen not to attack.

[0018] The life level 30 of each main character and/or team may determine how play progresses, such as determining which play options are available to a character or team at a particular time. For example, if a player elects to power its sub-characters, as previously described, that player may be required to give up a predetermined amount of life points. The amount of life points required may be determined by the die roll used to determine the power level. If a player's team has insufficient life points, the move may not be completed. An opponent may be defeated by reducing its life points to zero.

[0019] As mentioned above and illustrated by the exemplary configurations shown in FIGS. 1 and 2, game 10 may include a board 20 that is divided into a plurality of board spaces 22. Each board space may be associated with a power level 24. The power level may indicate a characteristic of play, such as the corresponding power that a player piece needs in order to move to that board space. Random indicia generators 34 may be used by the respective teams or characters to determine an outcome of a challenge or attack.

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