Relating to board games and dice
10799786 ยท 2020-10-13
Inventors
Cpc classification
A63F2003/00485
HUMAN NECESSITIES
A63F3/00261
HUMAN NECESSITIES
A63F2003/00883
HUMAN NECESSITIES
A63F2003/00435
HUMAN NECESSITIES
International classification
Abstract
A game (2) comprising: a game board (11) comprising a series of ridges, each of the ridges (10) comprising a first face (32) and a second face (33), wherein the second face (33) of each ridge (10) faces toward a first player at one side (30b) of the game board (11) and the first face (32) of each ridge (10) faces toward a second player sitting opposite the first player at an opposite side (30a) of the game board (11); a playing piece (13) comprising a base (44) which corresponds to the faces (32, 33) of the ridges (10); and a die (12) comprising four or more faces (42), each face (42) indicating a numeric value (43), wherein at least one of the numeric values (43) is indicated on at least two of the faces (42).
Claims
1. A game kit comprising: a game board that provides a rectangular field with first and second pairs of opposite sides, the game board further comprising a plurality of prismatic ridges that rise above the field and extend between the sides of the first pair of opposite sides in a series of adjacent prismatic ridges with the series extending between the sides of the second pair of opposite sides, each ridge has a first face that faces a first side of the second pair of opposite sides for facing a first player at the first side and second face that faces a second side of the second pair of opposite sides for facing a second player at the second side, the first and second faces of each ridge converging upwardly from the field and away from each other to an apex of the ridge that extends between the sides of the second pair of opposite sides whereby the first side is visible to the first player and less readily visible to the second player and the second side is visible to the second player and less readily visible to the first player and whereby, for each pair of adjacent ridges, the first face of one ridge of the pair meets with the second face of the other ridge of the pair along a trough or gutter between the ridges of the pair, wherein the ridges are visually divided into cells, the cells being arranged side by side, lengthwise along respective ridges to form rows of cells, and the cells of respective ridges being aligned to form columns of cells, a number of cells per column being equal to a number of cells per row, the columns and rows of cells forming a cell grid, wherein each cell extends over first and second faces of its respective ridge, such that each cell comprises a first cell face on the first face of the ridge and a second cell face on the second face of the ridge, wherein each of the cell faces comprises a two-digit grid co-ordinate in a numeral base, each two-digit grid co-ordinate forming a numeral with an integer value, the numerals being arranged in a sequence, wherein adding the numeral on a first cell face of a cell to the numeral on the corresponding second cell face of the cell results in a value equal to the number of cells per row or column squared minus one; and multiple playing pieces, each playing piece comprising a base which corresponds to the faces of the ridges, wherein the base of each playing piece comprises first and second downwardly facing faces which slope, on average, down and away from each other to cover the two opposite faces of a ridge of a cell on the board, and the playing pieces further comprising two upright outer walls rising from the two downwardly facing faces configured to avoid encroachment when two playing pieces are occupying two adjacent cells in two adjacent ridges.
2. The game kit according to claim 1, wherein the second face of each ridge is visible to the first player and less visible to the second player sitting opposite the first player, and the first face of each ridge is visible to the second player and less visible to the first player.
3. The game kit according to claim 1, wherein first and second faces of each ridge slope, on average, down and away from each other at an angle in the range of 30 to 150 degrees.
4. The game kit according to claim 1, wherein the first and second face of each ridge extend down and away from each other at an angle which is substantially perpendicular.
5. The game kit according to claim 1, wherein the prismatic ridges are triangular prismatic ridges, without a gap at the ridge apex.
6. The game kit according to claim 1, wherein there are between six and twenty ridges in the series, inclusive.
7. The game kit according to claim 1, wherein first and second faces of each ridge slope, on average down and away from each other at an angle in the range of 45 to 135 degrees.
8. The game kit according to claim 1, wherein the first and second faces of each ridge slope, on average down and away from each other at an angle in the range of 60 to 120 degrees.
9. The game kit according to claim 1, wherein a first set of integer values increases from cell face to cell face from left to right of the board, and a second set of integer values increases from cell face to cell face from right to left of the board.
10. The game kit according to claim 1, further comprising a die comprising four or more faces, each face indicating a numeric value, wherein at least one of the numeric values is indicated on at least two of the faces.
