SPACE ODYSSEY, A BOARD GAME
20190275412 ยท 2019-09-12
Inventors
Cpc classification
International classification
Abstract
This Space age Board game, embraces Surround and Capture mode as in Go. The Board design is made up with Components of Space, Four Interstellar Galaxy Regions, a Singularity Point, from which flow out Four Transitory Wormholes, each with Five Grid Points, allowing Rapid movements for Spacecrafts, as Wormholes in Space do. Go is static, once a piece is placed on a Grid Point, the piece never moves. This Board game, is Dynamic, all pieces on the Board, can move, create, expand, reconfigure, Nests. Each turn, enabling Two plays, to Place Two new pieces or move existing Two pieces, or, in any combination. Go is based on being able to foresee logical predictability of Strategy, but, this Design is innovative, full of unpredictabilities, difficult to foresee as in Real wars. Mathematical, combinatorial chart to move pieces is provided. This Board game is full of exciting strategic plays. A player with most Nest Space, and Captured pieces, wins.
Claims
1. Space Design Form, having, 4 Interstellar Space Regions, Transitory Spaces of, 1 Singularity Point, 4 Wormholes, with 5 Grid Points, and 12 Corner areas for anchoring Nesting,
2. Unlike Go, where pieces are immobile, this Design allowing all pieces to move, redeploy, in quick strategic responses, as in real Warfare,
3. Dynamic design allowing 2 play-moves, at each play-turn, selecting 2 Segment-Movement numbers, whose sum is less than or equal to 6, from Mathematical, Combinatorial Table provided, Player with more, Nest Grid Points, and Captured Pieces, Win.
Description
BRIEF DESCRIPTION OF DRAWINGS
[0017]
[0018] Space Odyssey Game Board
[0019] Board Configuration has 15 by 15 overall Grid Lines or Grid Points. Total Grid Points of the Board are 225 Grid Points (204+21). Each of four Regions of Interstellar Spaces, has 51 Grid Points, altogether 204 Grid Points on the Board, excluding Transitory space. In addition, one Singularity point connects diagonally 4 Wormholes, each with 5 Grid Points, 21 Grid Points in total.
[0020] Transitory Spaces: Wormholes, and Center Singularity point, cannot be occupied. Pieces next to Wormholes, do not need movement-Points to get in or out of Transitory space. Transitory space speed up movements of pieces. When pieces get out of Transitory space, into Interstellar spaces, Movement points are needed to move around Interstellar Region spaces.
[0021]
[0022] Singularity Point
[0023] One Grid Point, In the Center, Diagonally connects in 4 Cross-Directions, 4 Wormholes with 5 Grid Points each, in Sum of 20. With Singularity point, Transitory Spaces become 21.
[0024] FIG. 3
[0025] Interstellar Space Region 1
[0026] With 51 Grid Points.
[0027] FIG. 4
[0028] Interstellar Space Region 2
[0029] With 51 Grid Points.
[0030] FIG. 5
[0031] Interstellar Space Region 3
[0032] With 51 Grid Points
[0033] FIG. 6
[0034] Interstellar Space Region 4
[0035] With 51 Grid Points.
[0036]
[0037] Examples of Nesting, Surrounding, and Capturing
[0038]
[0039] Example of Escaping
[0040] Red Dot threatened to be Captured, Simply Escaped to B.
[0041] Black or white Pieces surrounding and capturing pieces, create nests, or territory. Captured pieces are removed from the Board, kept by players who captured. Captured pieces by a Player, are added to player's scores, in addition to empty Nest spaces. Two or more Adjacent independent Eyes (Grid Points), cannot be invaded. Minimum Eye, is a Grid Point, or Liberty Point Two nests adjacent, with one eye each, constitutes, the minimal Nest Point, that cannot be invaded. Once, a piece is captured, opponent player has to skip one turn one play before invading the nest. Perpetual capture of the same eye is not allowed. Just fill in with pieces.
[0042]
[0043] Opening Moves
[0044] Notice, 4 Grid Points around Singularity Point.
[0045] Also, Two eyes connected in lower part of Blue Region. 4 Corners of Singularity Point, is ideal corner point to start a Nest.
[0046]
[0047] Many Patterns of Vectors, Deployment of Pieces
[0048] Pieces Move, in All Directions, Vertical, Horizontal, Diagonal.
[0049]
[0050] Red Board, Spacecraft Design, 32 Pieces for Player 1, 1.8 cm
[0051] Diameter. Magnet in the bottom. Oval shape, top and bottom.
[0052] Alternative: White Go Pieces
[0053]
[0054] Blue Board Piece, Spacecraft Design, 32 Pieces for Player 2, 1.8 cm
[0055] Diameter. Magnet in the bottom. Oval shape, top and bottom.
[0056] Alternative: Black Go Pieces
DETAILED DESCRIPTION OF THE INVENTION
[0057] Brief Description of the Invention, presents fairly in detail, Component by Component, topic by topic, category by category. Especially, how forms are structured, and how functions of each form elements relate to each other, work together, and interact, are critical. Forms, in turn, generate Playing Rules. This Section will go into details, further elaborating the Brief Description of the Invention. Especially, this section goes into how Movement-Points are constructed and used.
[0058] This Section concentrates on describing, major functions of components, and how they work together. It emphasizes Organic, and Conceptual relationships of components. In the center, there is one circular element, Black dot, that represents, the Singularity, of immensely dense point, the origin of the Big Bang. Wormholes of 5 Grid Points Point, in each diagonal direction, are sandwiched by Interstellar space regions.
