US2002089118A1PendingUtilityA1
2000Chess(battlefield, castle and pro-football)
Priority: Dec 7, 2000Filed: Dec 7, 2000Published: Jul 11, 2002
Est. expiryDec 7, 2020(expired)· nominal 20-yr term from priority
Inventors:Alan Trevor Richardson
A63F 3/00075A63F 3/02
43
PatentIndex Score
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Claims
Abstract
Add a variety of moves to the typical boardgame world, creating it's own world removed. 2000 Chess has created moves which are related to actual grid-iron performance in the case of pro-football. and a large variety of new moves in relation to battle field and castle with it's own unique board with different ranges of trump and move ability. Crating for the gamer a totaly unique gaming experience.
Claims
exact text as granted — not AI-modifiedWhat I claim as my invention is:
1 . Movement (M), Shot Range (S), and Destroy Area (DA) as they are listed with use of abilities as the numbers indicate for 2000 Chess, Battlefield, Castle and Pro Football, all numbers being unique to 2000 chess,
the combination of (M), (S) and (DA) movement being unique to 2000Chess. the abilities of Pro Football being decided by individuals actual grid-iron states, i.e. 2000 yard (RB) moves 20 spaces a turn, 4000 (QB) throws 40 spaces a turn, as related to a 110 rectangles being of business card size (3½″ by 2″.) with equal sized 50 rectangles inside of each business card size rectangle being spaced board. V, 9 - 10 / 2
2 . The board diagram for 2000 Chess (Battlefield and Castle) being of typical business card size (3½″ by 2″) and having four smaller boxes ¼ of 3{fraction (1/2″)} by 2″ inside each box, the typical play board equaling 100 of above said boxes of 4 boxes inside of business card size rectangle, actual size being 17½″ by 20″ inches, with choice of making board whatever size players choose by adding or subtracting from typical board size of any of the business size boxes or any of smaller ¼ size inter boxes, giving gamer unlimited size of business size boxes.
3 . Specifying unique abilities for soilders as in dented next,
Spies—may only be eliminated by Spy Hunter, Generals, Guards, or other spies, spies may eliminate anything their bullets may penetrate, no tanks or out of range helicopters, Vehicles—may fire upon each other only except passengers in vehicles may fire or attack other troops and vehicles may run over troops, vehicle crews must remain in vehicles in order of said vehicles to operate (except for Humvees only driver need ramain in Humvee) all vehicles remain on field even after they are hit once hit they provide excellent cover, (there exists no cover agaisnt flame throwers) You may shoot through glass of vehicles. Once vehicle is destroyed you receive a (M) turn for every man in vehicle. i.e. If 3 men are in said destroyed vehicle that equals 4 (M) turns, 3 for each man and 1 regular turn, no extra (S) turns, Helicopters—may only be eliminated by vehicles (no Humvee), M-60, Bazooka, snipers, and tri-pod machine gunners, helicopters may eliminated any except lay down troops and spies, Scouts—at any time during game all your scouts are killed all vehicles (excluding Humvee) operate at half their normal (S) and (DA) Ability for game remainder, laying down troops may only be eliminated by other lay down troops (including snipers) spies and grenaide weaponery or by getting run over, Tanks—may only be destroyed by vehicles weaponery, Bazooka, or by any type grenaide weapon place on it's spokes, Humvee may carry 4 troops at one time, (tri-pod mac gunner counts as two) takes on the (S) ability of it's passengers, driver of vehicles may also fire weapons, Flame Thrower—no cover useful agaisnt initial (S) turn=2½ the next turn fire spreads to another (S)-1 up to full 3 {fraction ( 1 / 2 )} (S) turn without you losing (S) turn on next turn, Bayonet Guard—has a (DA) ½ when using sword with (S) 1. (Super Soilder—has a (S) 2½ and (DA) ½ with M-16, a (S) 5 and (DA) ¼ when using sniper rifle and a (S) of 2 and (DA) ¾ with grenaide, machine gunner grenaider has (S) ½ and (DA) ¾ with Mac gun and S(2) and (DA) ½ with grenaide. Mortar—(S)=from spaces 5-7 in front of M=½ (DA)=½, cannot damage helicopters in flight or spies, Laying M-16-(S)=2 (M)=½ (DA)=½, Catapult—destroys any except spies, only fire or phalanx destroys catapult, chariots may trample all except catapult or spies, (may trample phalanx from side or back only destroying 3 men only, four horse chariot may destroy 4 men), Phalanx may trample all except spies.
4 . The use of removable weapons in the game play being unique to 2000 Chess.Join the waitlist — get patent alerts
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