11. The game kit according to claim 10, wherein at least one of the numeric values of the die occurs more often than at least one remaining numeric value, such that a probability distribution of numeric values is weighted.
12. The game kit according to claim 10, wherein the die comprises a full range of integer numeric values from one up to a value equal to the number of faces minus one.
13. The game kit according to claim 10, wherein the die contains six, eight, ten, twelve, or sixteen faces.
14. The game kit according to claim 11, wherein the or each of the numeric values of the die which occurs more often than the at least one remaining numeric value, occurs only once more often.
15. The game kit according to claim 10, wherein dividing the number of faces of the die by the highest integer value leaves a non-zero remainder.
16. The game kit according to claim 1, further comprising a pair of first and second isohedral dice, wherein: the first die comprises four or more faces, each face indicating a numeric value, the first die comprising a full range of integer values from one up to a highest value which is less than the total number of faces, wherein at least one of the numeric values is indicated on at least one pair of opposed faces, wherein the or each pair of opposed faces indicating the highest most often repeated numeric value sum to a first repeat value, while pairs of opposed faces indicating unequal numeric values sum to a first constant value, and at least one of the numeric values occurs more often than at least one remaining numeric value, such that a probability distribution of numeric values is weighted; the second die comprises four or more faces, each face indicating a numeric value, the second die comprising a full range of integer values from one up to the same highest value as the first die, that being less than the total number of faces, wherein at least one of the numeric values is indicated on at least one pair of opposed faces, wherein the or each pair of opposed faces indicating the highest most often repeated numeric value sum to a second repeat value, while pairs of opposed faces indicating unequal numeric values sum to a second constant value, and at least one of the numeric values occurs more often than at least one remaining numeric value, such that the probability distribution of numeric values is weighted; and the sum of first and second repeat values, divided by two, is equal to the highest value plus one, or the sum of first and second constant values, divided by two, is equal to the highest value plus one.
17. The game kit according to claim 1, further comprising an isohedral die comprising eight or more faces, each face indicating a numeric value, the die comprising a full range of integer values from one up to a highest value which is less than the total number of faces, wherein at least one of the numeric values is indicated on at least one pair of opposed faces, while pairs of opposed faces indicating unequal numeric values sum to a constant value, and at least one of the numeric values occurs more often than at least one remaining numeric value, such that the probability distribution of numeric values is weighted, and wherein dividing the number of faces by the highest integer value leaves a non-zero remainder.
18. The game kit according to claim 17, wherein the die comprises a full range of integer numeric values from one up to a value equal to the number of faces minus one.
19. The game kit according to claim 17, wherein the, or each, of the numeric values of the die occurring more often than the at least one remaining numeric value, occurs only once more often.
20. The game kit according to claim 17, wherein the die contains eight or twelve faces.
Description
BRIEF DESCRIPTION OF THE DRAWINGS
(1) In order that the invention may be more clearly understood and put into practical effect there shall now be described in detail preferred embodiments of a board game in accordance with the invention. The ensuing description is given by way of non-limitative examples only and is with reference to the accompanying drawing, wherein:
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MODES FOR CARRYING OUT THE INVENTION
(13) Referring to
(14) The game board 11, as shown in
(15) The base 15 defines a pair of rectangular throwing bowls or recesses, 19a and 19b, parallel with and adjacent to respective ends, 18a and 18b. The throwing recesses 19 are each bounded by an outer wall 23, an inner wall 24 parallel with the outer wall 23, and shorter lateral walls 25 extending perpendicularly between the outer and inner walls, 23 and 24 respectively.
(16) The base 15 further defines a pair of rectangular holding bowls or recesses, 20a and 20b, parallel with and adjacent to respective sides, 17a and 17b, and perpendicular with and adjacent to respective throwing recesses 19a and 19b. The holding recesses 20 are each bounded by an outer wall 26, an inner wall 27 parallel with the outer wall 26, and longer lateral walls 28 extending perpendicularly between the outer and inner walls, 23 and 24 respectively.
(17) The base further comprises a pair of elevated scoring racks, 21a and 21b. Scoring rack 21a runs along side 17b, between throwing recess 19b and holding recess 20a, whereas scoring rack 21b runs along side 17a, between throwing recess 19b and holding recess 20b. The scoring racks, 21a and 21b, define sets of circular flag holes, 22a and 22b respectively. Each set of flag holes 22 is arranged in six rows, there being one flag hole in each of the outer and inner rows, and four flag holes in each of the four remaining rows located between the outer and inner rows.
