[0001] This invention relates to a board game which is a Backgammon-like game, but which
is an extension of Backgammon in much the same way as hexagonal and three-dimensional
Chess are extensions of the game of Chess. The term "board" as used herein is meant
to include any suitable form of support means which may for example be made from one
of cardboard, wood or cloth.
[0002] The game of Backgammon is well known and for details as to how to play Backgammon
reference may be made to "Win at Backgammon" by Millard Hopper published by Dover
Publications Inc, 180 Varick Street, New York, N.Y. 10014, ISBNO-486-22894-0. As described
in the forenoted publication, Backgammon is essentially a board game for two players
utilising a square or rectangular board with a series of twelve isosceles triangles
having their bases facing each player along opposing sides of the board and with a
bar extending from one player to another and bisecting the triangles of each player.
Thus the board is arranged such that six isosceles triangles are provided with their
bases facing each player in one half of the board which may be denoted "whites" home
table and "blacks" home table respectively (assuming white and black counters respectively
are used) and on the other half of the board, are six further isosceles triangles
having their bases directed toward each player. The triangles for "whites" home table,
say, are numbered 1-6 from the right hand side of the board (as viewed by white) and
black's isosceles triangles in his home table are numbered 1-6 from the left hand
side of the board (as viewed by black). The remaining isosceles triangles on the side
of the board adjacent to white and black respectively are given virtual numbers 7-12
inclusive and referred to as "white's" or "black's" outer table respectively. The
term "virtual number" has been employed since the isosceles triangles in the respective
outer tables are not in fact numbered on the board. With such an arrangement, the
isosceles triangles are given alternate colours in a continuous direction around the
board, so that triangle 1 on "white's" home table may, for example, be coloured white,
whereas the opposing triangle in "black's" home table numbered 1 may be coloured black.
[0003] White has white counters and these are set up as follows:
5 counters on white's home table numbered 6,
3 counters on white's outertable virtual number 8,
5 counters on black's outer table virtual number 12, and
2 counters on black's home table No. 1.
[0004] Black's counters are set up opposing, i.e. facing, white's counters.
[0005] The object of the game is to throw a pair of dice so that in accordance with the
rules of the game of Backgammon, the counters (or men as they are called) of white
and black are moved to their respective home tables and thence to be borne off the
board; the winner being the first person to bear all his counters off the board.
[0006] The rules of Backgammon are well known per se and, if required, further reference
may be made to the forenoted publication "Win at Backgammon", the contents of which
are incorporated herein by way of reference.
[0007] It will be realised that the game of Backgammon is restricted to being played by
only two players and that a player has to get his counters through his opponent territory
or board to get them to his home table.
[0008] The present invention seeks to provide a board game which may be played by two to
four inclusive players.
[0009] According to the broadest aspect of this invention there is provided a board game
for two or more players including a support means marked with a playing area, the
playing area being divided by bars to thereby form four or an even number of more
home areas each separated one from another by a bar, each home area being divided
into a plurality of marked positions of alternating colours so that no two adjacent
marked positions are the same colour, one colour being the same in all home areas
with the other colour being a different hue in each home area, a set of counters for
each said another colour and having a like colour therewith, each set of counters
having a plurality of counters, one set of counters being provided for each player,
and a pair of dice, whereby in playing the game, a player is allocated a particular
one of said another colour and the counters are initially disposed about the support
means in like fashion for each player, the players take turns in throwing the dice
and in dependence thereof move the counters allocated thereto into the home area marked
with a colour allocated to said player, and a player subsequently bears off the counters
allocated thereto from the support means, the first player to bear his allocated counters
from the support means being the winner.
