METHOD OF PLAYING A BOARD GAME COMPRISING GAME COMPONENTS THAT CHANGE POSITION
20250195988 ยท 2025-06-19
Inventors
Cpc classification
International classification
Abstract
A board game is described that includes travel tiles, trays, home tiles, and start tiles that form a plurality of player modules that form a playing surface. The board game includes different types of pawns, which are used by players to move around a playing surface. The game includes an action selection apparatus, which generates actions that move the pawns, travel tiles, home tiles, and start tiles in order to provide an ever-changing playing surface and to create a competitive game. The first player to complete the objective of the game wins the game.
Claims
1. A system for a board game, comprising: a. an action selection apparatus configured to generate one or more actions for one or more players; b. one or more player modules corresponding to the number of players comprising: i. two or more pawns; ii. one or more home tiles, wherein a home tile of the one or more home tiles represents an end of a path; iii. one or more start tiles, wherein a start tile of the one or more start tiles represents a start of the path; and iv. one or more walkways; and c. a racetrack formed by the one or more walkways.
2. The system of claim 1 wherein each of the one or more walkways comprises a tray and a plurality of travel tiles.
3. The system of claim 2 wherein the plurality of travel tiles is switchable within the tray and the one or more player modules.
4. The system of claim 3 wherein: the plurality of travel tiles each display one or more signs; the one or more signs do not repeat within each of the one or more player modules; and each of the one or more walkways of the one or more player modules comprise the same one or more signs.
5. The system of claim 4 wherein the one or more signs indicate a starting configuration of the plurality of travel tiles.
6. The system of claim 2 wherein the plurality of travel tiles is configured to each hold one or more pawns of one player module of the one or more player modules.
7. The system of claim 1 wherein the action selection apparatus is selected from a deck of cards, one or more dice, a spinner, a random number computer generator, a computing device, or combinations thereof.
8. The system of claim 1 wherein the racetrack comprises three or more walkways aligned end to end.
9. The system of claim 1 wherein the racetrack comprises two or more walkways aligned adjacent to each other.
10. The system of claim 1 wherein the one or more actions are selected from a change in position of one of the two or more pawns, a change in position of one of the one or more walkways from different player modules, a change in position of the racetrack, a change in direction of pawn movement, a switch of two or more of the one or more starting tiles from different player modules; a switch of two or more of the one or more home tiles from different player modules, or combinations thereof.
11. The system of claim 1 wherein the two or more start tiles are switchable such that one or more pawns of the two or more pawns on a switched start tile switch positions along with the switched start tile.
12. The system of claim 1 wherein the two or more home tiles are switchable such that one or more pawns of the two or more pawns on a switched home tile switch positions along with the switched home tile.
13. The system of claim 1 wherein the one or more walkways are configured to be switchable and rotatable such that one or more pawns of the two or more pawns on a switched or rotated walkway change positions along with the switched or rotated walkway.
14. The system of claim 13 wherein the one or more walkways are rotatable 180 degrees about an axis passing through a centroid of a walkway of the one or more walkways and perpendicular to the walkway of the one or more walkways.
15. The system of claim 1 wherein the racetrack is rotatable.
16. The system of claim 1 wherein the racetrack is configured with each of the one or more walkways adjacent to one of the two or more start tiles and adjacent to one of the two or more home tiles.
17. The system of claim 1 wherein the action selection apparatus is a deck of cards divided into two or more groups for each player, a discard pile, and a draw pile.
18. The system of claim 17 wherein the deck of cards comprises: one or more numbered cards representing an action that allows a player to change the position of a pawn of the two or more pawns from a travel tile to another travel tile or home tile; one or more enter cards representing an action that allows a player to change the position of a pawn of the two or more pawns from a start tile to a travel tile on the racetrack; and one or more activity cards that represent additional actions.
19. The system of claim 14 wherein the one or more activity cards include actions such as a change in position of one of the two or more pawns, a change in position of one of the one or more walkways from different player modules, a change in position of the racetrack, a change in direction of pawn movement, a switch of two or more of the one or more starting tiles from different player modules; a switch of two or more of the one or more home tiles from different player modules, or combinations thereof.
20. The system of claim 1 wherein: a. any of the one or more home tiles are switchable with any of the one or more home tiles; b. any of the one or more start tiles are switchable with any of the one or more home tiles; c. any of the one or more walkways are switchable with any of the one or more walkways and any of the one or more walkways are rotatable; and d. the racetrack is rotatable.
