[0001] This invention relates to games and more particularly comprises a strategy board
game that may or may not also include a testing of the trivia knowledge of the participants.
[0002] Recently, a number of trivia games have enjoyed great popularity. The outcome of
the prior art games is determined solely by the participants' knowledge of different
categories of trivia, and little or no strategy skills are employed in the playing
of the games. The present invention is embodied in a board game, and the moves of
the participants on the board may or may not be determined by their knowledge in different
trivia categories, but their strategy skills are tested. The ability to answer trivia
questions correctly may control the movement of the participants' tokens or playing
pieces on the board, but movement may also be made on a step-by-step basis like checkers
without imposing a trivia test upon the participants. However, the participants' strategy
skills are an integral part of the game, and players are provided with obstacles in
the form of "gates" which may be placed in the paths prescribed for movement from
the start to the goal on the board to obstruct the progress of opponents. The participants
are also provided with "keys" which "open" gates in the prescribed paths. The participants
"spend" keys to open gates, and the participants may acquire additional keys by moving
away from the goal and crossing certain locations delineated on the board. The introduction
of strategy into the game increases its excitement and renders the game more versatile
than others by allowing for different criteria to control movement of the participants
on the board.
[0003] In accordance with one embodiment of this invention, the game includes a playing
board, a number of "surprise" cards, recording devices to keep count of the keys owned
by each participant, playing tokens and small plastic or wooden pieces called "gates".
The board bears indicia which delineates a central goal or "keep" and a plurality
of concentric spaced barriers about the keep. Starting locations are delineated at
the outermost barrier.
[0004] Openings are provided through the barriers, in - some instances defined by stairs
and in others by doors, and the various openings in the barriers are interconnected
by paths formed by connected stations which define steps along the path. The players
move their playing pieces or tokens along the paths, and the players are also able
to place gates at the openings in the barriers to block the paths of their opponents.
The opponents in turn may open the gates by expending the keys assigned to or earned
by them during the course of the game.
[0005] The present invention will be better understood and appreciated from the following
detailed description read in connection with the accompanying drawings.
BRIEF FIGURE DESCRIPTION
[0006]
FIG. 1 is a perspective view of a playing board along with the playing pieces and
gates used by the participants;
FIG. 2 is a plan view on a larger scale of the playing board shown in FIG. 1;
FIG. 3 is a diagrammatic view of a recording device called a "key chain" used by a
participant to keep track of the number of keys he possesses;
FIG. 4 is a perspective view of a "surprise" card constructed in accordance with this
invention;
FIG. 5 is a bottom plan view of several "surprise" cards showing their normally concealed
faces; and
FIG. 6 diagrammatically depicts the front and back of a trivia card.
DETAILED DESCRIPTION
[0007] The board 6 shown in FIGS. 1 and 2 depicts a castle having a keep 8 at the center
surrounded by a moat 10 and four concentric walls 12, 14, 16 and 32 which describe
between them first, second and third courtyards 18, 20 and 22. In the illustration,
the walls and moat are generally hexagonal in plan. The walls 14 and 16 at their six
corners are shown interrupted by stairs 24 and 26 which delineate passages or openings
through the walls to allow access from the first to the second courtyard and from
the second courtyard to the third courtyard, respectively. In the center of the straight
sides of outer wall 12, ports 28 and drawbridges 30 are depicted. The innermost wall
32 of the castle also has doors 35 at the center of each straight side 34, which provide
access to the keep 36. The various ports 28, stairs 14 and 16, and doors 35 are connected
by paths 38 (denoted sometimes by numeral 38 in combination with a letter) made up
of connected elliptical stations 40 described in greater detail below.
[0008] The object of the game is to advance from the moat 10 to the castle's keep 36 which
is shown on the board to contain a treasure chest 42. The first participant who reaches
the keep and gains access to the locked treasure chest 42 is declared the winner.
For this purpose, each participant, whether the participant be an individual or a
team of individuals, is provided with a playing piece or token 44 which is shown beside
the board 6 in FIG.
[0009] 1. In order to distinguish one token from another, they may be made of different
colors, shapes, sizes, etc.
[0010] In FIG. 1, rectangular plastic pieces 46 called "gates" are shown which are distributed
among the participants. The game also includes "keys" 48 shown in FIG. 3, which are
distributed among the participants. The particular configuration of the gates and
keys is not critical to the operation of the game, and the keys, for example, may
comprise individual key-shape pieces 48, or each participant may be provided with
a simple recording device 49 with which the number of "keys" possessed by the participant
may be logged. The recording device used instead of individual keys may have a scale
and moving pointer to keep track of the number of keys held by each participant. Finally,
the game equipment may include a number of surprise cards 50 as shown in FIGS. 4 and
5. Their function will also be described in detail below in connection with the playing
of the game.