(18) Referring now to
(19) In the embodiment shown, each ridge 31 is twice as wide as it is high. That is, the distance between the first and second faces, 32 and 33, at their bottom edges is twice that of the height, as measured from midpoint of a line drawn between the bottom edges of the first and second faces and the apex 34.
(20) The ridges comprise ridge projections 54 which act as border markers dividing the length of each ridge into a series or row 58 of ten equally sized rectangular cells 55. Each cell extends over conjoint first and second faces of their respective ridge. Thus, each cell comprises a first cell face 56 on the first face of the ridge and a second cell face 57 on the second face of the ridge. Each of the ten cells of each ridge is aligned to form a column 59 of cells which traverse the ten ridges, thereby forming a ten column by ten row rectangular grid of cells.
(21) With reference to
(22) The ten numeral columns 38 are arranged in a series from the first column 38i to the tenth column 38x. The twenty numeral rows 39 are further subdivided into ten A rows 39A overlying the first faces 32 of the ridges 31 and ten B rows 39B overlying the second faces 33 of the ridges 31. The A and B rows are ordered alternately, starting with the first A row 39Ai at end 30a of the field insert 16, followed by the first B row 39Bi adjacent the first A row, with this alternate pattern continuing all the way back to the tenth B row 39Bx at end 30b of the field insert 16.
(23) Each cell face 37 displays a two-digit number 40. The numbers in each face are oriented with their top towards the apex of the prismatic ridge on which they reside, which is the midline of each pair of rows 39A and 39B. Seen from above, as shown on the tablature, alternate rows will be relatively upside down. Seen from the playing position, each player will see the numbers on the faces in their view in the conventional orientation, and will not see the numbers in the view of their opponent. Thus, a first player sitting at end 30a of the field insert 16 will view the numerals of the A row as upright, whilst a second player sitting at end 30b of the field insert 16 will view the numerals of the B row as upright. Further, given the angle of the first faces 32 sloping down from the apex towards the first player, and away from the second player, the numerals of the A row are generally visible only to the first player. Similarly, given the angle of the second faces 33, sloping down from the apex towards the second player, and away from the first player, the numerals of the B row are generally visible only to the second player. Such an arrangement reduces visual clutter for the players, with only the numbers relevant to their game play being visible to them.
(24) In each A row 39A, the value of each numeral increases by one from left to right, starting from zero-zero in in the left-most face of the first A row 39Ai, being an increment in the units digit, from one to the number of numeral columns minus one, here nine. For the left-most face of the subsequent A rows, the numbers commence at a value equal to the number of cells per row and columnMgreater than for the left-most face of the previous row, being an increment of 1 in the M's digit, from one to M minus one, here nine. For each B row, the opposite is true, with the value of each number incrementing in the units place from right to left, starting at the rightmost face of, here, the tenth B row 39Bx. Successive B rows from 39Bi will decrement the numbers in each face by one in the M's place from M minus one, here nine, to zero in the furthest row, here 39Bx.
(25) Adding the number on any face in an A row to the number of its conjoined face in the corresponding column of the adjacent B row will result in a value of M.sup.2 minus 1. For instance, in the example shown, adding the number of cell 39Aiv, 38iii, which is thirty two, to the number of row adjacent cell 39Biv, 38iii, which is sixty seven, results in a value of ninety nine, that being the number of columns (ten) squared minus one.
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(27) Considering now the general case, of dice suitable for any M, a die may be an isohedral solid with Q faces displaying numbers from 1 to N with N<Q and QN0, there being indices A and D given by QAN=D, for A>0 and 0<D<N, where A+1 is the degree of the multiplicated faces and D the number of sets of those multiplicated faces, and, by continuation, A is the degree of the submultiplicated faces and ND the number of sets of such submultiplicated faces, further decrementing A and diminishing N by D for the lesser multiplicities until exhausted. An example will be a die with 12 faces, numbered for a game of dimension M=10, where N=5, A=2, D=2, and ND=3, giving the degree of multiplicity to be 3, or the triplication of a face or faces, there being 2 such sets, and that the submultiplicity will be 2, there being 3 such sets, this construction exhausting all faces, there being no faces singly numerated.
