Back to results
US 2006/0043676 A1Published application
Space chess-jump point command
OwnerSean Amodtinventor
Life of this patent
Estimating the term…
Abstract
This invention is directed to a game of strategy and war set in a space theme. Each player has a fleet of at least 4 command ships and at least 12 corresponding jump point pieces that must be used to navigate the grid of the game board (space) by jumping through the Jump Points in order to capture opponent pieces and ultimately win the game.
Claims6
A new board game concept of strategy and war set in a space theme comprised of the game board, game pieces and rules set forth as follows:
- (a) the game board designed as two equal grids four squares by eight squares in size connected in the middle by an equally spaced open grid section called the Frontier;
- (reference FIG. 1A)
- (b) the game pieces comprising of at least two sets of four pieces referred to as Command Ships and at least two sets of 12 reversible colored pieces referred to as Jump Point pieces making equal shares for each player to begin with;
- (c) pieces shall be placed on the intersections of the game board in specified places according to the beginners level placement, (reference FIG. 1A) four command ships equally spaced apart on the base line, and the jump points are also equally spaced apart on the next consecutive parallel lines to the base, five pieces on the second line, four on the third line and three on the fourth line, all pieces equally spaced and centered on the game board starting from the base line;
- (d) the object of the game being to control all space (the game board) by coordinating jump points in order to capture all of the enemy's Command Ships;
- the first player to capture all of their opponents Command Ships wins the game;
- (e) each player, in turn, may move only one of their pieces per turn;
- (f) a player may move their Jump Point one space, from one adjoining intersection to another, in any direction, front, side, back, or diagonal, per turn;
- (g) Jump Points that have been captured and previously removed from the game board may be used again, during a player's turn, by the player who captured that piece, which is done by placing the piece with that players same Command Ship color facing up, anywhere on the board during one's own turn, and the placing of a jump point on the board constitutes one turn;
- (h) attack moves—when a Command Ship is beside a Jump Point of its own color or another Command Ship of its own color, it can attack the opponent's pieces that are in direct line with the Jump point piece, and the attacking Command Ship will jump through this Jump Point and land anywhere along the linear line between the Jump Point and the Command Ship, or on the opponent's Command Ship or Jump Point piece, the attacked piece will be removed from the game board and the attacking piece will then take the place of that piece;
- (i) Command Ships, like the Jump Points, may move only one adjoining intersection to another in any direction, forward, side, back, and diagonal, unless they are using a Jump Point piece to attack or jump across the board;
- (j) a Command Ship may only jump through one jump point per turn and not multiple adjacent Jump Points in line with where the player intends to jump the Command Ship to.
9 more elements
Dependencies are inferred from the claim text.