STRATEGIC BOARD GAME

20250312684 ยท 2025-10-09

    Inventors

    Cpc classification

    International classification

    Abstract

    A method for playing a game that includes a board which has a plurality of spaces and first and second ends includes, providing a plurality of playing cards to at least two players, providing a plurality of player pieces to the at least two players, providing a plurality of walls and gates to the at least two players. The two players set up the board by arranging the player pieces on spaces located on separate sides of the board and arranging the walls and gates on regions located between spaces on the board. The players alternate turns by completing actions that remove player pieces of the other player, and continue turns until one of the two players does not have any player pieces remaining on the board.

    Claims

    1. A method for playing a game including a board having a plurality of spaces and first and second ends, comprising: a. providing a plurality of playing cards to at least two players; b. providing a plurality of player pieces to the at least two players, the at least two players arranging the player pieces on spaces located on separate sides of the board; c. providing a plurality of walls and gates to the at least two players, the at least two players arranging the walls and gates between spaces on the board; and d. having the at least two players alternate turns until one of the at least two players has no player pieces remaining on the board, the player completing a turn being the active player and the player not completing a turn being the inactive player, a turn including: i. the active player playing a card or not playing a card, wherein playing a card results in moving a player piece of the active player or moving a wall or gate on the board, an inactive player piece being removed from the board if playing a card results in an active player piece being moved to the space of the inactive player piece; and ii. the active player rolling a die, wherein rolling a die results in an action for at least one of the player pieces of the active player, the active player foregoing rolling the die if the active player played a card and it resulted in a player piece of the inactive player being removed from the board, an inactive player piece being removed from the board if the action from rolling the die results in an active player piece being moved to the space of the inactive player piece.

    2. The method of claim 1, wherein the board further comprising a plurality of pegs being arranged between spaces of the board and being configured to receive the plurality of walls and gates.

    3. The method of claim 1, wherein: a. providing a plurality of playing cards includes providing each player with at least three playing cards: b. providing a plurality of player pieces includes providing each player with at least five player pieces and having each player arrange the player pieces on opposite sides of the board on spaces having player piece indicia; c. providing a plurality of walls and gates includes providing each player with at least four walls, at least three standard gates and at least three long gates, the standard gates and long gates being rotatably connectable with the board, the at least two players arranging the plurality of walls and gates on opposing sides of the boards.

    4. The method of claim 1, wherein the active player playing a card and not playing a card includes first having the active player pick a card from a deck of cards, whereby when the active player does not play a card the active player discards a card.

    5. The method of claim 1, wherein the number of spaces to move a player piece from a die roll includes: a. dividing the number of spaces among two or more player pieces, no player piece stopping on a space that includes a player piece of an inactive player; b. having one player piece move the number of spaces, the player piece being stoppable on a space that includes a player piece of an inactive player to remove the inactive player from the board; and c. player pieces being movable forward, backward, left and right, no player piece occupying the same space twice during a turn.

    6. The method of claim 5, wherein when a rotatable gate is in the path of movement of a player piece following a die roll, the gate is rotated in one of a clockwise and counterclockwise direction, any player piece adjacent the moveable gate being moved in the direction of rotation of the gate.

    7. The method of claim 1, wherein at least one of the plurality of player pieces includes an archer, whereby when the die is rolled, a player piece of the inactive player is removable from the board without moving an active player archer if the die roll is equal to or less than the number of spaces the inactive player piece is away from the active player archer in a single direction, the entirety of the die roll being used regardless of the distance the inactive player piece is from the active player archer.

    8. The method of claim 1, wherein the board further includes a pair of openings arranged at each of the first and second end, an extra space arranged beyond each of the first and second ends being accessible by a player piece entering one opening of a pair of openings via a die roll to occupy the extra space, an inactive player piece being removable by an archer occupying the extra space when the inactive player piece is a number of spaces away from either opening of the respective pair of openings that is equal to or less than the die roll.

    9. The method of claim 1, wherein the active player playing a card results in one of: a. rotating a gate 90 degrees; b. rotating a gate 180 degrees; c. moving a player piece to a space on the opposite side of a wall when the player piece is on a space adjacent the wall; d. moving a wall to different location on the board; e. moving a player piece to a space on the opposite side of a gate when the player piece is on a space adjacent the gate; and f. moving a gate to a different location on the board.