(28) Such a die, or any die of the general case, being constructible, it may further have all its equally-numerated and multiplicated faces mutually opposed, some of its multiplicated faces opposed by otherwise-numerated multiplicative faces of the same degree, or some of its multiplicative faces opposed by otherwise-numerated faces of different degree, being types synal, or same-wise, allal, or other-wise, and xenal, or strange-wise.
(29) Such a die, or any die of the general case, being synal, may have the numeration of all its faces, both singular and multiplicative, arranged to produce a constant sum of opposite faces, determinately N+1, in the manner common to historical and traditional dice, this being a regular constant and the die thereafter characteristically synal regular. By way of example, take a die Q6N5 with duplicate 3s opposed and all other faces opposed summing to 6, with type description Q6N5Sr6, a pair of such dice forming a proper set for the playing of the game in dimension M=10.
(30) Another die, being synal, may have opposed pairs of equally-numerated and multiplicated faces summing otherwise, while all opposed pairs of singular and uniquely-numerated faces sum to a constant, being the conformal constant, and the die thereafter characteristically synal conformant. A proper set of such dice, suitable for playing the game in dimension M, shall be a complementary pair with the same parameters and indices Q, N, A and D having respective conformal constants summing to 2(N+1). By these criteria we see that the die in 41a of
(31) Similarly, any die of the general case being allal, may have all opposed faces summing to a regular constant N+1, and thereafter characteristically allal regular, or may have all opposed pairs of singular and uniquely-numerated faces sum to a constant, being the conformal constant, and the die thereafter characteristically allal conformant. A proper set of such dice, suitable for playing the game in dimension M, shall be a complementary pair with the same parameters and indices Q, N, A and D having respective conformal constants summing to 2(N+1).
(32) Otherwise, any die of the general case being xenal, may have some opposed pairs of singular and uniquely-numerated faces sum to various different numbers, there being kinds symmetric and asymmetric, the former for cases of multiplicative and singular faces together grouped by three-dimensional rotational symmetry as tetrahedral, octahedral &c, shall have a common property or metric, the latter if not. These cases do not permit the prior characterisation of pairs for a proper set.
(33) By explicit intention the constructions here defined are for the purpose of producing weighted probability distributions for the dice as thrown, generating an incidental numerical topography for each round of game play, enhancing its tactical complexity and the playing experience. The choice of a dice set for play is a matter for the players, although it may be generally allowed that regular sets are preferred over conformal, that synal are preferred over allal, and that xenal are least preferred, unless there is a specific and agreed inclination for such a set.
(34) Additional to the dice previously described, there may be a die Q4N3Sr4, with pairs of opposed faces 1|3, 2|2, suitable for play in a game with dimension M=6.
(35) Additionally there may be a die Q6N4Ar5 with pairs of opposed faces 2|3, 1|4, 3|3, suitable for play in a game with dimension M=8.
(36) Additionally there may be a die Q8N5Ac7 with pairs of opposed faces 1|5, 2|2, 5|1, 3|4 and a complementary die Q8N5Ac5 1|5, 4|4, 5|1, 2|3, suitable for play in a game with dimension M=10.
(37) Additionally there may be a die Q8N6Sr7 with pairs of opposed faces 2|2, 5|5, 1|6, 3|4, suitable for play in a game with dimension M=12.
(38) Additionally there may be a die Q8N7Sc7 with pairs of opposed faces 7|7, 1|6, 2|5, 3|4 and a complementary die Q8N7Sc9 1|1, 2|7, 3|6, 4|5, suitable for play in a game with dimension M=14.
(39) Additionally there may be a die Q12N5Ac7 with pairs of opposed faces 1|1, 2|2, 3|3, 4|4, 5|5, 5|2 and a complementary die Q12N5Ac5 1|1, 2|2, 3|3, 4|4, 5|5, 3|2, suitable for play in a game with dimension M=10.
(40) Additionally there may be dice not here specified, consistent with the constructions given. Referring now to
(41) The achievement of cells in the right backward quadrant is found by rotating the movement probability net a quarter turn clockwise around the reference cell; the achievement of cells in the left forward quadrant is found by rotating the movement probability net a quarter turn counter-clockwise about the reference cell, and the achievement of cells in the left backwards quadrant is found by rotating the movement probability net a half turn about the reference cell.