Description
BRIEF DESCRIPTION OF DRAWINGS
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DETAILED DESCRIPTION OF THE INVENTION
[0055] Path is a sequence of changes in position dictated by actions executed by the players that affect a pawn to move from the start tile, which is owned by the player who owns the pawn, to the home tile, which is owned by the player who owns the pawn. The path for each pawn may be different from every other pawn as dictated by the actions executed on each pawn, game component, walkway, and racetrack.
[0056] Action selection apparatus is a device used to generate actions. The action selection apparatus may consist of a deck of cards, one or more dice, a spinner, a random number computer generator, and combinations thereof. In one embodiment, Actions may consist of change in position of a pawn, change in position of a game component, change in position of a walkway, change in position of the racetrack, change in direction of pawn movement, and combinations thereof. For some actions, all pawns, game components, walkways, and racetrack may change position.
[0057] Pawns are the objects that each player moves on a board game.
[0058] Game components are the hardware of the board game.
[0059] Tray is the game component that holds the travel tiles in place.
[0060] Tray positions are the positions on the tray.
[0061] Travel tiles are the individual tiles, which delineate the individual spaces of the walkway.
[0062] A symbol is an identifying marking on a travel tile. A symbol may be a letter, numeral, illustration, color, picture, or combinations thereof.
[0063] A sign is an identifying marking on a travel tile. A sign may be a letter, numeral, illustration, color, picture, or combinations thereof.
[0064] Walkway is a game component comprising a plurality of travel tiles and a tray.
[0065] Predetermined manner with respect to walkways means that travel tiles are placed into a tray in the order according to the symbols on each travel tile.
[0066] Aligned in a sequence in respect to tray positions means that a second tray position is located after a first tray position, and, if there is a third tray position, the third tray position is located after the second tray position. If there are additional tray positions, each subsequent tray position is located after a former tray position. The last tray position is located after a former tray position and there is no tray position after the last tray position.
[0067] The term plane figure is a closed two-dimensional, or flat, figure. The plane figure may be any shape but examples of a plane figure may be a square, circle, rectangle, and triangle. Each plane figure has a centroid. The centroid, also known as geometric center or center of figure, of a plane figure or solid figure is the arithmetic mean position of all the points in the surface of the figure. The same definition extends to any object in n-dimensional Euclidean space.
[0068] The racetrack is a combination of walkways aligned end-to-end of each player assembled during the setup period.
[0069] Aligning the walkways that were assembled in a predetermined manner refers to placing all the walkways with end-to-end alignment to form a racetrack with an inner periphery and an outer periphery.
[0070] End-to-end with respect to walkway alignment to form the racetrack means the ends of walkways are placed adjacent to each other. A walkway has two ends, the first tray position and the last tray position. To align walkways end-to-end, several conditions must be met. Firstly, the first tray position of a walkway C is placed adjacent to the last tray position of a walkway D. Secondly, if there is a walkway E, the first tray position of walkway D is then placed adjacent to walkway E. Thirdly, if there are more walkways, the first tray position of each walkway is placed adjacent to the last tray position of another walkway until all walkways are aligned end-to-end. The final walkway's first tray position is placed adjacent to the last tray position of walkway C, creating an end-to-end alignment where each first tray position of each walkway is adjacent to a last tray position of a different walkway. In the case of a racetrack that comprises two walkways, the first tray position of walkway C is adjacent to the last tray position of walkway D and the first tray position of walkway D is adjacent to the last tray position of walkway C.
[0071] A home tile or start tile that is placed adjacent to a tray position, is in the outer area of the racetrack.
[0072] Position with respect to pawns, home tiles, start tiles, walkways, or racetrack, refers to the placement or current spot of a pawn, home tile, start tile, walkway, or racetrack.
[0073] Owned by a player, with respect to a player module, means that during the setup period, each player assembles a player module to complete the steps of the setup period. That is, during the setup period, a player owns a start tile, a home tile, and a walkway. The player owns the same home tile and start tile throughout the setup period, game start, playing period, and game end. Owned by a player, with respect to home tiles, means that the objective of the player is to move all his or her pawns to his or her home tile. Owned by a player, with respect to a start tile, means that a path of a pawn, which is owned by a player, begins on the start tile, which is owned by the player. Owned by a player, with respect to a pawn, means that the pawn is one of the objects a player moves to a home tile to complete the objective.
[0074] Setup period is the phase in which the game is prepared.
[0075] The term prior to the game start refers to the setup period.