[0011] The paths between the ports, stairs and door on the six sides of the board are identical
except for the color codes applied to each of the stations 40. The significance of
the codes applied to the stations is described below. In light of the fact that the
paths on each side are otherwise identical, only the side of the board below the keep
8 as viewed in FIG. 2 need be described in detail.
[0012] In FIG. 2 a pair of paths 38A and 38B diverge from port 28A and extend to the steps
24A and 24B at the ends of the side 14A of wall 14. Each of the paths 28A and 28B
are composed of three stations which together span the first courtyard 18 between
the outer wall 12 and the next inner wall 14. Identical paths 38C and 38D extend respectively
from the ports 28C and 28D in the sides 12B and 12C of the outer wall 12.
[0013] Additional paths 38E and 38F span the second courtyard 20 and intersect one another
at a shared special station 52 which depicts a trap door. Path 38E extends from steps
24A to 26B while path 38F extends from steps 24B to 26A. Each path 38E and 38F contains
four stations 40 including the common station 52 depicting a trap door. A tunnel 54
is also shown extending from the trap door of station 52 under wall 14, port 28A and
moat 10 to the tunnel exit door 55. The trap door, tunnel 54 and door 55 suggest that
if certain conditions are not met by a participant when he or she reaches special
station 52, the player's token is returned via the tunnel to the starting point at
port 28.
[0014] Paths 38G and 38H, each made up of two stations 40 span the third courtyard 22 and
converge at the door 35 of keep 8, in the side of the innermost wall 34A.
[0015] As stated above, a selected number of gates 46 is assigned to each of the participants
and a participant may place his gates across any of the stairs 24 and 26 or doors
35 to block passage to the keep 8 by way of the blocked stairs or doors. The keys
48 assigned to each participant in turn are used to "unlock" the gates so as to allow
passage over the stairs or through the door blocked by them. When played in the preferred
manner, different number of keys are required to open the gates 46 depending upon
their proximity to the castle keep 8. For example, one key may be required to open
a gate on the stairs 24 in wall 14, two keys to open a gate on the stairs 26 in wall
16 and three keys to open a gate at the door 35. It is also contemplated that a gate
may be placed across the trap doors at the special stations 52 which would enable
a participant to traverse the station 52 without returning to the starting point at
the outer wall through the tunnel 54.
[0016] A variety of different conditions may be imposed upon the participants to permit
them to advance station by station from the port 28 to the keep 8. In one form of
play, a participant may be allowed to advance additional stations along any chosen
path by correctly answering a trivia question. For example, trivia question cards
from the very well known Trivial Pursuit game can be used. For that purpose, each
of the many stations 40 in all the paths 38 are assigned one of six colors, with each
color corresponding to a different trivia category. It will be noted in the drawing
that six different colors are represented by six different cross hatching applied
to the stations represented in accordance with drafting convention. Alternatively,
the tokens of each participant can be advanced step by step as in the game of checkers.
As yet another alternative, the right to advance may be determined by the flip of
a coin, the roll of a die, etc. And under certain rules adopted by the participants
more than one station may be advanced at a time.
[0017] As suggested above, the game is won by a participant entering the keep 8 and opening
the treasure chest 42. The criteria for opening the chest 42 may be based upon the
correct answering of a trivia question, the payment of a prescribed number of keys,
or drawing a "surprise" card bearing certain prescribed directions. It is also contemplated
that the category of trivia question to be answered by the participant who enters
the keep 8 in order to permit him to open the treasure chest may be determined by
directions carried by a "surprise" card 50 placed in the keep at the beginning of
the game. When the game is played with trivia questions of different categories, it
is contemplated that at the beginning of the game a surprise card either folded or
placed face down so as to hide its directions is placed in the keep and is exposed
only when a participant reaches the keep. In FIG. 4 a folded "surprise" card 50 is
shown, and in FIG. 5 the faces of several cards are shown bearing instructions. The
instructions carried by the "surprise" cards may either be in the form of color indicia
or words which convey the instructions. It is also contemplated that a "surprise"
card may bear the instructions "your choice" or "opposition chooses" indicating that
either the participant reaching the keep 8 or his opponents may designate the trivia
category.