    10. The method of claim 1, wherein the die comprises a six-sided die with each side having indicia for one of the numbers one, two, three or four.

    11. The method of claim 1, comprising at least two boards having a plurality of spaces, first and second ends and opposing sides, the two boards being arranged to adjoin at least one of ends and sides of the at least two boards.

    12. A strategic board game, comprising: a. a board having a plurality of spaces arranged thereon, first and second ends, and at least one outer edge defining a board surface, the board surface being configured to receive a plurality of walls and gates; b. a plurality of walls and gates each configured for moveable connection with regions of the board arranged between the plurality of spaces; c. a plurality of player pieces configured for arrangement on the board, whereby when a first player piece is moved to a space occupied by a second player piece, the second player piece is removed from the board.

    13. The strategic board game as defined in claim 12, and further comprising: a. a deck of cards, each card of the deck of cards having indicia for one of rotating a gate, moving a wall or moving a player piece; b. a six-sided die, each side having indicia for one of the numbers one, two, three and four.

    14. The strategic board game as defined in claim 13, wherein the board includes a plurality of equally spaced pegs arranged at intersections of four spaces of the plurality of spaces, the plurality of walls and gates containing openings configured for connection with the pegs, the gates being rotatable about the pegs.

    15. The strategic board game as defined in claim 14, and further comprising a plurality of perimeter walls being arranged at the at least one outer edge of the board, the perimeter walls defining at least one opening at each of the first and second ends of the board.

    16. The strategic board game as defined in claim 15, and further comprising at least one space connected with and extending from at least one perimeter wall, the space being located in a region beyond the at least one outer edge of the board.

    17. The strategic board game as defined in claim 16, and further comprising a divider wall being connectable with a center portion of the board.

    Description

    BRIEF DESCRIPTION OF THE DRAWINGS

    [0019] Other objects and advantages of the disclosure will become apparent from a study of the following specification when viewed in the light of the accompanying drawing, in which:

    [0020] FIG. 1 is a perspective view of a board for a strategic game according to the present disclosure;

    [0021] FIGS. 2 and 3 are front and top views, respectively, of the board of FIG. 1 with the divider included;

    [0022] FIGS. 4 and 5 are perspective and top views, respectively, of the board of FIG. 1;

    [0023] FIG. 6 is a schematic of the board of FIG. 1;

    [0024] FIGS. 7-9 are perspective views of character pieces for a strategic board game according to the present disclosure;

    [0025] FIGS. 10-12 a perspective views of a wall and two gates, respectively, for a strategic board game according to the present disclosure;

    [0026] FIGS. 13-21 are perspective views of the wall and gates of FIGS. 10-12 arranged in combination positions;

    [0027] FIGS. 22-24 are perspective views of walls and gates arranged in front of castle entrances;

    [0028] FIGS. 25-30 are top views of playing cards for a strategic game according to the present disclosure;

    [0029] FIGS. 31A-33B are schematics of gate rotations for a strategic game according to the present disclosure;

    [0030] FIGS. 34-38 are schematics of alternate board arrangements for a strategic game according to the present disclosure;

    [0031] FIGS. 39 and 40 are perspective views of a kit for a strategic game according to the present disclosure; and

    [0032] FIGS. 41-68 are perspective views of the contents of the kit of FIGS. 39 and 40.

    DETAILED DESCRIPTION

    [0033] Referring first to FIGS. 1-5, there is shown a strategic board game 2 which includes a board 4 with pegs 6, a divider 8, perimeter walls 10, playing pieces, including brick walls 12, standard gates 14, long gates 16, player pieces 18, a six-sided die 20 (see FIG. 66), and one deck of thirty-four playing cards 22 (see FIG. 68). Preferably, there are two sets of the following: four brick walls, three standard gates, three long gates and five characters, including one gatekeeper 18a, two archers 18b and two crusaders 18c, which are shown in FIGS. 7-9. The die includes six sides numbered 1-4, with there being one one, two twos, two threes, and one four. Two of the perimeter walls include a space referred to as the keep 24 It will be understood by those with skill in the art that the specific game pieces described above could vary without deviating from the scope and spirit of the invention as detailed herein.