[0076] Players aligned in a series means that a second player is located after a first player, and, if there is a third player, the third player is located after the second player and before the first player, if there are no additional players. If there are additional players, each subsequent player is located after a former player, and a last player is located after a former player and before the first player. If there are only two players, then each player is the former and subsequent player for the other. The term after, referring to the location of player Y in relation to player X, means that player Y is located to the left of player X, when the direction is clockwise. The term after, referring to the location of player Q in relation to player P, means that player Q is located to the right of player P, when the direction is counter-clockwise. The term before, referring to the location of player Y in relation to player X, means that player Y is located to the right of player X, when the direction is clockwise. The term before, referring to the location of player Q in relation to player P, means that player Q is located to the left of player P, when the direction is counter-clockwise. However, when only two players are playing the game, the terms before and after, referring to the location of one player in relation to the other player, is not used. A two-player game may have a player J and a player K. Player J may only have player K as the next player in the series, whether the direction is clockwise or counter clockwise. Player K may only have player J as the next player in the series, whether the direction is clockwise or counter clockwise.
[0077] A legal action means an action that is allowed within the rules of the game.
[0078] The enter cards are cards that correspond to an action that allow a player to change the position of a pawn from a start tile to a travel tile on the racetrack.
[0079] Numbered cards are cards that correspond to an action that allow a player to change the position of a pawn from a travel tile to another travel tile or home tile.
[0080] Remove or removal with respect to a pawn or pawns moving to a home tile means that the pawn or pawns are taken off the racetrack and located on a home tile. Remove or removal with respect to removing a pawn from the racetrack to a start tile means that the pawn or pawns are taken off the racetrack and located on a start tile.
[0081] To obstruct is the act of preventing a player's pawns from moving onto a travel tile.
[0082] The activity cards are cards that display actions with commands that correspond to comprise switching travel tiles, switching pawns, switching home tiles, switching start tiles, switching walkways, rotating walkways, rotating the racetrack, or change the direction of pawn movement.
[0083] Switching start tiles is the action of changing the position of two start tiles. The first start tile is moved to the position the second start tile and the second start tile is moved to the position the first start tile. Switching home tiles is the action of changing the position of two home tiles. The first home tile is moved to the position the second home tile and the second home tile is moved to the position the first home tile. Switching travel tiles is the action of changing the position of two travel tiles. The first travel tile is moved to the position the second travel tile and the second travel tile is moved to the position the first travel tile. Switching walkways is the action of changing the position of two walkways. The first walkway is moved to the position the second walkway and the second walkway is moved to the position the first walkway. Switching pawns is the action of changing the position of two pawns. The first pawn is moved to the position the second pawn and the second pawn is moved to the position the first pawn
[0084] Direction of pawn movement refers to the direction, which pawns move around the racetrack.
[0085] A cycle means each player has taken a turn performing a move before any player takes another turn.
[0086] The board game of the present invention is a board game that comprises player modules. These player modules are assembled during a setup period to form the board game. The method of playing the board game includes actions that change the position of pawns, start tiles, home tiles, travel tiles, walkways, the racetrack and combinations thereof.
Hardware of the Game
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[0088] Each player owns a type of pawns. Furthermore, each player owns a start tile and a home tile. The start tile, which is owned by a player, is where the type of pawns, which are owned by the player, begin the game. That is, the path of each pawn, which is owned by the player, starts from the start tile, which is owned by the player. The home tile, which is owned by the player, is the tile where the path of the pawns, which are owned by the player, ends. A path end may not be achieved by all pawns. That is, a pawn, not moved onto a home tile when the game end starts, does not reach the end of the pawn's path.
[0089] In
[0090] Each player owns a type of pawns. The type of pawns owned by a player are distinguished from each other type of pawns owned by each of the other players. The distinctive characteristic that distinguishes each player's pawns from another player's pawns may be a color, a marking, a shape, or a combination thereof.
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[0092] Each travel tile has a symbol and may have a plurality of signs. Examples of symbols are shown in
Setup Period
[0093] The board game is played in four phases. The phases are, in order, setup period, game start, playing period, and game end. Each phase is separate from all other phases. That is, the phases do not overlap in time. The setup period is the first phase of the game. The game start takes place after the setup period ends. The playing period takes place after the game start. Finally, the game end takes place after the playing period. The game is completed at the game end.
[0094] The setup period includes assembling the walkways and the racetrack, preparing the action selection apparatus, and aligning the players in series.