[0018] The game is played preferably by six or fewer participants, each starting at separate
points about the moat 10 at the ports 28 and drawbridges 30. Each participant selects
a chosen starting location at the moat, and the first one to play may be determined
by placing the "surprise" cards with their instructions hidden and having the participants
draw until one chooses the "your choice" card shown in FIG. 5. That participant would
move first. The other participants would move in order as located clockwise from the
first player. At the start of the game each participant may be given four gates 46
and six keys. The number of gates and keys given may vary with the number of participants.
The keys may be separate key-shaped tokens 48, or the number may simply be kept on
the record keeping device 49, or any other form may be used. To remove a gate in the
path of a participant, keys are expended, and it is contemplated that a participant
may acquire additional keys by moving down a stairway 26 separating the third courtyard
22 from the second courtyard 20 or a stairway 24 separating the second courtyard 20
from the first courtyard 18 in a -,.direction away from the keep 8. A single key may
be awarded for moving down a single staircase, and if a direct path is taken from
the third courtyard 22 to the first courtyard 18 without reversing direction, an additional
key may be awarded. A key may also be awarded as consolation if a participant falls
through one of the trap doors at a special station 52 and returns to the starting
point at the moat.
[0019] Yet other criteria may be imposed for acquiring additional keys. For example, when
a trivia question is answered incorrectly, it is contemplated that the opportunity
is to be given to the other participants in turn to answer the same question. If one
of the other participants chooses to offer an answer, and the answer is correct, an
additional key may be awarded. Conversely, a question answered incorrectly may cost
the participant a key. As yet another alternative, the other participants may offer
to pass on the question so as to avoid chancing the loss of a key. Further, the trivia
questions may be given degrees of difficulty, and the more difficult questions may
bring a reward of a greater number of keys.
[0020] When play begins, the first player at a port 28 moves to one of the two stations
40 in the first courtyard 18 connected to his particular port. If the advance of the
player's token is to be controlled by the answer of a trivia question, the player
may then attempt to answer a question on a trivia card 60 as shown in FIG. 6 in the
category determined by the color of the station to which the player has advanced his
token. Note the questions on card 60 are color coded as are the answers to them on
the back. If the participant answers the question correctly, he is then given the
right to advance to the next station 40 and once again answer the trivia question
in the category represented by the color of the next station. The participant may
continue to advance step by step so long as with each step a trivia question is answered.
When the participant fails to answer a question correctly, the next participant chooses
a path 38 to move across the first courtyard 18 and similarly is presented with a
trivia question. This procedure continues clockwise about the board with all participants
having a turn.
[0021] While it is contemplated that each participant will start from a different port at
the moat 10, the paths to be traveled by each participant's token 44 is not limited
to moving along paths on a single side of the board. Rather, at any intersection of
two or more paths, the player may change from one direction to another and either
advance toward the keep or retreat toward the moat.
[0022] As the players in turn move and advance toward the castle keep 8, they may encounter
gates 46 as shown in FIG. 1 placed at the stairs 24 and 26 and at the doors 35. The
participants may open any of the gates by paying the required number of keys, which
will remove the gates from the path so as to enable the participant to continue. If
the path of a particular participant is blocked, he may reverse direction and move
back toward the moat 10 and earn additional keys by descending any of the stairways
as described above. By earning the additional keys, the participant may then be able
to move toward the keep once again and open gates in his path.
[0023] Finally, when the participant reaches the keep, he may draw for the "surprise" card
50 which indicates that he can open the treasure chest 42 or pay the requisite number
of keys, or perform any other prerequisite established by the rules.
[0024] In the following section, an example of how the game may be played is described by
presenting the rules of the game.
RULES OF PLAY
Object of the Game
[0025] The object of the game is to advance your token from the moat of the castle to the
castle's keep, which contains a locked treasure chest. Answering a trivia question
in the keep will allow you to magically "open" the chest, and therefore win the game.
If playing without trivia, then the first player to the keep must open the chest with
keys (many are supplied at the beginning of the game). Of course, there are ways to
prevent speedy opponents from reaching the keep first, but that is discussed a little
later.
Equipment
[0026] The game package contains one quad-folding board (some boards may be in four unconnected
puzzle pieces), a card containing eight perforated "surprise" cards, six push-out
recording devices ("key-chains"), six team tokens, and twenty-four plastic pieces
called "gates", and the rules, of course.
How to Play (With Trivia)
[0027] Team play is recommended (when using trivia) because it helps the game move quickly.