(42) By way of example, the movement square immediately to the right of the reference square represents a movement of a playing piece 13 (discussed further below) by one cell 55 to the right on the field 16, but has zero probability of occurring. Whereas, the movement square immediately above/forward of the movement square immediately to the right of the reference square, represents a movement of a playing piece 13 by once cell 55 to the right and once cell forward (away from the player) on the playing field, and has a 4/72 chance of being available to the player on any given dice roll. As a further example, the movement square located five squares to the right and three squares forward/above represents a combined movement on the field of five cells to the right and three cells forwards, and has a 3/72 chance of being available to the player on any given roll of the dice.
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(44) The top portion 45 of playing pieces is variable in shape and configuration, and decorative in nature, to the extent that it lends itself to easy grasping by a player and does not weight the piece in a manner causing it to topple too easily when perched on a ridge. Each playing piece 13 is structured to fit entirely within the borders of a cell 37 in order to minimise encroachment into other cells and interference with other pieces.
(45) When not in play, playing pieces, dice and scoring flags are stored in the holding recesses. To initiate play, players will roll their dice into their throwing bowls, repeating if necessary, with the highest score having the choice of squares for the setting up of pieces and the first move subsequently. The first player so determined then mounts their pieces on either the odd squares or the even squares of the rows most adjacent to them, and the second player mounts their pieces on the squares of opposite character to that taken by the first player, on their most adjacent rows.
(46) For the first player, the cells of their backmost or farthest row visibly numbered in the opposite character to that chosen for mounting their pieces will be their home cells, as, in
(47) With pieces mounted and home cells determined players take alternate turns to throw their dice and move their pieces. A move is made by either:
(48) Moving any piece left or right (from the player's vantage point) across the cells by the number given on one die, and forward or backward (from the player's vantage point) by the number given on the other die; or
(49) Moving any piece left or right, or forward or backward, by the sum of the two dice.
(50) Moves left or right can carry over through the side of the board. Moves that carry over from the right side of one row will re-enter through the left side of that same row, and similarly moves that carry over from the left side of one row will re-enter through the right side of that same row. Moves forward or backward cannot carry over.
(51) The number of cells traversed in the chosen directions during a move must be equal to the sum of scores or pointage rolled on both dice. A move that leaves some dice points unused is not allowed. However, where both dice show N, with total M, the player may nominate a piece for a dummy move where the points are considered to be played as a sum in the left-right direction and the piece remains in position.
(52) A piece must be moved if touched during a player's turn after they have rolled the dice. However, a player can adjust their pieces after their opponent has completed their move and before they throw their dice.
(53) Each post/cell can hold only one piece. Where a piece is moved to a cell occupied by an opponent's piece, the opponent's piece is considered captured and removed from the board.
(54) In order to mitigate the advantage of half a move given to the player with the highest scoring initial die roll, the second player has the option of calling seconds after their throw on one turn only at any stage of the game. This annuls the called throw and allows them to take their throw again.
(55) Play continues until one player has secured a win by either:
(56) Capturing all of the opponents pieces and removing them from the board; or
(57) Where the they have N (equals five in this embodiment) or more number of pieces remaining, having pieces on all of their home cells/posts; or
(58) Where they have less than N pieces remaining, by having all of those pieces on their home cells.
(59) However, a player who captures an opponent's piece located on one of their own home cells, and thereby brings about a winning condition for their opponent (i.e. all opponent's remaining pieces located on opponent's home cells), shall concede the win, notwithstanding that they have achieved a winning condition themselves, on the principle of prior position.
(60) A single game is called a frame. Players can play a multi-frame match, called a set. When playing a set, the first play of each frame is alternated between players.
(61) Points are awarded for wins in each frame. For instance, four points are awarded for removing all of an opponent's pieces from the board. Three points are awarded for occupying all of their home cells, with N or more pieces remaining. Two points are awarded for placing all of their pieces, being less than N, on their home cells. The running score can be kept by placing indicators, such as pins or flags 14, into holes 22 of the scoring rack 21. The player who first reaches seventeen points wins the set. Alternatively, a short set can be played to a (usually odd) agreed number of points of 5 or more.