[0095] To prepare the board game apparatus, players are aligned in a series. After the alignment of the players, each player assembles the player module that each player owns. Assembly of the player module is accomplished first by assembling the walkway in a predetermined manner. The travel tiles that are owned by each player are placed onto the player's tray, formatting the walkway of each player for the setup. The order, in which the travel tiles are placed, is dictated by the symbols on each travel tile. That is, the symbol displayed on a travel tile indicates the position of the travel tile within the tray. For example, the travel tiles 4 in player module 1 of
[0096] Each type of pawns may have the same number of pawns as each other type of pawns. The number of pawns of each type is 1 to 10 pawns. A player executes moves to move his or her pawns along a path from his or her start tile to his or her home tile.
[0097] The order of assembly of the walkway is determined by the symbols displayed on the travel tiles. The travel tile displaying the first symbol in the order is the first travel tile and is placed in the first tray position. Analogously, the travel tile displaying the last symbol in the order is the last travel tile and is placed in the last tray position in the walkway. The other travel tiles are placed in order according to the symbol that is displayed on each travel tile between the first and last travel tiles. After all walkways have been assembled, the walkways are aligned to form the racetrack in a predetermined manner. By aligning the walkways that were assembled to form the racetrack, all the walkways are connected in end-to-end alignment. At the game start state, the walkways, which consist of a tray and travel tiles, are no longer owned by players.
[0098] After assembly of the walkway, the tray positions have travel tiles residing on them throughout the remainder of the setup period, game start, playing period, and game end. Each tray has a first position, a last position, and may have a plurality of positions in between.
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[0100] The plurality of tray positions may be aligned in a sequence.
[0101] The inner periphery is the inner edge of the racetrack, which is formed by aligning the walkway end-to-end.
[0102] During the setup period, the home tiles and the start tiles are also placed adjacent to first tray positions of the walkaways. Home tiles and start tiles are not part of the racetrack but are close in proximity to the racetrack. As shown in
[0103] After the home tiles and start tiles have been placed on the outer area, a player's pawns are placed on the start tile, which is owned by the player. This is done for each player. An example of a game has four pawns per player. In another example, each player owns one pawn. In other examples of a game, each player owns two pawns, or three pawns, or five pawns, or six pawns, or seven pawns, or eight pawns.
[0104] In another example where the number of pawns per player is less than four, the game has a shorter playing period compared to a game with four pawns per player. In another example, the number of pawns is not equal for all players. In this example, a handicap may be created for one or more players depending on the players skill levels. The players with a handicap have more pawns to move to a home tile to complete the objective to complete the game.
[0105] During the setup period, the action selection apparatus is prepared. The action selection apparatus may be a deck of cards, which comprises a draw pile and a discard pile. To prepare the deck of cards during the setup period, all the cards are shuffled together to create a random ordering. The shuffled deck of cards forms the draw pile. From the draw pile, sets of cards are distributed to each player. Each player may receive a set of five cards, which is his or her hand. The cards that are not distributed to players remain in the draw pile. The size of a hand can be changed depending on the number players and the number of choices of actions the players want to allow.
[0106] After the setup period is complete, all pawns, home tiles, start tiles, walkways, and the racetrack have a starting position. The position of a pawn, a home tile, a start tile, a walkway, or the racetrack, may change throughout the playing period.
Game Start
[0107] The game start takes place after the setup period is completed. The playing period takes place after the game start. The game start is completed when a player is chosen to take a first turn performing a move. When the player is chosen, the game start is completed and the playing period begins. Choosing a player to take the first turn performing a move may be done by any method of random chance or ordering that the players see fit.
Playing Period
[0108] The playing period comprises a series of turns taken by players to perform moves. During the playing period a player has an objective to have all pawns, which are owned by the player, positioned on a home tile, which is owned by the player. The player accomplishes the objective by executing actions during the player's turns performing a move. The actions change the position of pawns, the position of start tiles, the position of travel tiles, the position of walkways, the position of the racetrack, or the direction of pawn movement. The player may use as many or as few actions as needed to complete the objective. A player who successfully positions all pawns, which are owned by the player, onto a home tile, which is owned by the player, wins the game by completing the objective before any other player completes the objective.
[0109] The playing period begins by a player who is chosen to take a first turn performing a move. When the player is chosen to take the first turn performing a move, the player who is chosen begins the game by taking his or her turn performing a move. During his or her turn a player performs his or her move. An example of a move may be selecting a card from the draw pile, adding the card to the player's hand, and executing an action that is commanded by a card.