    [0034] The game includes all pieces needed for a two-player game with one board. Multiple games can be joined together to allow for more players and/or a larger playing area. The number of games that can be joined together is unlimited. Whether a two-player game or larger, all are referred to herein as a player. The goal is for a player to remove or kill all player pieces of the other player, as described below.

    [0035] To set up the game, the board 4 is assembled, as described in further detail below, and each player is provided with four brick walls 12 (see FIG. 10), four standard gates 14 (see FIG. 12), four long gates 16 (see FIG. 11) and five player pieces 18 of the same color (see FIGS. 4 and 7-9). The board is placed on a level playing surface in between two players and the divider 8 is placed in the middle of the board, as shown in FIGS. 2 and 3. The divider prevents one player from seeing the other player's side of the board during setup. Preferably, each player is provided three playing cards to start the game, which are selected at random. It will be understood by those with skill in the art that a different number of cards could be provided to start the game.

    [0036] Both players now set up their side of the board starting with the placement of their five player pieces 18 on their starting portals 26 as identified by the five circles on each side of the board, which are shown throughout the figures and particularly in FIGS. 3-6, 34-38, 46 and 47. Next, each player places the ten game pieces, including the brick walls 12, standard gates 14 and long gates 16, on their side of the board, as shown in FIGS. 1, 3 and 5. Preferably, the game pieces are arranged to construct a maze. The pieces may be placed individually or in one of many combinations, some of which are shown in FIGS. 13-24.

    [0037] Brick walls 12 are to be set over two posts 6 to become fixed pieces on the game board 4. They may be set individually or connected to as many of the other walls or gates as desired and in any orientation as long as they are placed over two posts and are not arranged directly in front of a castle opening 28, as shown in FIG. 22. Brick walls are not movable during game play, though they are moveable via card play.

    [0038] Standard gates 14 are pivotably set over one post 6 and can pivot during game play. They may be set individually, in pairs, in combination with a long gate 16, or in combination with brick walls 12. When set as a pair they may be set at 90 degrees or in a straight line at the beginning of the game. When set with brick walls, the range of motion of the standard gate is limited to 180 degrees.

    [0039] Long gates 16 are pivotably set over one post 6 and can pivot during game play. They may be set individually, in pairs, in combination with a standard gate 14, or in combination with a brick wall 12. In all of these combinations, the long gates and/or standard gates are pivotable. When a long gate is combined with a brick wall, the piece is no longer pivotable. It, thus, acts like a wall.

    [0040] It will be understood by those with skill in the art that the brick walls 12, standard gates 14 and long gates 16 may be arranged in ways that do not require posts 6 or include posts of different lengths than those shown in the figures. For instance, the board may include grooves, channels, magnets or otherwise configurated to receive the brick walls, standard gates and long gates for fixed or pivotable movement as detailed herein.

    [0041] The player who kills all the player pieces 18 of the other player is the winner. In other words, the last player to have a player piece or pieces on the board wins.

    [0042] At no point, either during set up or during game play, can any of the castle entrances 28 be directly blocked by a long gate 16 or brick wall 12. If an entrance becomes blocked during the course of the game, then the piece or pieces that blocked the gate are removed from the board for the duration of the game and the player who caused that action continues their turn. Examples of unacceptable blocking are shown in FIGS. 22 and 23. Examples of acceptable blocking are shown in FIG. 24.

    [0043] Player pieces 18 are moveable forward, backward and sideways, though they are not moveable diagonally, nor may they occupy the same square more than once during a single turn. For instance, if a player piece is moved forward two spaces, it cannot then be moved backward to a space it already occupied.

    [0044] At the beginning of a turn, a player takes a new card from the deck of cards 22 and either plays a card or discards a card. FIGS. 25-30 show examples of cards, which include the actions of scaling a brick wall 22a, moving a brick wall 22b, rotating a gate 180 degrees 22c, rotating a gate 90 degrees 22d, moving a gate 22e, and climbing a gate 22f. If a player uses a card an performs the action of the card, that card is discarded. If the playing of a card results in killing an opponent's player piece, then the player's turn is over. If it does not result in killing an opponent's player, then the turn proceeds to the die roll portion. Similarly, if the player elects to not play a card, then the turn proceeds to the die roll portion.

