US2007222148A1PendingUtilityA1

A board game assembly and method of playing same

Assignee: DARKSIDE TEAM LLCPriority: Mar 23, 2006Filed: Mar 23, 2007Published: Sep 27, 2007
Est. expiryMar 23, 2026(expired)· nominal 20-yr term from priority
A63F 2003/00066A63F 3/00A63F 3/00072
33
PatentIndex Score
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Claims

Abstract

A board ( 20 ) game includes kill zone spaces ( 32 ) on the board for allowing players, upon landing on a kill zone space ( 32 ), to hire an assassin to make an assassination attempt on another player. The player exchanges play money for an assassination card that is categorized into one of multiple levels representing the skill level of the assassin hired. The higher skilled assassins require more play money and are more likely to succeed in assassinating their target player. Similarly, the lower skilled assassins require less play money and are less likely to succeed. To succeed in assassinating a target player, the player making the assassination attempt rolls a pair of dice and compares the number shown on the dice to the numbers listed on the assassination card. If the number shown on the dice equals one of the numbers listed on the assassination card, the attempt is successful and the target player is eliminated.

Claims

exact text as granted — not AI-modified
1 . A board ( 20 ) game assembly for playing a game by a plurality of players comprising; 
 a plurality of playing pieces for representing each of the players,    a board ( 20 ) having a plurality of spaces defining a continuous path ( 22 ) for movement of said playing pieces about said path,    a random number generator for establishing a number of spaces one of the players will move, and    characterized by a plurality of kill zone spaces ( 32 ) each defined by one of said spaces on said board ( 20 ) for allowing one of the players to make an assassination attempt on another one of the players.    
   
   
       2 . An assembly as set forth in  claim 1  including a plurality of assassination cards each being labeled as one of a plurality of categories for allowing one of the players to choose an assassin having a desired skill level associated with the category for making an assassination attempt.  
   
   
       3 . An assembly as set forth in  claim 2  wherein all of said assassination cards in any one of said categories has a group of predetermined numbers indicated on one side of each of said assassination cards for assisting in establishing a random decision of whether the assassination attempt will be successful, 
 whereby the player making the assassination attempt chooses one of said assassination cards and compares a random number generated from said random number generator to said group of predetermined numbers on said assassination cards associated with the desired skill level of the assassin for determining whether the assassination attempt was successful.    
   
   
       4 . An assembly as set forth in  claim 3  including a plurality of play money for distribution to the players wherein said assassination attempt is received in exchange for a portion of said play money.  
   
   
       5 . An assembly as set forth in  claim 4  including a plurality of free trade spaces ( 30 ) each defined by one of said spaces on said board ( 20 ) for allowing buying and selling of any commodity in exchange for a portion of said play money when the playing piece of one of the players is in one of said free trade spaces ( 30 ).  
   
   
       6 . An assembly as set forth in  claim 4  including a plurality of trading regions ( 28 ) each defined by at least one of said spaces on said board ( 20 ) for allowing buying and selling of specified commodities by one of the players in exchange for a portion of said play money when said playing piece representing the player is in one of said spaces of one of said regions.  
   
   
       7 . An assembly as set forth in  claim 6  wherein each of said trading regions ( 28 ) has a name being the name of a city.  
   
   
       8 . An assembly as set forth in  claim 3  including a start space ( 24 ) defined by one of said spaces for establishing a location to place said playing pieces at a start of the game.  
   
   
       9 . An assembly as set forth in  claim 3  including a plurality of commodity cards for representing a purchase of a specified commodity by one of the players.  
   
   
       10 . An assembly as set forth in  claim 3  including a plurality of chance spaces ( 26 ) each defined by one of said spaces on said board ( 20 ) for altering the status of one of the players occupying said chance space ( 26 ).  
   
   
       11 . An assembly as set forth in  claim 10  including a plurality of chance cards each having an activity listed on one side of said chance card for being drawn by one of the players landing on one of said chance spaces ( 26 ).  
   
   
       12 . An assembly as set forth in  claim 3  wherein said random number generator is a pair of dice.  
   