[0110] During a player's move, the player may select an action or actions from the action selection apparatus. The act of selecting an action or actions from the action selection apparatus is a replenishment step. The number of actions a player may select during the replenishment step is determined by the game rules. An example of a rule may be the allowed number of actions selected is one action. Another example may be the allowed number of actions selected is two actions. A player selecting an action or actions may be selecting a card from the draw pile. When a card or cards is selected from the draw pile, a player adds the card or cards to the set of cards in the player's hand and the card or cards is available to be executed during the player's move. During the replenishment step, players may select new actions to add to his or her hand. A draw pile may comprise (a) one stack of cards, (b) two or more stacks of cards, or (c) a random pile of cards.
[0111] During the replenishment step, if the draw pile comprises one stack, one card is available to be selected. That is, in a game where one action is selected, during a player's replenishment step, the player may draw one top card from the one stack. If the player is in a game where two actions are selected, during a player's replenishment step, the player may draw one top card from the one stack and then may repeat by drawing another top card from the one stack.
[0112] If the draw pile comprises two or more stacks, a player may select a top card of any stack available of the two or more stacks. That is, in a game where one action is selected, during a player's replenishment step, the player may choose any available stack of the two or more stacks from which to draw one top card from one of the two or more stacks. If the player is in a game where two actions are selected, during a player's replenishment step, the player may draw one top card one of the two or more stack and then the player may repeat by again drawing another top card from one of the two or more stacks.
[0113] If the draw pile is a random pile of cards, any card in the random pile of cards is available to be selected. That is, in a game where one action is selected, during a player's replenishment step, the player may choose to draw any one card from the random pile. If the player is in a game where two actions are selected, during a player's replenishment step, the player may draw any two cards from the random pile.
[0114] During a player's move, a player may forget the replenishment step. That is, the player may execute a numbered card, an enter card, or an activity card for the player's move without completing the replenishment step. When a player does not complete the replenishment step before the completion of the player's executed action, two options may occur. A first option is to allow the player to replenish the player's hand at any time. A second option is to prohibit the player from replenishing the player's hand and to require the player to play with one less card in the player's hand for the remainder of the game. That is, if a player takes a turn performing a move and forgets to perform the replenishment step before completing the execution of his or her action step, a next player in the cycle may begin taking his or her turn performing a move by initiating his or her replenishment step. If the next player completes his or her replenishment step, the player is prohibited from completing his or her replenishment step and will have one less card in his or her hand for the remainder of the game. The next player in the cycle may not take a turn performing a move until the previous player in the cycle discards the card or cards, the previous player in the cycle executed, to the discard pile.
[0115] After completing the replenishment step, the player chooses an action to execute. The actions that a player may choose include change in position of a pawn, change in position of a game component, change in position of a walkway, change in position of the racetrack, change in direction of pawn movement, or combinations thereof. Change in position of a pawn may comprise entering a pawn onto the racetrack, removing a pawn from the racetrack to a home tile, removing a pawn from the racetrack to a start tile, moving a pawn from a travel tile to another travel tile in a direction of pawn movement, switching pawn positions, and combinations thereof. Change in position of a game component may comprise switching start tiles, switching home tiles, switching travel tiles, and combinations thereof. Change in position of a walkway may comprise switching walkways, rotating a walkway, and combinations thereof. Change in position of the racetrack may be rotating the racetrack. The actions available to a player during his or her move are determined by the enter cards, the numbered cards, or the activity cards that the player has in his or her hand during the player's move. Any action may be chosen as long as the action is a legal action. An example of an action that is not a legal action may be moving a pawn onto a travel tile occupied by two or more pawns, which are owned by a different player.
[0116] During a move by a player, the player may choose a card to execute. A card may be an enter card, a numbered card, or an activity card. Each card displays an action which a player may execute. The process of choosing a card and executing an action is an action step. The chosen card displays the action that a player may execute. After the card is chosen, the player executes the action displayed on the card. After the action has been executed the action step is complete.
[0117] During an action step of a player, a player may choose an enter card from his or her hand to execute an action of entering a pawn onto the racetrack. This action changes the position of a pawn from a start tile to a travel tile located on the racetrack. Examples of enter cards 12 are illustrated in
[0118] During an action step of a player, a numbered card may be chosen to execute an action of moving a pawn from a travel tile to another travel tile or home tile in a direction of pawn movement which may have three separate outcomes, first outcome, second outcome, and third outcome.