[0010] According to another aspect of this invention there is provided a board game for
two to four inclusive players including a support means marked with a circular playing
area, the playing area being diametrically divided by two orthogonal bars to thereby
form quadrants, each quadrant being divided into nine segments of alternating colour
so that no two adjacent segments are the same colour, one colour being the same in
all quadrants with the other colour being a different hue in each quadrant, a set
of counters for each said another colour and having a like colour therewith, each
set of counters having a like plurality of counters, one set of counters being provided
for each player, and a pair of dice, whereby in playing the game, a player is allocated
a particular one of said another colours and the counters are initially disposed about
the support means in like fashion for each player, the players take turns throwing
the dice and in dependence thereon move the counters allocated thereto into the quadrant
marked with the colour allocated to said player, and a player subsequently bears off
the counters allocated thereto from the support means, the first player to bear his
allocated counters from the support means being the winner.
[0011] The manner in which the counters are moved are generally similar to that of Backgammon,
known per se, although there are some differences in the rules as noted hereinafter.
[0012] Preferably the colour in the segments is provided in the area of an isosceles triangle
having the base thereof touching the radices of the segments where they intersect
the circumference of the playing area, and in a preferred embodiment, the apex of
the triangle is positioned at substantially two third of the radius of the segment.
[0013] Preferably the adjacent players move the counters thereof in opposing directions.
Thus, the direction of moving counters from alternate quadrants is the same, i.e.
clockwise or anticlockwise. Advantageously, the segments of each quadrant are numbered
in descending order in the direction of play for that quadrant with the remaining
segments on the support means taking corresponding virtual numbers (the term virtual
number being herein defined).
[0014] Advantageously, fifteen counters form each set of counters, although when played
by four players, preferably eleven counters are initially utilised by each player.
Preferably when four players are involved in the game, each player is allocated a
predetermined another colour and the counters of that another colour are arranged
for each players as follows:
3 counters on segment No. 9 of the colour allocatd the player, (i.e. the outer or
highest numbered segment of the players allocated colour segment);
3 counters on virtual numbered segment 15;
3 counters on virtual numbered segment 25;
2 counters on virtual numbered segment 36.
[0015] However, the game may be played with thirteen or fifteen counters per player, by
adding one or two counters, as required, to segment numbered 9 or virtual numbered
segment 25 respectively. When only two players are involved, fifteen counters are
used per player and initially arranged as forenoted.
[0016] Conveniently, the support means is a board or cloth and with advantage, a pair of
dice are supplied for each player. Advantageously the dice have the same colour as
the counters allocated a player.
[0017] The game according to the invention is played in accordance with the rules hereinafter
defined.
[0018] The invention will now be described by way of example, with reference to the accompanying
Figures in which:
Figure 1 shows a plan view of the game board with the counters arranged for the commencement
of the game; and
Figures 2, 3, 4, 5 and 6 show partial plan view of the board for assistance interpreting
the rules for the game.
[0019] The board 1 shown in Figure 1 has a circular playing area 2 with the playing area
being divided by orthogonally disposed bars 3, 4 to thereby divide the playing area
into quadrants designated as home board in A, B, C and D respectively. Each of the
quadrants is divided into nine segments with each of the segments being marked with
a respective isosceles triangle Al-A9, B1-B9, C1-C9 and D1-D9 respectively. Each triangle
has its base touching the radices of the segments where they intersect the circumference
of the playing area and the height of the apex of each of the triangles is positioned
at approximately two thirds the radius of the segments. It will be noted that the
triangles or points as they are called are numbered in alternate directions, such
that the points of quadrant A are referenced A1-A9 in a clockwise direction and similarly
quadrant C points are referenced Cl-C9, whereas the points of quadrants B and D are
referenced B1-B9 and D1-D9 respectively in an anticlockwise direction. The purpose
for this is that players from adjacent quadrants traverse the board in opposing directions.
[0020] Each of the points around the board is a different colour from an adjacent point.
