INNOVATIVE GAMEPLAY SYSTEM FOR BACKGAMMON GAME ("ZEROGAMMON")

20260091299 ยท 2026-04-02

    Inventors

    Cpc classification

    International classification

    Abstract

    An enhanced version of the Backgammon game (Zerogammon) with a novel method of play. The improvement features a modified game board with 20 points instead of the traditional 24, along with a pair of uniquely designed dice, each having six faces with values ranging from zero to five. These modifications alter the traditional rules, allowing for greater variety in movement and strategy. Players take turns rolling the specialized dice, determining marker movement based on the dice values. This unique arrangement provides the possibility of slowing a player's advancement if a zero is rolled or forfeiting their turn if double zeros are rolled. This method introduces an additional tactical layer, encouraging new strategic approaches to gameplay. The invention's unique combination of dice and board design offers an innovative variation in the traditional Backgammon experience.

    Claims

    1. An improved game of Backgammon comprising: (a) A modified Backgammon board comprised of twenty landing points instead of the original twenty-four; and (b) A pair of dice with indicia representing numerical values of zero through five, wherein the side that represents the value of zero has no indicia.

    2. The game of claim 1, wherein the modified Backgammon board, further comprising four quadrants in which the landing spots are spread in equal numbers, a bar zone that divides the board, and two sets of fifteen markers, each set identified by different colors.

    3. The game of claim 1, wherein the pair of dice with indicia, further comprising the following placement of indicia on each dice: (a) A side representing a value of zero opposite a side representing a value of five; (b) A side representing a value of one opposite a side representing a value of four; (c) A side representing a value of two opposite a side representing a value of three.

    4. A method of playing the game of claim 1, further comprising the following rules: (a) Placing a first set of markers on the landing points 20, 7, 11 and 5, wherein landing point 20 includes two markers, landing point 7 includes three markers, landing point 11 includes five markers, and landing point 5 includes five markers; (b) Placing a second set of markers on the landing points 1, 14, 10, and 16, wherein landing point 1 includes two markers, landing point 14 includes three markers, landing point 10 includes five markers, and landing point 16 includes five markers (mirroring the first player's markers); (c) Initiating the game by choosing the starting player, wherein player one and player two roll a dice and the player with the highest dice value starts; (d) Moving a respective first or second marker along the board corresponding to the numerical value on one of the said dice if there is a value of one through five faced up after the roll; (e) Not moving a respective first or second marker along the board if one of the said dice has a value of zero faced up after the roll.

    Description

    DESCRIPTION OF THE DRAWINGS

    [0007] FIG. 1. A plain view of the initial game board.

    [0008] FIG. 2. A plain view of the initial game board with game marker setup.

    [0009] FIG. 3. Shows the markings on all six sides of the unique zero dice.

    [0010] FIG. 4. Shows an isometric view of the unique six-sided, zero dice.

    DETAILED DESCRIPTION OF THE INVENTION

    [0011] The improved Backgammon game, as depicted in FIG. 1, showcases the game board at the beginning of a Zerogammon match. The points on the board in FIG. 1 are identified from the perspective of the brighter player, serving the purpose of illustration. Consequently, the player with the darker markers would have their numbers arranged oppositely. Initially, the markers are positioned as follows: Two on the twenty-point, five on the brighter player's fifteen-point, three on the seven-point, and five on the five-point. The arrangement of markers for one player mirrors that of their opponent.

    [0012] In FIG. 2, we observe the starting positions of all markers on the backgammon board as the game commences. The board is divided into the home board and the outer boards, which are separated by the bar. The first player's inner table or home spans the first five points (1-5), with points numbered sequentially from one to twenty, starting from the point farthest to the right of the first player and proceeding clockwise around the board. The outer board for the first player encompasses points six through ten (6-10). Conversely, the opponent or second player's home board comprises points sixteen through twenty (16-20), while their outer board encompasses the quadrant with points eleven through fifteen (11-15).

    [0013] FIG. 2 also illustrates the direction in which both the light and dark colored markers move throughout the game: counterclockwise around the backgammon board for the bright markers, and clockwise for the dark markers.

    [0014] As per FIG. 2, gameplay in Zerogammon closely resembles that of traditional Backgammon, albeit with several adjustments to accommodate the introduction of the zero dice. Like western Backgammon, the primary objective remains to move your markers based on the numbers rolled on the dice. Players always advance their markers to a lower numbered point on the board. Initially, each player aims to move all their markers into their respective home board, after which they can commence bearing off individual markers. The first player to successfully bear off all their markers wins the game.

    [0015] During the process of moving markers into their home board, players face the risk of having their markers hit and sent to the bar by their opponent. A point occupied by only one marker of a player is known as a blot. If an opponent lands on a blot, it is hit, and the player's marker is placed on the bar while the opponent replaces it with their own.

    [0016] Whenever a player has one or more hit markers on the bar, their priority is to enter those markers into the opposing home board. This can be achieved by moving the markers to an open point, not occupied by two or more opposing markers, corresponding to one of the numbers rolled on the dice.

    [0017] In the event of rolling doubles, the player plays each number shown on the dice twice. For instance, if a player rolls double fives, they can utilize four fives and move any legal combination of markers to fulfill this requirement.

    [0018] Moreover, FIG. 3. illustrates where zero indicia may be located with respect to traditional six-sided dice markings (one through six).

    [0019] Furthermore, FIG. 4 illustrates the isometric view of the unique, six-sided, zero dice. In reference to FIG. 4, the inclusion of a six-sided dice with a zero on at least one side significantly alters the probability of a player rolling dice positions that prevent their progress on the board. With this modification, there's a notable decrease in the potential moves available to advance in the game. Rolling a dice with values one through five (1-5) allows the player to move forward, while rolling a zero restricts their progress. This introduction of the null set zero effectively reduces the player's movement possibilities by 16%.

    [0020] Hence, when the yield results containing zero value, it impedes game progression, either by slowing down the player's advancement or leaving the game unchanged. If a player rolls two zeros, they forfeit their turn, which is not a possibility in traditional Backgammon games like Western Backgammon. Normally, in those games, a player may not move if there are no legal moves possible after rolling the dice. The incorporation of the zero dice necessitates adjustments to the traditional backgammon setup to accommodate the structure, marker navigation, and strategic elements of the game. As a result, the Zerogammon board will have twenty points instead of the traditional twenty-four, affecting the game's pacing.