[0119] The first outcome is the moving of a pawn from a travel tile E to a travel tile D in a direction of pawn movement. For example, if the numbered card is 3, pawn D, which is owned by player D, changes position to travel tile D as a result of the execution of a numbered card. Travel tile D is three positions away from travel tile E in the direction of pawn movement. That is, if Q is the number displayed on the numbered card, execution of the numbered card by player D allows player D to move pawn D that is owned by player D from travel tile E to travel tile D, wherein travel tile D is located Q positions away from Travel Tile E in the direction of pawn movement. Player D has the choice to move any other pawn, instead of pawn D, that he or she owns by Q positions in the direction of pawn movement, if this movement is not restricted by another rule of the game. One such rule is a player's pawn cannot be moved to a travel tile that has two or more pawns on it, if the two or more pawns are owned by another player. Moving Q positions by pawn D is allowed if travel tile D does not have two or more pawns, owned by a player M, located on travel tile D. That is, two or more pawns, owned by player M, on travel tile D obstruct pawns owned by player D from changing position to travel tile D.
[0120] The second outcome is removing a pawn from the racetrack to a home tile. This occurs when a player C executes a numbered card to move a pawn C from a travel tile F to a home tile owned by player C. The action may occur if travel tile F is located X travel tiles or less away from the home tile, which is owned by player C, in the direction of pawn movement, where X is the number displayed on the numbered card minus 1. Pawn C ends the action by being removed from the racetrack and being positioned onto the home tile owned by the player.
[0121] The third outcome is removing a pawn from the racetrack to a start tile. This occurs when a player B executes a numbered card to change the position of pawn B, which is owned by player B, from a travel tile G to a travel tile A occupied by a pawn A, which is owned by a player A. This results in pawn A to move to start tile E, start tile E being owned by player A. Player A is different from player B. That is, if R is the number displayed on the numbered card, travel tile G must be R positions away from travel tile A. Examples of numbered cards 11 are illustrated in
[0122] During a player's action step, the player may choose to execute an activity card action. Examples of activity cards 13 are illustrated in
[0123] During an action step of a player, the player may choose to execute activity cards that involve switching start tiles. Switching start tiles occurs when an activity card is executed during the player's action step, wherein the activity card displays the action switch start tiles.
[0124] During an action step of a player, the player may choose to execute activity cards that involve switching home tiles. Switching home tile occurs when an activity card is executed during the player's action step that displays the action switch home tiles.
[0125] During an action step of a player, the player may choose to execute activity cards that involve switching travel tiles. Switching travel tiles occurs when an activity card is executed during the player's action step that displays the action switch travel tiles.
[0126] During an action step of a player, the player may choose to execute activity cards that involve switching walkways. Switching walkways occurs when an activity card is executed during the player's action step that displays the action switch walkways.
[0127] During an action step of a player, the player may choose to execute activity cards that involve switching pawns. Switching pawns occurs when the player executes an activity card that displays the action switch pawns.
[0128] During an action step of a player, the player may choose to execute activity cards involving rotating walkways. Rotating a walkway occurs when an activity card is executed that displays the action rotate a walkway.
[0129] During an action step of a player, the player may choose to execute activity cards involving rotating the racetrack. Rotating the racetrack occurs when an activity card is executed that displays the action to rotate the racetrack. Each walkway is passed from a previous position to a new position. For example, walkway C passes from position I, the walkway C being in position I before the rotating, to position J.
[0130] Rotating the racetrack can be of two different types, the types being rotating the racetrack by 1 and rotating the racetrack by more than 1. Rotating the racetrack by more than 1 having possible variations depending on the number of walkways of the game.
[0131] Specifically, rotating the racetrack by 1 occurs when each walkway is passed from a previous position, that is, the position of the walkway before the rotating, to a new position, the previous position being adjacent to the new position before the rotating, the new position being located adjacent and on the left of the previous position. For example, walkway D is passed from a previous position K, (before the rotating) to a new position L. Position L is located adjacent and to the left of position K.
[0132] Rotating the racetrack by more than 1 has variations depending on the number of walkways of the game. A variation is rotating the racetrack by 2, which occurs when each walkway is passed from a previous position, that is, the position of the walkway before the rotating, to a new position, the new position being located two positions away and on the left of the previous position. For example, walkway E is passed from a previous position M before the rotating to position N, position N being located two positions away and on the left of position M.