   
       13 . A board ( 20 ) game assembly for playing a game by a plurality of players comprising; 
 a plurality of playing pieces for representing each of the players,    a plurality of play money for distribution to the players,    a board ( 20 ) having a plurality of spaces defining a continuous path ( 22 ) for movement of said playing pieces about said path,    a start space ( 24 ) defined by one of said spaces for establishing a location to place said playing pieces at a start of the game,    a plurality of chance spaces ( 26 ) each defined by one of said spaces on said board ( 20 ) for altering the status of one of the players occupying said chance space ( 26 ),    a plurality of chance cards each having an activity listed on one side of said chance card for being drawn by one of the players landing on one of said chance spaces ( 26 ),    a plurality of trading regions ( 28 ) each defined by at least one of said spaces on said board ( 20 ) for allowing buying and selling of specified commodities by one of the players in exchange for a portion of said play money when said playing piece representing the player is in one of said spaces of one of said regions,    each of said trading regions ( 28 ) having a name being the name of a city,    a plurality of commodity cards for representing a purchase of a specified commodity by one of the players,    a random number generator being a pair of dice for establishing a number of spaces one of the players will move and for establishing a random decision,    characterized by a plurality of free trade spaces ( 30 ) each defined by one of said spaces on said board ( 20 ) for allowing buying and selling of any commodity in exchange for a portion of said play money when the playing piece of one of the players is in one of said free trade spaces ( 30 ),    a plurality of kill zone spaces ( 32 ) each defined by one of said spaces on said board ( 20 ) for allowing one of the players to make an assassination attempt on another one of the players in exchange for a portion of said play money, and    a plurality of assassination cards each being labeled as one of a plurality of categories for allowing one of the players to choose an assassin having a desired skill level associated with the category for making an assassination attempt,    all of said assassination cards in any one of said categories having a group of predetermined numbers indicated on one side of each of said assassination cards for assisting in establishing the random decision of whether the assassination attempt will be successful,    whereby the player making the assassination attempt chooses one of said assassination cards and compares a random number generated from said random number generator to said group of predetermined numbers on said assassination cards associated with the desired skill level of the assassin for determining whether the assassination attempt was successful.    
   
   
       14 . A method of playing a board ( 20 ) game on a board ( 20 ) having a plurality of spaces, the method being performed by a plurality of players comprising the steps of; 
 assigning each player a playing piece,    distributing an equal amount of play money to each player,    generating a random number to establish a number of spaces to move,    moving a playing piece about the board ( 20 ) the random number of spaces generated,    landing on a end turn space in response to said moving step, and    characterized by exchanging a predetermined amount of play money for an assassination card to hire an assassin to make an assassination attempt on another player for receiving an opportunity to eliminate one of the other players from the game.    
   
   
       15 . A method as set forth in  claim 14  further comprising choosing a desired skill level of an assassin for choosing the probability that an assassination attempt by the assassin on the other player is successful wherein said exchanging step is further defined as being in response to said choosing step.  
   
   
       16 . A method as set forth in  claim 15  wherein said exchanging step is further defined as exchanging a larger amount of play money for a higher desired skill level and exchanging a smaller amount of play money for a lower desired skill level.  
   
   
       17 . A method as set forth in  claim 15  further comprising selecting one of the players to attempt to assassinate wherein said choosing step is further defined as being in response to said selecting step.  
   
   
       18 . A method as set forth in  claim 17  wherein the board ( 20 ) includes a plurality of trading regions ( 28 ) with each trading region ( 28 ) associated with the selling of a specified commodity and with the buying of a specified commodity and wherein said selecting step is further defined as being in response to the end turn space being in one of the trading regions ( 28 ) in which the playing piece of the other players is located.  
   
   
       19 . A method as set forth in  claim 18  further comprising determining whether to attempt an assassination on one of the players in response to the end turn space being in one of the trading regions ( 28 ) and another one of the playing pieces being located in the same trading region ( 28 ) and wherein said selecting step is further defined as being in response to said determining step.  
   
   
       20 . A method as set forth in  claim 17  wherein the board ( 20 ) includes a plurality of kill zone spaces ( 32 ) further comprising determining whether to attempt an assassination on one of the players in response to the end turn space being one of the kill zone space ( 32 ) wherein said selecting step is further defined as being in response to said determining step.  
   
   
       21 . A method as set forth in  claim 15  further comprising generating a random number to create a random decision as to whether the assassination attempt will be successful.  
   
   
       22 . A method as set forth in  claim 21  further comprising comparing the random number generated to a group of predetermined numbers associated with the desired skill level of the assassin chosen in response to said generating step to determine whether the assassination attempt by the assassin was successful.  
   
   
       23 . A method as set forth in  claim 22  further comprising eliminating the player against which the assassination attempt was made in response to the random number equaling one of the group of predetermined numbers associated with the desired skill level of the assassin chosen.  
   
   
       24 . A method as set forth in  claim 23  wherein said generating a random number step is further defined as generating a random number more likely to eliminate another player in response to a higher skill level and less likely to eliminate another player in response to a lower skill level.  
   
   
       25 . A method as set forth in  claim 14  further comprising repeating said generating a random number to establish a number of spaces step until only one player remains.  
   
   
       26 . A method as set forth in  claim 14  wherein the board ( 20 ) includes a plurality of chance spaces ( 26 ) and the game includes a plurality of chance cards each having an activity listed on the chance card further comprising drawing one of the chance cards in response to the end turn space being one of the chance spaces ( 26 ).  
   
   
       27 . A method as set forth in  claim 26  further comprising performing the activity listed on the chance card in response to said drawing step.  
   