    [0045] Referring again to the cards in FIGS. 25-30, for scale a brick wall, when a player piece is next to a brick wall, the player may use this card to move the player piece to the space on the other side of the wall. If an opponent's player piece occupies that space it is killed and removed from the board. In this instance, the die portion of that player's turn is forfeited.

    [0046] For climb a gate, when a player piece is next to a gate, the player may use this card to move the player piece to the other side without moving the gate. If an opponent's player piece occupies that space it is killed and removed from the board, and the player's die portion of the turn is forfeited.

    [0047] For move a brick wall, a player may use this card during the player's turn to move any brick wall to any other open position on the board. The brick wall may not be moved such that it blocks an entrance to any castle, as shown in FIG. 22.

    [0048] For move a gate, a player may use this card to move a single gate, whether a standard gate or long gate, to any other open position on the board. A long gate may not be moved such that it blocks an entrance to any castle, such as in FIG. 23. Combination of gates and/or walls may be broken up as long as only one piece is moved, and the other is returned to its original position.

    [0049] For rotate 90 degrees and rotate 180 degrees, a player may use these cards to rotate any gate or gate combination 90 or 180 degrees. All effected player pieces are moved with the gate in the direction of rotation one or two spaces, respectively.

    [0050] One example of a 90-degree gate rotation is shown from FIG. 16 to FIG. 17. It will be understood by those with skill in the art that any gate rotation that conforms with the amount of rotation detailed herein could be implemented.

    [0051] For the die roll portion, the player rolls the die 20 and the number indicated by the die roll is the number of squares a player must use during the player's turn. The number is used in any of the following ways described.

    [0052] In one example, the number is used by one player piece 18 to move the player piece the amount of squares that equals the number rolled. In another example, the number is used by more than one player piece 18 and is split among the player pieces to move player pieces the number of squares that equals the number rolled. For example, if a three is rolled, a player could move one player piece 18 three squares, three player pieces 18 one square, or one player piece 18 one square and another player piece 18 two squares. If a player only has one piece remaining it must move all of the spaces rolled.

    [0053] In another example, the number indicated by the die roll is used with an archer 18b to shoot an arrow the number of spaces rolled. For example, if a three is rolled and the player elects to shoot an arrow from one of his/her archers, the arrow will travel three spaces. If an opponent's player is anywhere within the three spaces, then the opponent's player is killed. An arrow can only travel in a straight line. It cannot move two spaces forward and one space to the side, as is the case with moving a player piece. Further, if an arrow is shot, it must use the entirety of a die roll. The number rolled cannot be split between moving a player piece and shooting an arrow.

    [0054] If during a turn, a player piece 18 lands on the same square as an opponent's player piece, whether by playing a card or by moving a player piece as the result of a die roll, the opponent's player piece is killed and removed from the game. If player moves past a square with an opponent's player, then the player is not killed. For instance, if a player moves three spaces and an opponent's player is two spaces away, then the opponent's player is not killed.

    [0055] Importantly, killing a player by moving another player (also referred to as a ground attack) can only result from an exact roll of the die. It cannot happen by splitting moves between player pieces. For instance, if a player piece is two spaces away from an opposing player's piece and a three is rolled, a kill is not allowed by spitting the roll over two player pieces such that one player piece lands on the square with the opponent's player piece. A player can be killed in a castle without an exact roll, which is discussed below. As detailed above, another player's piece can also by killed by the action that results from playing a card. At no time may two pieces occupy the same square other than to kill an opponent piece.

    [0056] Each player has a castle with two entrances 28 on the player's side of the board. The castle includes one space which extends between the two entrances and is referred to as the keep 24. This space can be used to travel from one entrance to another or as an attack or defensive position. The space within the keep may be occupied by a player piece when entering the castle. When a player piece 18 occupies the space and moves on another turn, it can move to either entrance. When an archer 18b occupies the space within the keep, it may shoot an arrow out of either castle entrance. However, an opponent's archer piece may not shoot an arrow into the opposite castle through the entrances. The castle is the only time that an opposing player can be killed without an exact roll of the die. For instance, if a player is two spaces from the castle keep and a three is rolled, the player can use its three-space roll to enter the castle and kill an opponent's player occupying the keep space.