The points are arranged to be alternately different colours around the playing area,
but with one of the colours (preferably white) being the same in all quadrants, so
that, for example, A8, A6, A4, A2, B1, B3, B5 etc are white, whereas the remaining
points in a quadrant are a different colour and the different colour in each quadrant
is different from that of any other quadrant. Thus points A9, A7, A5, A3, Al are red
in colour, whereas points B2, B4, B6, B8 are black in colour, points C9, C7, C5, C3,
C1 are yellow in colour and points D2, D4, D6 and D8 are blue in colour.
[0021] A player is allocated a particular home board colour, i.e. red, black, yellow or
blue and assigned up to fifteen counters or men of the same colour as the colour of
his home board. Thus, the player assigned home board A which is red, will have red
counters, and so on.
[0022] With four players, the counters are arranged as shown in Figure
1. The men for a player using home board A are set out as follows:
3 men on A9;
3 men on virtual numbered point 15, i.e. D4;
3 men on virtual numbered point 25, i.e. C7; and
2 men on virtual numbered point 36; i.e. Bl.
[0023] Thus, the men for the player using home board A are disposed counting in a clockwise
direction from point A1. A similar procedure is adopted for a player using home board
C, but for players home boards B and D an anticlockwise count from their point 1 is
effected.
[0024] It has been found best for three and four handed versions of the game to be played
with eleven men per player. However, the game may be played with thirteen of fifteen
men per player, in which case one or two men respectively are added to points 9 and
25 for each player. For a two handed version of the game, fifteen men per player should
be used and the game may be played to Backgammon rules.
[0025] For each player there is provided a pair of dice AD, BD, CD and DD for home boards
A-D respectively, and the dice are arranged to be the same colour as the distinguishing
colour of each quadrant and the counters assigned to each player.
[0026] A doubling cube 10 is provided similarly to the cube used in Backgammon and the cube
has sides marked 2, 4, 8, 16, 32, 64 respectively and the players decide at the outset
of the game whether the cube 10 is to be employed. The function of the doubling cube
10 will be described later herein.
[0027] Similarly to Backgammon, the following glossary of terms apply:
A bar
[0028] The lines 3, 4, between each of the home boards upon which men put out of play are
placed during the game to await re-entry into the game.
Bearing Off
[0029] The action of removing a player's men (counters) from his home board in order to
complete the game.
Hit
[0030] The action of removing an opponent's man with a player's man when that opponent's
man is on its own on a vacant point.
Owned Point
[0031] A point occupied by two or more men of any one player.
Vacant Point
[0032] An unoccupied point or occupied by only one man.
[0033] Similar to Backgammon, the object of the game in order to claim victory is for a
player to have moved all of his men into his own home board and have borne them off
before his opponent or opponents has borne all of his men off the board.
[0034] To start the game, the players must decide the number of men to be set up on the
board and each of them rolls a die with the highest roll starting play. If there are
four players, then the order of play continues in a clockwise direction of players
with the players rolling both their allocated dice. If only three players are playing
the game, then one player will advance in the opposite direction to the other two
players. Thus, in a game for players using home boards A, B and C, player B will advance
in the opposite direction to players A and C. In such an instance where there are
three players, the following rules apply:
1. The players roll a die for the choice of home and the highest roll takes first
choice and so on. The single player in the odd home board i.e. the direction of travel,
shall commence play and shall have the first option to double the game when using
the doubling cube (to be described later herein).
2. During a series of games the player shall play on the odd home board only once
in a series of three games, unless otherwise arranged. The fourth set of men shall
remain off the board.
[0035] When the game is to be played by two players, the player shall set up their men on
home boards going in opposite directions only. Thus it is proposed that the player
having home board A shall not play the player having home board C and the player having
board B shall not play the player having home board D. The men will be set up as shown
in Figure 1 for the two home boards only, with the other sets of men remaining off
the board. As in the Backgammon, the game is to be played with fifteen men per player
with the arrangement being as previously described. With only two players, the game
may be played in accordance with the rules of Backgammon.
[0036] In play of the present game, each player rolls his dice to determine the moves of
the men on the board. Because the rules of the present game are generally similar
to Backgammon, they will not be described herein in detail and reference is incorporated
herein to the forenoted publication "Win at Backgammon".