[0133] Analogously, another variation is rotating the racetrack by 3, which occurs when each walkway is passed from a previous position, that is, the position of the walkway before the rotating, to a new position, the new position being located three positions away and on the left of the previous position. For example, walkway F is passed from a previous position O before the rotating to position P, position P being located three positions away and on the left of position O. Analogously, and depending on the number of walkways, rotating the racetrack by 4, 5, 6 et cetera are other variations that may be also possible.
[0134] From the above, it becomes clear that, if there are only 2 walkways, it is not possible to have an action of rotating the racetrack by 2, 3, 4 or more. Analogously, if there are only 3 walkways, it is not possible to have an action of rotating the racetrack by 3, 4 or more.
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[0138] During an action step of a player, the player may choose to execute a change in direction of pawn movement action to alter the direction of pawn movement on the racetrack. The direction of pawn movement begins the game moving clockwise around the racetrack. When a change in direction of pawn movement action is executed, the direction of all pawn movement is changed. If the direction of pawn movement on the racetrack was clockwise before the action, then all pawns change to counter clockwise pawn movement on the racetrack when the pawns are moved along their respective paths. If the direction of pawn movement on the racetrack was counter clockwise before the action, then all pawns change to clockwise pawn movement when the pawns are moved along their respective paths.
[0139] At the start of the playing period, the direction of pawn movement starts in a clockwise direction on the racetrack. When the direction of pawn movement is changed by an action, the direction of pawn movement for all pawns is changed after the action, until the game end, or until another action changes the direction of pawn movement again. If the direction of pawn movement is clockwise prior to the action, then the direction becomes counter-clockwise after the action is executed. If the direction is counter-clockwise prior to the action, then the direction becomes clockwise after the action is executed.
[0140] In another example, during a player's turn performing a move may consist of an action step with multiple action being executed in combination. During a player's action step a player may choose to play multiple actions. For example, a player may choose an to execute an action of switching travel tiles as a first action followed by choosing an action to enter a pawn onto the racetrack as a second action. The player may choose any combination of multiple actions provided by the action selection apparatus. During the player's next replenishment step, the player may select card from the draw pile equal to the number of actions executed during the previous action step.
[0141] After a player has completed the execution of an action, the player may perform the discard step. The discard step means that during a player's move, after the execution of an action, the player places an enter card, a numbered card, or an activity card that was chosen to execute an action during the move, into the discard pile. When the player has discarded the card that was chosen, the player has completed his or her move.
[0142] After the player has completed his or her move, another player performs his or her move, and so on, until all players have performed a move which completes a cycle. For example, if a player L, a player M, and a player N are participating in a three-player game and the player L takes the first turn performing a move in the cycle, the player M and the player N must each take a turn performing a move to complete a cycle before Player L may take another a turn performing a move. The order in which the players perform their moves, may be decided by the alignment of the players in a series during the setup period. That is, if the order is clockwise around the series, each player to the left of the player taking a turn performing a move is the next player to take a turn performing a move. If the order is counter-clockwise around the series, each player to the right of the player taking a turn performing a move is the next player to take a turn performing a move. After the first cycle is completed, another cycle takes place, until the game ends. If a player cannot execute a legal action during his or her move, the player loses his or her opportunity to play an action in that cycle. That is, in this case the player does not perform an action during his or her turn during the cycle.
[0143] The playing period is complete when a playing completes an objective. The objective a player completes is moving all the pawns, which are owned by the player, onto the home tile, which is owned by the player. A player who completes the objective of moving all the pawns, which are owned by the player, onto a home tile, which is owned by a player, before any other player completes the objective, wins the game. When a player has won the game, the playing period ends.
[0144] In another example, the game can be extended even after the first player completes the game. The game may continue until all but one player has moved his or her pawns onto a home tile. When a player moves all his or her pawns onto a home tile, the player has no more actions to execute. The player is no longer active in the game. When the player's turn to perform a move in the cycle arrives, the player is skipped and the next active player takes his or her turn performing a move. This process is repeated until only one player is left without all the player's pawns on a home tile. When all but one player has moved his or her pawns onto his or her home tile, the game is complete.