Select the team that moves first by putting the "surprise" cards in a bag. The team
that chooses the "your choice" card will move first. Play will then move from team
to team, clockwise around the board. At the start of the game, all teams place their
tokens on a drawbridge. Teams will move their tokens to either of two colored spaces
that diverge from the drawbridge. The idea is to move tokens along these paths of
colored spaces, in any direction, and eventually reach the treasure chest hidden in
the castle's keep. On each turn, a team moves its token one space. However, it may
extend the turn by correctly answering a trivia question that corresponds to the color
on the space. The colors will approximately match the colors in the most popular trivia
games, and players match this game's colors to six categories in any given trivia
question set. Every team's goal is to move its token through the "first courtyard",
up the stairway to the "second courtyard", up another stairway to the "third courtyard",
and finally through a door to the "keep". In the second courtyard, the round spaces
contain trap doors that open into tunnels which lead back to the "drawing bridge".
An incorrect answer in the trap door space will open the door, and the token must
be placed on the drawbridge below.
How to Use Gates
[0028] To prevent another team from passing through a stairway or door, a team may place
a gate, by putting one of his black plastic pieces on the board, across whichever
stairway or door it chooses. More than one gate may be placed on the same location.
Once a gate is on the board, it belongs to nobody. The first team to spend keys to
open the gate may remove the gate from the board and hold it in its supply of gates,
or place it somewhere else on the board. The closer a gate is to the keep in the center
of the board, the more keys are required to open it. One key must be used to open
a gate on the stairs between the first ..courtyard and the second.
Two keys must be used to open a gate on the stairs between the second courtyard and
the third. Three keys must be used to open a gate placed across a doorway to the keep.
Gates may not be placed on drawbridges.
[0029] A gate may also be placed across the trap door found on the round spaces in the second
courtyard. However, only one key is needed to unlock it and remove it from the board.
A gate will prevent any token from falling through the tunnel, even if the trap door
is "opened" because the team couldn't answer a question correctly.
[0030] Any team may place a gate anywhere on the board, at the start of any turn, or may
open a gate anywhere on the board, so that it may be place somewhere else.
How to Use Keys
[0031] There are six recording devices which each team may use to keep track of its keys.
This device is called the "key chain".
[0032] Each team starts the game with a supply of keys, although the number may depend on
how many teams are playing.
[0033] Once a key is used, it may never be used again, and you must move the indicator on
your key chain down one notch. You may use as many keys as you have in your supply
on a single turn. Here are four ways to use keys.
1. To unlock gates (See How to Use Gates);
2. By using one key, you may skip over one space;
3. By using one key, you may be allowed another guess at a question. This is a good
way to extend your turn, provided your second guess is the correct answer;
4. Through using one key, you can put pressure on another team by giving it a five
second time limit to answer its question. This may be done by counting out loud (fairly
slowly) from five to zero, at any time after the team has heard its question. After
hearing zero, the other team, if it hasn't answered the question yet, may elect to
use one of its own keys to guess again without a time limit, in which case the correct
answer will extend its turn.
How to Gain Keys
[0034] Keys may be gained in three ways.
1. If a team moves its token from the third courtyard to the second courtyard, or
from the second courtyard to the first, it may add one key to its supply, by moving
the indicator up one notch on the key chain. However, if a team moves its token from
the third courtyard to the first courtyard, following a direct route (the shortest
possible), then it gains three keys. If a team is unfortunate enough to fall through
a trap door, and go back to the "drawing bridge", it may gain a key as a consolation
prize.
2. If a question is not answered correctly, the opportunity to answer it may pass
clockwise around the board until a team can answer it. An unanswered question is called
a "stray" question, because it passes from team to team around the board. It can be
dangerous to answer a stray question, however, because an incorrect answer will cause
the team to lose a key. But if a team can answer a stray question, it gains a key.
There is no penalty for passing a stray question on to the next team.
3. For trivia questions that are given difficulty ratings, answering an easiest question
will not give a team a key, but harder questions will. If the questions have three
ratings, the hardest will gain a team two keys if answered correctly, and so on.
Unlocking the Treasure Chest and Winning the Game
[0035] To win the game, one team must enter the keep and "open" the treasure chest. To open
the chest, a team must use three keys, or it may open it by answering a trivia question
before any other players can answer the same question. In this way, the team can demonstrate
its true supremacy and win the game. However, the category of the question given may
vary from game to game. To determine what category it is, the team must blindly choose
a "surprise" card. The surprise card will either have a color corresponding to one
of the six question categories, or it will have words printed on it, which may read
"Your Choice", or "Opposition Chooses". In the first case, the team chooses any category
of its choice. In the second case, the opposition may choose any category of their
choice.
