Title:
Space chess-jump point command
Kind Code:
A1


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.



Inventors:
Amodt, Sean Lawrence (Virgin, UT, US)
Application Number:
11/214611
Publication Date:
03/02/2006
Filing Date:
08/29/2005
Primary Class:
International Classes:
A63F3/02
View Patent Images:
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Primary Examiner:
MENDIRATTA, VISHU K
Attorney, Agent or Firm:
Sean Lawrence Amodt (Virgin, UT, US)
Claims:
I claim:

1. 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.

2. In accordance with claim 1, an Advanced Level of play can be preformed by players with a substantial prior strategic knowledge by beginning the game with each player in turn placing one of their pieces on any grid intersection on their side of the Frontier Line until placement of all pieces is complete and the players proceed to play, where all other rules to the game are then applied.

3. In accordance with claim 1, the game board can be various sizes, shapes, colors, and made of various materials and fabrics with the general aforementioned grid shape being applied.

4. In accordance with claim 1, the idea and concept of the game and game pieces and not just to the stated name of the game and names of pieces that constitute the game.

5. In accordance with claim 1, the pieces both command Ship and Jump Point pieces will be comprised of various material, shape, sizes, and of designs in accordance with the theme of the game.

6. In accordance with claim 3, the game board can be designed as a carrying case for the pieces, and after play is finished all of the pieces of the game will be placed in the pouch created between the layers of the game board, the game can then be folded up for easy carrying and storage.

Description:

This patent application claims the benefit of the filling date of my earlier filled provisional patent application No. 60/605,800 filed on Aug. 30th 2004

CROSS-REFERENCE TO RELATED APPLICATIONS

Not applicable

STATEMENT REGARDING FEDERALLY SPONSORED RESEARCH OR DEVELOPMENT

Not applicable

REFERENCE TO SEQUENCE LISTING, A TABLE, OR A COMPUTER PROGRAM LISTING COMPACT DISC APPEMDIX

Not applicable

BACKGROUND OF INVENTION

1. Field of the Invention

The field of invention is that of board games that utilize strategy to capture an ultimately defeat the opponent.

2. Description of Related Games

There are many board games that pit the skill of one opponent against another in a battle of wit, skill and strategy. This game is similar to those, but set in the theme of space. There are very few rules to follow in order to execute the game effectively compared to similar style games, which allows for more skill and strategy of each player to be used. Some of the moves imitate those found in Chinese style chess, Xiang QI, as well as the placing of the pieces on the intersections rather than in the squares, and Japanese style chess, Shogi, but only specific moves and not the object or concept of those games which have been around for thousands of years.

BRIEF SUMMARY OF INVENTION

Space Chess—Jump Point Command is 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. There are very few rules to follow in order to execute the game effectively compared to similar style games, which allows for more skill and strategy of each player to be used. Both beginner and advance levels of play are possible with the beginning placement of the playing pieces allowing for new strategies to be development with the playing of each new game.

BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWING

The FIG. 1A shows a clear two dimensional top view of the board game of the present invention as well as the placement of the playing pieces as established in the beginning level of play.

DETAILED DESCRIPTION OF THE INVENTION

The game board is 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)

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.

The game 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.

Play begins after all of the pieces have been placed on the game board on their respective sides of play with each player's respective color facing up. Players decide by any method, which player will go first and then that player may take one turn. Turns are alternated between players until all four of one of the players command ships have been successfully captured and taken off of the board.

Players individual Jump Point pieces may only move from one intersecting point to another adjoining intersection point per turn. The strategy is to command all of the game board area by having Jump Point pieces in various locations across the board to allow for easy navigation of the board by the Command Ship pieces.

Command Ship pieces may also move from one adjoining intersection point to another adjacent intersection point as one move unless the Command ship utilizes a Jump Point piece of their own color to jump in a linear line through (over) the jump point piece and landing anywhere along that line or on an opponents Jump Point or Command Ship piece allowing the removal and replacement of that piece by the corresponding attacking piece.

Captured Jump Point pieces may be used during the turn of a player by placing that piece with the corresponding players color facing up, on any intersection of the game board that may benefit the player in navigating Command Ships around the game board.

The mentioned claims and descriptions detail the invention adequately and are considered as illustrative only of the principles of the invention. Further, since numerous modifications and changes will readily occur to those skills in the art, it is not desired to limit the invention to the exact construction and operation shown and described, and accordingly, all suitable modifications and equivalents may be resorted to, falling within the scope of the invention.