[0037] However, the following summary of the rules of the present game will be given.
[0038] Players A and C move their men in an anticlockwise direction and players B and D
move their men in a clockwise direction.
[0039] A player may move one man the distance to correspond to the total number shown by
both dice he has thrown, or he may move two men, one the distance corresponding to
the number shown on one die and the other, by the distance corresponding to the number
shown on the other die.
[0040] When a man is moved, the number shown by both dice, it may not be moved to any owned
point of an opponent, although it may touch such an owned point in the course of its
travel. In this respect, reference should be made to Figure 2 in which player D has
thrown his dice DD and rolled a 5 and a 1. Player D decides to move his counter DC
on point D9 in Figure 2, 5 points and a further 1 point, and in moving counter DC
5 points he touches upon point D4 which is owned by player A having three counters
AC thereupon. However, unlike Backgammon, such a "touch" is permitted. Thus, although
a man may not be moved to reside on any owned point, it may touch an owned point on
its travel to a vacant point or a point owned by the player making the move.
[0041] When a player is able to move only one of the numbers shown on the dice, he must
move one man the higher number. However, if all moves are blocked, he must move one
man the lower number.
[0042] Players must move their men, the number shown by the dice unless all possible moves
are blocked, in which case the player forfeits his roll. When a double number or doublet
is rolled a player must move twice the number shown; the move may be in any combination
of up to four men, e.g. suppose a player has rolled two two's on his dice, then he
may move one man eight points, two men four points, four men two points, or one man
six points and one man two points. If having rolled a doublet and a player finds his
men are blocked at any stage, he must move his men the highest possible total of the
roll.
[0043] At the start of the game, all player's own a point in each of the four home boards.
A point is owned when a player has two or more men on a particular point and a point
may be owned by only one player. A man moved to a vacant point and left on its own
may be hit and removed from play by another player. It is part of the strategy of
the game to hit an opponent's man at a player's convenience. Referring to Figure 3,
player A has rolled his dice AD 3 and 1 and decides to play his moves so that he can
hit player B's counter BC on point A8 by playing the 1 first from point A9. Thus,
one of a player A's counters AC on point A9 is moved as shown by the solid arrow headed
line from A9 to A8 thereby causing counter BC on A8 to be removed to the bar 4 as
shown by the broken arrow headed line, and thence to progress for the three rolled
by the other die to point A5 which was already owned by player A having two men thereon.
[0044] When a player has a man hit and it is placed on the bar 4, the player is not allowed
to move any of his other men until his man or men on the bar are re-entered onto the
board at the furthest home board from his own. Thus for player A, he must enter his
men at home board B, player B must re-enter his men at home board A, player C must
re-enter his men at home board D and player D must re-enter his men at home board
C. A man may be re-entered on a vacant point, i.e. an unoccupied point or occupied
by only one man of an opponent or a point owned by the player attempting to re-enter
a man. The number rolled by the dice must correspond either individually or in combination
with the point number of the re-entry home board upon which the man may be positioned
i.e. a vacant point as defined herein or a point owned by the player attempting to
re-enter. Thus, referring to Figure 4, player D has rolled his dice DD 6 and 1. Because
point C6 is owned by player B's counter's BC, the number 6 rolled on one of the dice
may not be used by player D having his counter DC on the bar 4, but the total rolled,
i.e. 7, may be used as shown by the solid arrow headed line. However, counter DC on
the bar 4 may also be moved to point Cl as determined by the roll number indicated
by one of the dice. Such a move is indicated by broken arrow headed lines and is permitted
since point C1 is occupied by only one counter AC which isowned by player A. Player
D may therefore hit the counter AC at point Cl thereby sending man AC to the bar.