    [0057] The castle can be used by the player whose side of the board it is on, by allies as a shortcut between entrances when multiple players are involved (as described below), or as an area or refuge.

    [0058] In one preferred embodiment of play, both players roll the die to see who goes first. The person with the highest number deals three cards 22 to each player and goes first. A player's turn consists of two phases. First the card phase. In this phase a card is played from the player's hand and the action on the card or one of the three cards dealt to the player is carried out.

    Alternatively, a player may choose to not play a card. If a player does so, the player must discard one card. Following this, the card phase ends and the die phase begins. The player rolls the die 20 and moves a player piece/pieces 18 or shoots an arrow 18b as described herein. Once all moves are completed, the player's turn has ended and the next player takes their turn. This is repeated until one player is left with at least one character piece on the board and all other character pieces have been removed.

    [0059] In an alternate embodiment, players receive points for certain action. For instance, a player receives one point for killing or capturing an opponent's player piece and two points for entering an opponent's castle. A player piece can be captured/killed either by the action of a card or an exact roll of the die. A captured/killed player piece is removed from play for the rest of the game. A player piece that enters an opponent's castle is also removed from play for the rest of the game. An exact roll is not needed to enter the opponent's castle. If an opponent's player piece is in the castle at the time of entering the castle, the player receives three total points for capture/kill and entrance into the castle. In this gameplay, the game continues until all players are off the board and the player with the most points wins.

    [0060] FIGS. 13-21 show common, but not limiting, wall and gate combination. FIGS. 13 and 14 show two-brick-wall 12 combinations, FIG. 15 shows two long gates 16, FIGS. 16 and 17 show a turnstile with a standard gate 14 and a long gate 16, FIG. 18 shows an anchored gate with a brick wall 12 and a standard gate 14, FIG. 19 shows a double gate with two standard gates 14, FIG. 20 shows a stationary gate with a long gate 16 and brick wall 12, and FIG. 21 shows a second embodiment of an anchored gate with a brick wall 12 and standard gate 14.

    [0061] FIGS. 31A-33A demonstrate how gates can be moved by movement of player pieces, which might result in another player piece being moved. In FIGS. 31A-31C, two opposing player pieces occupy adjacent spaces that are divided by a long gate. When one player piece moves right one space and then up one space, the long gate is rotated 90 degrees. The result is that the two players are still separated by the long gate, which prevents either player from killing the other unless a moving a gate or climbing a gate card is played.

    [0062] In FIGS. 32A-32C, opposing players are two spaces away from each other with a standard gate separating them. When one player moves two spaces, the standard gate is rotated 90 degrees, causing the other player to move one space to the right. The result is that the two players are separated by the long gate, which prevents either player from killing the other unless a moving a gate or climbing a gate card is played.

    [0063] In FIGS. 33A-33C, opposing players are three spaces away from each other with a standard gate and a long gate separating them. When one player moves one space to the right, one space up, and another space to the right, the standard gate is rotate counterclockwise 90 degrees and then the long gate is rotated clockwise 90 degrees, causing the other player to move one space down. The result is that the two players are separated by the long gate, which prevents either player from killing the other unless a moving a gate or climbing a gate card is played. Importantly, the first player could not have moved two spaces to the right and then one space up, because this would have caused the long gate to rotate counterclockwise, in turn rotating the standard gate clockwise. One gate cannot rotate another gate, which results in the move not being employable.

    [0064] Referring now to FIGS. 34-38, alternative embodiments of the game will be described. For these embodiments, at least two boards 4 are designed to be placed in a variety of configurations, including end to end or side by side, as shown in FIGS. 34 and 35, for a larger playing area. It will be understood by those with skill in the art that many configurations of boards and players can be used without deviating from the spirit and scope of the disclosure. Moreover, rather than combining two boards, it will be understood that a single board could be configured with the size, shape and elements of two combined boards.

    [0065] When placed end to end, a new feature is created known as Misery Run 30, which is the row of spaces created between the two boards when placed end to end, as is shown in FIG. 34 designated by combined water portions of each board.