   
       28 . A method as set forth in  claim 27  further comprising moving the playing piece about the board ( 20 ) the number of spaces listed on the chance card to land on a end turn space in response to the activity listed on the chance card moving one of the playing pieces.  
   
   
       29 . A method as set forth in  claim 14  wherein the board ( 20 ) includes a plurality of trading regions ( 28 ) with each trading region ( 28 ) associated with the selling of a specified commodity and with the buying of a specified commodity further comprising buying one of a plurality of commodities to acquire the commodity in response to the end turn space being located in the trading region ( 28 ) associated with the buying of the commodity being bought for gaining equity.  
   
   
       30 . A method as set forth in  claim 14  wherein the board ( 20 ) includes a plurality of trading regions ( 28 ) with each trading region ( 28 ) associated with the selling of a specified commodity and with the buying of a specified commodity further comprising selling one of a plurality of commodities to acquire play money in response to the end turn space being located in the trading region ( 28 ) associated with the selling of the commodity being sold for converting equity into play money.  
   
   
       31 . A method as set forth in  claim 14  wherein the board ( 20 ) includes a start space ( 24 ) further comprising distributing additional play money to the player moving a playing piece in response to the end turn space being the start space ( 24 ).  
   
   
       32 . A method as set forth in  claim 14  wherein the board ( 20 ) includes a plurality of free trade spaces ( 30 ) further comprising buying one of a plurality of commodities to acquire the commodity in response to the end turn space being one of the free trade spaces ( 30 ) for gaining equity.  
   
   
       33 . A method as set forth in  claim 14  wherein the board ( 20 ) includes a plurality of free trade spaces ( 30 ) further comprising selling at least one of a plurality of commodities to acquire play money in response to the end turn space being one of the trade spaces for converting equity into play money.  
   
   
       34 . A method of playing a board ( 20 ) game on a board ( 20 ) having a start space ( 24 ), a plurality of chance spaces ( 26 ), a plurality of kill zone spaces ( 32 ), a plurality of free trade spaces ( 30 ), and a plurality of trading regions ( 28 ) with each trading region ( 28 ) associated with the selling of a specified commodity and with the buying of a specified commodity, the method being performed by a plurality of players comprising the steps of; 
 assigning each player a playing piece,    distributing an equal amount of play money to each player,    generating a random number to establish a number of spaces to move,    moving a playing piece about the board ( 20 ) the random number of spaces generated,    landing on a end turn space in response to said moving step,    drawing a chance card having an activity listed on the chance card in response to the end turn space being a chance space ( 26 ),    performing the activity listed on the chance card in response to said drawing step,    moving the playing piece about the board ( 20 ) the number of spaces listed on the chance card to land on a end turn space in response to the activity listed on the chance card moving one of the playing pieces,    buying one of a plurality of commodities to acquire the commodity in response to the end turn space being located in the trading region ( 28 ) associated with the buying of the commodity being bought for gaining equity,    selling one of a plurality of commodities to acquire play money in response to the end turn space being located in the trading region ( 28 ) associated with the selling of the commodity being sold for converting equity into play money,    distributing additional play money to the player moving a playing piece in response to the end turn space being the start space ( 24 ),    characterized by buying one of the plurality of commodities to acquire the commodity in response to the end turn space being one of the free trade spaces ( 30 ) for gaining equity,    selling at least one of the plurality of commodities to acquire play money in response to the end turn space being one of the trade spaces for converting equity into play money,    determining whether to attempt an assassination on one of the players in response to the end turn space being a kill zone space ( 32 ),    determining whether to attempt an assassination on one of the players in response to the end turn space being in one of the trading regions ( 28 ) and another one of the playing pieces being located in the same trading region ( 28 ),    selecting one of the players to attempt to assassinate in response to one of said determining steps,    selecting another one of the players to attempt to assassinate in response to the end turn space being in one of the trading regions ( 28 ) in which the playing piece of the other players is located,    choosing a desired skill level of an assassin in response to one of said selecting steps for choosing the probability that an assassination attempt by the assassin on the other player is successful,    exchanging a predetermined amount of play money for an assassination card to hire an assassin to make an assassination attempt on another player in response to said choosing step for receiving an opportunity to eliminate one of the other players from the game,    said exchanging step being further defined as exchanging a larger amount of play money for a higher desired skill level and exchanging a smaller amount of play money for a lower desired skill level,    generating a random number to create a random decision as to whether the assassination attempt will be successful,    comparing the random number generated to a group of predetermined numbers associated with the desired skill level of the assassin chosen in response to said generating step to determine whether the assassination attempt by the assassin was successful,    eliminating the player against which the assassination attempt was made in response to the random number equaling one of the group of predetermined numbers associated with the desired skill level of the assassin chosen,    said generating a random number step being further defined as generating a random number more likely to eliminate another player in response to a higher skill level and less likely to eliminate another player in response to a lower skill level, and    repeating said generating a random number to establish a number of spaces step until only one player remains.

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