[0045] Play continues in this manner until a player has brought all his men into his own
home board, whereupon he begins "bearing off". This a player may do by exact rolls
of a dice. Referring now to Figure 5, player C who has rolled his dice CD 5 and 3
may bear off one man the total number thrown, i.e. 8, from point C8 as shown by broken
arrow headed lines or one man each from point C5 and C3 as shown by the solid arrow
headed lines. When a player is unable to use his roll to bear off, because he has
no men on the points corresponding with the numbers rolled, he may move his men toward
position 1 of his home board in accordance with the number rolled. In the alternative,
if the player rolls a higher number then he requires, he must bear his men off from
the nearest highest point. If any man is left on a vacant point when bearing off,
it may be hit by an opponent.
[0046] Referring to Figure 6, player A has rolled his dice AD two sixes so that he has a
total of twenty four points which may be used by any combination of four men. Player
A decides to move two men from point A5 and two men from A4 as shown by the solid
arrow headed lines (it being remembered a maximum of four men may be moved at any
one time), but this then leaves him with a vacant point A4, which having only a single
counter AC thereon, is liable to be hit. If the man AC on position A4 is hit, it must
be re-entered at the furthest home board from his own, i.e. in the present example
at home board B and then worked round the board back to home board A before the player
A may bear off any further men.
[0047] The game is won by the first player to bear off the board all his men.
[0048] The nature of the player's win is scored as follows:
A single game win, worth 1 point:
The single game is won from any opponent who has borne off at least 1 man. Any player
who has borne off any men can only loose a single game.
[0049] A double win game, worth 2 points:
A double game is won from any opponent who has not borne off any man but has none
on the third or fourth board away from his home board.
[0050] A treble game win, worth 3 points:
A treble game is won from any opponent who still has men on the third and/or fourth
board away from his home board.
[0051] A "QUATRO" game win, worth 4 points:
A "QUATRO" game is won from any opponent who has a man or men on the fourth board
away from his home board. In a game with three or four players, the player may win
a "QUATRO" or treble, or double, or single game from any or all opponents.
[0052] When the doubling cube 10 is used, the points scored per player will multiply accordingly.
The use of the doubling cube is optional and must be decided before the start of play.
Assuming it is being decided to employ the doubling cube 10, then at the start of
play the doubling cube is placed at the centre of the board showing the 64 number
uppermost. The doubling cube becomes operational when a player decides to double up
the value of the game. The player shall wait for his turn to roll the dice before
deciding to double the game. He shall then place the doubling cube on the top corner
on his home board showing the number 2 uppermost and announcing his intention. Once
the doubling cube is offered, players will accept or decline in clockwise direction
around the board. Players who decline the offer shall withdraw their men from the
board and loose the game to the player who doubled the game. The game is considered
doubled when at least one opponent accepts the doubling cube from then on, the single
game win will be worth 2 points, the double game worth 4 points, etc. Play resumes
with the doubling player rolling his dice in the normal fashion. Any player may double
up the game again to 4, 8, 16, 32 or 64 at any time according to the above rules,
but a player may not double the game up twice in succession at any time.
[0053] It is possible to play the above described game as a team game in which instance,
players A and C will form a team and play a team formed by players B and D.
[0054] Having thus described the operation of the game, it will be realised that in the
present game, it may be played by two, three or four players and that when four players
are playing the game, any one player has to get his men through three opponent's territories
to get them home, while seeing his opponent's men go through his home board to get
home.
[0055] The following above mentioned rules are different from the rules of Backgammon:
1. A player may "touch" an establish point when moving onto a vacant point.
2. A player may re-enter the board with the point shown on either dice or any combination
of both dice. Re-entering takes place from the home board furthest from the player's
own home board.
3. When the doubling cube is in use, a player offers the doubling cube to his opponent
or opponents by placing it at the top of his home board and players may accept or
reject in clockwise order. Players not accepting the "double" withdraw from the game
and remove their men from the board.