    [0066] A player should not end its turn with a player piece in Misery Run 30. If a player ends their turn with their piece in Misery Run, the piece is killed and removed from the game. If a player piece is pushed into Misery Run by the action of an opponent rotating a gate, this is a kill by the opponent. The killed piece is removed and the player who caused the kill, forfeits his or her die roll portion of the turn. When setting up this game, the divider is placed down the middle of misery run and each player uses all game pieces that are used with a single-board set (shown and described below in FIGS. 39-68. Each player has one castle and the rules of the game are the same as with a single board, as described herein.

    [0067] FIG. 35 shows an alternate embodiment, with two boards are placed side by side creating a new feature known as Battle Alley 32, which is the diamond pattern shown between the boards. In reference to FIG. 44, Battle Alley is created by connecting stone wall portions of two boards.

    [0068] For this embodiment, perimeter walls are not placed across Battle Alley 32. Moreover, brick walls 12 are not permitted to be placed across Battle Alley. Gates 14, 16 may not be placed across Battle Alley during setup, but may swing across Battle Alley during game play or by card playing. At no time during the game can a gate impede player movement in either direction. If it does it is removed from the board for the duration of the game at the time this occurs and the player who caused that action continues their turn.

    [0069] In this embodiment, the game can be played with two to four players, including two, two-player teams, four players individually, two players each with two castles or three players with one controlling two castles.

    [0070] When there are two players and four castles, one person controls castles one and three and their opponent controls castles two and four. Each player sets up two castles, each castle with its own player pieces and game pieces, including four walls, three standard gates and three long gates on one half of one board. Each castle gets one turn per round and its own set of cards. Play order goes sequentially from one to four and repeats until the game is over. When one castle is out of player pieces that castle no longer takes a turn, and its remaining cards are placed in the discard pile. When a player has no pieces left for either castle, play ends.

    [0071] When there are four players and four castles, one person controls each castle. Pairs of castles can be allies or can be individual. If playing as allies, castles one and three are allies and castles two and four are allies. Each castle sets up five player pieces and 10 game pieces, including four walls, three standard gates and three long gates on one half of one board. Each castle gets one turn per round. Each team shares a four-card hand and both teams draw from the same deck. Play order is sequential from castle one to four and repeats until the game is over. When one castle is out of player pieces that castle no longer takes a turn. Play ends when one team of allies has no player pieces left on the board.

    [0072] If playing four players and four castles individually (not allies), each castle sets up five player pieces and 10 game pieces, including four walls, three standard gates and three long gates on one half of one board. Each castle gets one turn per round and its own set of cards. Play order is sequential from castle one to four and repeats until the game is over. When one castle is out of player pieces that castle no longer takes a turn, and their remaining cards are placed in the discard pile. Play ends when only one player has player pieces left on the board.

    [0073] When there are three players and four castles, play is similar to when there are four players and four castles with allies, but in this version one player plays as both players on one of the teams. Each castle still acts independently.

    [0074] Referring now to FIG. 36, another example of a multi-board game is shown. In this embodiment, one side of perimeter walls 10 is removed from the board to form castle 1 and one set of side perimeter walls 10 is removed from another board to form castle 2 and 3. The boards are placed together side to end. This creates a new row of spaces known as Misery Alley 34. A perimeter wall 10 is placed along Misery Alley in the three middle spaces that are arranged between the spaces adjacent the arrows on the board. The three middle spaces are permanently blocked and taken out of play for the duration of the game. Place the dividers as indicated by the blue lines.

    [0075] In this version, castle 1 plays with ten player pieces, eight brick walls, six standard gates and six long gates, and each of castles 2 and 3 have five player pieces, four brick walls, three standard gates and three long gates to set on their side of the divider.

    [0076] A player piece can enter Misery Alley and stay for one turn whether done voluntarily or done through the rotation of a gate. If a player piece is not moved out of Misery Alley by the end of the player's next turn, that player piece is removed from the game. The last person with player pieces wins the game.

    [0077] FIGS. 37 and 38 show four board 4 game play, including allies and individual play versions. In allies, shown in FIG. 37, one end and one side of perimeter walls are removed from each battle board and then the boards are placed together as shown. This set up includes both Misery Run and Battle Alley, and also creates a new space at the intersection, or center space when all boards are arranged, known as New Moon Bridge 38. A player piece may end its turn on the space. There are dividers across from castles 1 and 2 and castles 3 and 4 to setup the game.