How to Play Without Trivia
[0036] Game play without trivia can be exhilarating and challenging, and is faster than
game play with trivia. Only a few alterations in the rules must be made to create
a worthwhile strategy game in itself. Without trivia, the game is suitable for three
to six players (teams are not necessary). Game play is the same as with trivia except
for the following changes.
1. The "surprise" cards may be used to determine whether or not a trap door will open
under a player's token. If the player blindly selects the same color surprise card
as the trap door space where he has landed his token, then the trap door will open,
and the token must be moved back to the drawbridge.
2. When a player has entered the keep, he can only win if he has two keys on his key
chain which he may use to open the treasure chest. If the player does not have two
keys, he may only win by blindly selecting the surprise card which reads "Your Choice".
The player may only select one card per turn.
3. Players may wish to change the pace of the game by incorporating a die, or flipping
a coin to determine whether to move tokens one or two spaces at a time.
£ Oliver Komar and Alfred E. Wilson
[0037] Having described this invention in detail, those skilled in the art will appreciate
that many variations may be made thereof without departing from the spirit of this
invention. Therefore, we do not intend to limit the scope of this invention to the
specific embodiments illustrated and described. Rather, it is intended that the scope
of this invention be determined by the appended claims and their equivalents.
1. A strategic board game designed to be played by a plurality of individual or team
participants comprising
a plurality of playing pieces assignable one to each participants,
a playing board having means delineating a number of starting positions and a single
goal,
second means delineating a plurality of intersecting paths from the starting positions
to the goal along which the playing pieces of the opponents are to be moved, each
path being composed of a plurality of stations each defining a step along the path,
third means representing a plurality of gates distributable to the opponents and which
may be placed on prescribed locations in the paths for obstructing movement of pieces
along a path,
and additional means representing keys distributable to the opponents which may be
expended by a participant to open a gate obstructing the path.
2. A strategic board game as defined in claim 1 further characterized by
indicia applied to certain of the stations distinguishing them as special obstacles
along the path which may require a opponent whose playing piece lands on such a station
to return to the starting position.
3. A strategic board game as defined in claim 1 further characterized by
indicia applied to certain of the stations establishing them as special stations upon
which a gate may be placed.
4. A strategic board game as defined in claim 3 further characterized by
additional indicia means applied to the board establishing the number of keys required
to open each gate.
5. A strategic board game as defined in claim 1 further characterized by
cards intended to be drawn one at a time by each opponent
in turn for determining whether each opponent may move its playing piece from one
station to another along a path selected by the opponent.
6. A strategic board game as defined in claim 5 further characterized by
said cards containing questions which must be answered correctly to enable an opponent
to move his playing piece to another station.
7. A strategic board game as defined in claim 6 further characterized by
each of said stations being color coded with one of a selected number of colors,
and corresponding colors assigned to each question to indicate a category of questions
to be answered by an opponent to permit movement to another station.
8. A strategic board game comprising
a playing board having indicia which delineates a central goal and a plurality of
concentric barriers, said barriers defining annular spaces therebetween,
means delineating starting locations at the outermost barrier,
means delineating a plurality of openings through each of the barriers,
means defining a plurality of paths between the openings in different barriers, said
paths being composed of a plurality of connected stations each defining a step along
the path,
playing pieces assignable to the participants in the game to be moved from station
to station along paths selected by the participant to reach the goal,
means representing a plurality of gates distributable to participants and which may
be selectively placed at the openings in the barriers preventing a participant from
advancing along a path through the opening,
means defining a plurality of keys distributable to the participants and which may
be expended to open any gate obstructing the path pursued by the participant toward
the goal,
and means delineating certain stations as special obstacles requiring a participant
to return to the outermost barrier unless a condition for passage through that barrier
is met.
9. A strategic board game as defined in claim 8 further characterized by
more than one path leaving each opening in the different barriers providing different
paths from each opening to other openings in adjacent barriers.
10. A strategic board game as defined in claim 9 further characterized by
cards adapted to be drawn one at a time by each participant in turn for determining
whether each participant may move its playing piece from one station to another along
a path selected by the participant.
ll. A strategic board game as defined in claim 10 further characterized by
said cards containing questions which must be answered correctly to enable a participant
to move his playing piece to another station.
12. A strategic board game as defined in claim 8 further characterized by
each of said stations being color coded.