[0059] To move the existing pieces, player can select two segment numbers. Sum of two Segment numbers is less than, or equal to 6. First segment number moves pieces straight in any direction. Second segment number can change directions. Within a Transitory space, movements of Spacecraft are free, uninhibited. No movement number is needed. Movement numbers are required to move existing pieces. The minute a piece exits the Wormholes and Singularity point, Players need Movement-Points. Default Game time is 30 minuets. The Sum of the number of empty Nest space, and captured pieces a player still holds, are tallied for score. It is recommended, a player's captured pieces should fill opponent's empty nest scores, reducing time to tally score. A player, skipping turns to play, for two consecutive times default. A player can also declare his Defeat. Below, Movement-Points, are discussed in detail. For capturing rules, it is recommended to check out YouTube resources listed below.
[0060] YouTube.com, URL: Video Tutorials for the Game of Go (Part 1-3): [0061] 1. https://www.youtube.com/watch?v=gECcsSeRcNo
[0062] Part 1. Overview [0063] 2. https://www.youtube.com/watch?v=UW8822OoihY
[0064] Part 2. Playing [0065] 3. https://www.youtube.com/watch?v=t_ZRe3wGIUM
[0066] Part 3a Terminology [0067] 4. https://www.youtube.com/watch?v=rCi9vgvLdl0
[0068] Part 3b Concepts [0069] 5. https://www.youtube.com/watch?v=Wd6hjWlmlxA [0070] 6. https://en.wikipedia.org/wiki/Go_(game) [0071] 7. https://www.amazon.com/Go-Complete-Introduction-Beginner-Elementary/dp/4906574505/ref=sr_1_sc_1?ie=UTF8&qid=1542767609&sr=8-1-spell&keywords=Cho+chikun%2C+Go+for+beignners [0072] 8. https://www.youtube.com/watch?v=gECcsSeRcNo [0073] 9. https://www.youtube.com/watch?v=7SmxGIXAuPQ
[0074] URL address should be copied, pasted into URL Box, on Browser, and Click.
[0075] Combinatorial Movements, Movement-Points Table:
[0076] A player can place a new piece on any Grid Point empty, he desires. But, unlike Go, where pieces stay in the same Grid point, until being captured, this invention, allows to redeploy existing pieces on the Board, reflecting true Warfare states. It will follow the rules described below. Player selects two numbers, whose sum is less than or equal to 6. Numbers are applied to one or two pieces. Second segment number can change directions. Two segment numbers can be applied to one piece or two pieces. This rule applies only to the pieces already deployed on the Board. Change in directions can be made using a fresh set of movement number. This Board game is dynamic, unlike Go, where pieces are static. immobile. This is radically different from Go game. As pieces are reduced by being captured, redeployment and realignment of existing pieces can be significant, providing another dimension to the game playing. The following table explains how to construct numbers. The shape of a right triangle emerges. Mysterious math revealing. Colon separates two sets of numbers in two segments. Players choose ApplyingTwo Segment numbers, in any order.
[0077] Point-NumberSegments Yielded:
TABLE-US-00001 1 - 1 2 - 1: 1, 2 3 - 1: 2, 2: 1, 3 4 - 1: 3, 3: 1, 2: 2, 4 5 - 1: 4, 4: 1, 2: 3, 3: 2, 5 6 - 1: 5, 5: 1, 2: 4, 4: 2, 3: 3, 6
[0078] At each point, 8 Directions, at 45 degrees, are available, in combination of Straight, Diagonal, horizontal, and Vertical. forward, and backward.
[0079] The Space Odyssey Board game is Dynamic, while Go is static. New Pieces are placed wherever space is available and the way player desires. While, in Go, a piece on the Board is fixed, Nests of Space Odyssey is reconfigured at all times, dynamically changing game. It requires, sharp imagination and concentration, to fully adopt the best strategies. Deploying new pieces on the Board and redeploying existing pieces, a player must be alert, to develop the best strategy.
[0080] Movement Strategy:
[0081] Go players, generally start playing by placing pieces on small dots on four corners, to stake-out positions for his Nest building. In this Invention, Corner conditions are ubiquitous, at 12. Each Interstellar regions have three corners, each separated with borders and corners. Four regions of 3 corners each, make total 34=12. To increase Nesting power, One to Two new pieces can be placed at each turn of play. Also, one to two pieces can be moved around. This quickens the game, helping Nest-Building. Surrounding, capturing, and escaping, get more power. Now, one can place even at the center of the Board, since it offers the same advantage of corner points. It can start building Two eyes near the Singularity point. Then, build outward. It is also possible, to put a small rectangles, 3 by 6, filled with a player's pieces. It gives many Liberty points. A center Grid Line, can be left open, Between Two solid lines of pieces. It helps build many liberty eyes, by inserting a piece in he central column, creating many eyes, nests. Players can build nests. Then, build nests outward, expanding. These techniques are possible, because of Board's geometrical design, and generous ability to build Nests. New strategic nests building opportunities abundant, game play opportunity is plenty, with many liberty-eye creations. Develop a dense assembly of pieces in the central area, and move outward, building nests, all around.
[0082] Example of the Combination moves, are as follows, in any order: Create two Solid line with one line in the middle empty, and create nests by inserting pieces in the mid-column. Liberty eyes, dissecting the middle empty lines, Connected Nest with one Eye, can create many Nests. Also, Creating solid cluster of Circles, and building outward, multi-liberty eye nests can be obtained. These are not possible, in Go game.
[0083] Alternative Moves, in Two Plays, with Two Segment Numbers:
[0084] 1. Place a piece and a second piece.
[0085] 2. Place a piece and move it once.
[0086] 3. Place a piece and move another piece.
[0087] 4. Move a piece and move the same piece once more.
[0088] 5. Move one piece and move another piece.
[0089] 6. Build Dense Blocks, and Scatter, Expand, in multiple-directions.
[0090] 7. Surrounded, Reverse Defensive Situations, to Offensive advantages