[0145] Another option for the game is to play in a team format. Players participating in a game with a team format are grouped into teams. The number of teams may comprise 2, 3, 4, 5, 6, 7, 8, 9 10, 11 or 12. A four-player game with a team format may have two teams. A six-player game with a team format may have two or three teams. An eight-player game with a team format may have two or four teams. A nine-player game with a team format may have three teams. A ten-player game with a team format may have two or five teams. A twelve-player game with a team format may have two, three, four, or six teams. A fourteen-player game with a team format may have two or seven teams. A fifteen-player game with a team format may have three or five teams. A sixteen-player game with a team format may have two, four, or eight teams. An eighteen-player game with a team format may have two, three, six or nine teams. A twenty-player game with a team format may have two, four, five or ten teams. A twenty two-player game with a team format may have two, or eleven teams. A twenty four-player game with a team format may have two, three, four, six, eight, or twelve teams. A group of players form a team. Each team has an equal number of players. For example, a four-player game with a team format with two teams may have a player F, a player G, a player H, and a player I. A team A maybe the group the player F and the player G and a team B may be the group the player H and the player I.
[0146] In a game with a team format, players may be arranged in a series according to team. That is, in an example of a four-player game with a team format with two teams may have a player N, a player O, a player P, and a player Q. A team A may be comprised of the group the player N and the player O. A team B may be comprised of the group the player P and the player Q. The series are arranged such that the player P may be to the left of the player N, the player O may be to the left of the player P, the player Q may be to the left of the player O, and the player N may be to the left of the player Q. In another example a six-player game with a team format with three teams may a player R, a player S, a player T, a player U, a player V, and a player W. A team C may be the player R and the player S, a team D may be the player T and the player U, and a team E may be the player V and the player W. The series are arranged such that the player T may be to the left of the player R, the player V may be to the left of the player T, the player S may be to the left of the player V, the player U may be to the left of the player S, the player W may be to the left of the player U, and the player R to the left of the player W. From the examples, it becomes clear that for any allowed number of teams in a game with a team format, players arranged in a series by team means a player from each team must be arranged in the series before another player from a same team may be arranged in the series.
[0147] During a game with a team format, pawns owned by a player of a same team do not obstruct pawns, which are owned by a player of the same team. Obstruction only occurs when multiple pawns, which are owned by a player of a different team, are positioned on a travel tile. Pawns, which are owned by a player of the same team, and pawns, which are owned by another player of the same team, may be positioned on a travel tile simultaneously. All other actions are unaffected by a game with a team format.
[0148] During a game with a team format, when a player X completes the objective to move all the pawns, which are owned by player X, onto a home tile, which is owned by player X, the player assumes joint ownership of the pawns, home tile, and start tile of another player on his or her team. That is, if, the player X is on team F and all the pawns, which are owned by player X are moved onto a home tile, which is owned by the player X, player X relinquishes ownership of the pawns, home tile, and start tile, which were owned by player X. The player X may then assume joint ownership all pawns, home tile, and start tile of a player Y who is in the series to the left of player X and also on team F. The game with a team format continues with both player X and player Y owning the pawns, home tile and start tile, which were originally owned only by player Y. When all players of a team have completed an objective, the team wins the game and completes the game. The game may end with only the players of one team completing objectives or may allow all players of all teams except one team to complete objectives. After the playing period is completed, the game end starts. The game end is the phase of the game when a player, players, team, or teams, have finished an objective or objectives.
[0149] Another variation of a game with a team format is, when a player X completes the objective to move all the pawns, which are owned by player X, onto a home tile, which is owned by player X, the player assumes joint ownership of the pawns, home tile, and start tile the other players on his or her team. That is, if, a player X is a member of team F and all the pawns, which are owned by player X are moved onto a home tile, which is owned by player X, player X relinquishes ownership of the pawns, home tile, and a start tile, which were owned by player X. Player X may then also execute numbered card and enter card action during his or her action step on any pawn owned by a player of team F. That is, player X may, having moved all the pawn owned by player X onto the home tile, owned by player X, execute a numbered card action or enter card action on any pawn owned by a player of team F as if the pawn were owned by player X. The pawn player X chooses to perform the action on is then moved according to the rules. The pawn must still be moved to the home tile of the player owning the pawn. That is, if player X moves a pawn owned by a player Y, the pawn owned by player Y may still only end the pawn's path on the home tile owned by player Y. The game with a team format continues with player X moving any pawns owned by a player of team F as if player X owns them with the exception that the pawns must still end their path on the home tile owned by the original owners of the pawns. The cycle is repeated until all players of a team have completed an objective. When all players of a team have completed an objective, the team wins the game and completes the game. The game may end with only the players of one team completing objectives or may allow all players of all teams except one to complete objectives. After the playing period is completed, the game end starts. The game end is the phase of the game when a player, players, team, or teams, have finished an objective or objectives.