(62) The version of the game described advantageously provides both educational and recreational aspects. The educational aspect of the game is manifested in the movement of pieces on a numbered board as determined by the throw of dice. As will be evident from the characteristics of the playing field and the rules of the game, this engages the basic arithmetic skills of the sums and differences of two-digit numbers, including the properties of complement subtraction, which is typically taught in lower-primary levels of a conventional educational program. It additionally exercises the features and usage of grid co-ordinate systems. The recreational aspect of the game is manifested in the ease of play, the variety of options available to the player on each cycle of play, the changing circumstances which develop during the course of play, and the emergence through play of opportunities for the decisive tactical insights which lead a player to the win. In general, the game is fast-paced and competitive. Outcomes are decided by exercising appropriate tactical initiative at an opportune stage of the play. Games can end suddenly and reverse apparent advantage, leading to a high level of engagement. The game is generally suitable for players aged 5 and above.
(63) The game may be played in physical or virtual form.
(64) The operating system 80 and computer programs 78 may be physically embodied in a computer-readable medium such as one or multiple fixed and/or removable data storage devices. As a specific example, the operating system 80 and computer programs 78 may be stored on a hard drive, or DVD's inserted into and read by an external drive. The programs 78 comprise instructions which are readable and executable by the processor 62.
(65) The computer programs 78 and operating system 80 may be loaded from the data storage devices into the ROM 74 where it is more quickly accessible for execution by the central processor 62. When a computer program 78 is executed by the processor 62, a resulting output of the program may be displayed as an interface on a screen 64. It is the execution of program instructions by the central processor that leads the processor to perform steps necessary to implement features of the present invention.
(66) Referring now to
(67) In the exemplary embodiment the system 82 includes computing or processing devices 84 in various forms such as a mobile/cellular phone 84a, a desktop computer 84b, a laptop computer 84c, a tablet 84d, a dedicated gaming machine 84f (such as those found at pool halls) and a server 84e, although it is envisaged that the network may additionally or alternatively comprise other computing devices. Transfer of data between the network and one or more databases 86 can be facilitated by the server 84e.
(68) Interconnections between devices facilitating transfer of data and/or information over the network 82 may be wholly or partially wired 90, for example by optical fibre, or wireless 88, for example by utilising Wi-Fi, Bluetooth, cellular, or satellite communications networks.
(69) In the exemplary embodiment, the network 82 comprises a telecommunications network, such as wireless GSM or 3G networks, connected with a receiving/transmitting station 92, which is connected with wireless devices such as mobile or cellular telephones 84a, thereby facilitating transfer of data thereto and therefrom.
(70) It is envisaged that in other embodiments, the network may comprise a satellite communications network which is connected with a satellite signal receiver that remotely receives data from a satellite. The satellite communicates with a satellite signal transmitter which in turn communicates with further terminals such as desktop computers, servers, laptops, mobile phones, etc.
(71) It is to be appreciated that the networked infrastructural system 82 represents only a single example of infrastructure which may be suitable for implementing aspects of the invention. Other suitable networked systems for implementing the invention may involve various alternative devices, configurations, networks, or architectures without departing from the scope of the present invention.
(72) While this invention has been described in connection with specific embodiments thereof, it will be understood that it is capable of further modification(s). The present invention is intended to cover any variations, uses or adaptations of the invention following in general, the principles of the invention and including such departures from the present disclosure as come within known or customary practice within the art to which the invention pertains and as may be applied to the essential features hereinbefore set forth.
(73) As the present invention may be embodied in several forms without departing from the spirit of the essential characteristics of the invention, it should be understood that the above described embodiments are not to limit the present invention unless otherwise specified, but rather should be construed broadly within the spirit and scope of the invention as defined in the broad consistory statements. Various modifications and equivalent arrangements are intended to be included within the spirit and scope of the invention and consistory statements herein. Therefore, the specific embodiments are to be understood to be illustrative of the many ways in which the principles of the present invention may be practiced.
(74) Where the terms comprise, comprises, comprised or comprising are used in this specification, they are to be interpreted as specifying the presence of the stated features, integers, steps or components referred to, but not to preclude the presence or addition of one or more other features, integers, steps, components to be grouped therewith.