    [0078] In this version, one person controls each castle. Castles 1 and 3 are allies and castles 2 and 4 are allies. Each castle sets up ten player pieces and twenty game pieces, including eight brick walls, six standard gates and six long gates on their board. Each castle gets one turn per round and has its own set of cards. Alternatively, each team could have a set of cards or there could be one set for the entire game, with four cards per team, as with the embodiment of FIG. 35 when playing with allies. Play order progresses from castle 1 to 4 and repeats until the game is over. When one castle is out of player pieces that castle no longer takes a turn, and their remaining cards are placed in the discard pile. Play ends when one team has no player pieces left on the board.

    [0079] Individual play for four board 4 game play is shown in FIG. 38. In this version, one end and one side of perimeter walls from each board are removed, and the boards are placed together as shown. This set up includes multiple Misery Alleys 30 and a new space at the intersection of the four boards, or center space when all boards are arranged, known as The Vortex 40. When a player piece lands on The Vortex with an exact roll of the die, it may be moved to any of the arrow spaces on the board. If the space it is moved to is occupied by an opponent player piece, that player piece is captured/killed. The dividers are set up at the edges of each quadrant.

    [0080] In this version, one person controls each castle. Each castle sets up ten player pieces and twenty game pieces, including eight brick walls, six standard gates and six long gates. Each castle gets one turn per round and its own set of cards. Play order progresses from one to four and repeats until the game is over. When one castle is out of player pieces, that castle no longer takes a turn, and their remaining cards are placed in the discard pile. Play ends when only one player has player pieces left on the board.

    [0081] Referring now to FIGS. 39-68, there is a kit 42 for a board game, which includes a box 44 for storing a game board and pieces. There are a divider 8, which is shown in FIG. 41, a board 4 and board pegs 6, shown in FIGS. 42-44, and perimeter walls 10, which are shown in relation to the board in FIG. 45, shown connected with the edges of the board via the pegs in FIG. 46, and shown individually in FIGS. 48-59. The kit preferably includes ten perimeter walls. FIGS. 48-50 are perspective views of a long perimeter wall, four of which are arranged along the sides of the board, FIGS. 51-56 are perspective views of examples of short perimeter walls, four of which are arranged along ends of the board, and FIGS. 57-59 are perspective views of perimeter walls that include the keep, which are arranged opposite one another on the castle sides of the board.

    [0082] Referring again to FIGS. 42-44, the board includes a plurality of equally spaced openings through which the board pegs are inserted. The openings and pegs define a plurality of spaces for game play, as described herein. The board includes eighty-one spaces and is rectangular, though alternate numbers of spaces and board shapes could be used without deviating from the spirit and scope of the invention. It will be understood by those with skill in the art that a kit could include a board with pegs attached thereto, rather than as insertable pegs. The board could include alternative modes for connecting game pieces therewith, including grooves, channels, magnets, protrusions, walls, or other mechanisms for connecting pieces with the board.

    [0083] As shown in FIG. 47, the kit further includes ten player pieces 18, five for each player. The types of player pieces are described herein and shown in FIGS. 7-9.

    [0084] Referring now to FIGS. 60-65, the kit also includes gates and walls as described herein. The kit preferably includes eight brick walls 12 (FIGS. 64 and 65), six standard gates 14 (FIGS. 62 and 63), and six long gates 16 (FIGS. 60 and 61). The kit also includes a six-sided die 20 with numbers 1-4, shown in FIG. 66, a board connector 46, shown in FIG. 67, for connecting a board with another board, as described in the multi-board options detailed herein, and a deck of thirty-four playing cards 22, shown in FIG. 68. Preferably, of the thirty-four paying cards, there are six cards for each of rotate a gate 180 degrees, rotate a gate 90 degrees, move a gate, and climb a gate, and there are five for each of move a brick wall and scale a brick wall.

    [0085] Although the above description references particular embodiments, it is to be understood that these embodiments are merely illustrative of the principles and applications of the present disclosure. It is therefore to be understood that numerous modifications may be made to the illustrative embodiments and that other arrangements may be devised and employed without departing from the spirit and scope of the present disclosure.