1. A board game for two or more players including a support means marked with a playing
area, characterised by the playing area being divided by bars 3, 4 to thereby form
four or an even number of more home areas (A, B, C, D) each separated one from another
by a bar, each home area being divided into a plurality of marked positions (Al-A9,
B1-B9, C1-C9, D1-D9) of alternating colours so that no two adjacent marked positions
are the same colour, one colour being the same in all heme areas with the other colour
being a different hue in each home area, a set of counters (AC, BC, CC, DC) for each
said another colour and having a like colour therewith, each set of counters having
a plurality of counters, one set of counters being provided for each player, and a
pair of dice (AD, BD, CD, DD), whereby in playing the game, a player is allocated
a particular one of said another colour and the counters are initially disposed about
the support means in like fashion for each player, the players take turns in throwing
the dice and in dependence thereon move the counters allocated thereto into the home
area marked with a colour allocated to said player, and a player subsequently bears
off the counters allocated thereto from the support means, the first player to bear
his allocated counters from the support means being the winner.
2. A board game for two to four inclusive players including a support means characterised
in that the support means (1) is marked with a circular playing area, the playing
area being diametrically divided by two orthogonal bars (3, 4) to thereby form quadrants
(A, B, C, D), each quadrant being divided into nine segments (Al-A9, B1-B9, C1-C9,
D1-D9) of alternating colour so that no two adjacent segments are the same colour,
one colour being the same in all quadrants with the other colour being a different
hue in each quadrant, a set of counters (AC, BC, CC, DC) for each said another colour
and having a like colour therewith, each set of counters having a like plurality of
counters, one set of counters being provided for each player, and a pair of dice (AD,
BD, CD, DD), whereby in playing the game, a player is allocated a particular one of
said another colours and the counters are initially disposed about the support means
in like fashion for each player, the players take turns throwing the dice and in dependence
thereon move the counters allocated thereto into the quadrant marked with the colour
allocated to said player, and a player subsequently bears off the counters allocated
thereto from the support means, the first player to bear his allocated counters from
the support means being the winner.
3. A game as claimed in Claim 2, characterised in that the colour in the segments
is provided in the area of an isosceles triangle having the base thereof touching
the radices of the segments where they intersect the circumference of the playing
area.
4. A game as claimed in Claim 3, characterised in that the apex of the triangle is
positioned at substantially two thirds of the radius of the segment.
5. A game as claimed in any preceding claim, characterised in that the adjacent players
move the counters thereof in opposing directions.
6. A game as claimed in any of claims 2 to 5 characterised in that the segments of
each quadrant are numbered in descending order in the direction of play for that quadrant
with the remaining segments on the support means taking corresponding virtual numbers.
7. A game as claimed in any preceding claim, characterised in that fifteen counters
form each set of counters.
8. A game as claimed in any preceding claim, characterised in that when four players
are involved in the game, eleven counters are initially utilised by each player.
9. A game as claimed in Claim 8, characterised in that each player is allocated a
predetermined another colour and the counters of that another colour are arranged
for each players as follows:
3 counters on segment No. 9 of the colour allocated the player,
3 counters on virtual numbered segment 15 for the colour allocated the player;
3 counters on virtual numbered segment 25 for the colour allocated the player;
2 counters on virtual numbered segment 36 for the colour allocated the player.
10. A game as claimed in any of Claims 2 to 7, characterised in that the game may
be played with thirteen or fifteen counters per player, by adding one or two counters,
as required, to segment numbered 9 or virtual numbered segment 25 respectively.
11. A game as claimed in Claim 10, characterised in that when only two players are
involved, fifteen counters are used per player.
12. A game as claimed in any preceding claim, characterised in that the support means
is a board or cloth.
13. A game as claimed in any preceding claim, characterised in that a pair of dice
are supplied for each player.
14. A game as claimed in Claim 13, characterised in that the dice have the same colour
as the counters allocated a player.
15. A game as played in any preceding claim, played in accordance with the rules defined
hereinbefore.