Letters Patent is:- 65 1. A game board dfvided into a large number of squares in vertical and horizontal rows, the number of horizontal rows being twice @an odd number and the number of Vertical rows being an odd niimber; groups of six squares being dis- 10 tinctly marked, each groiip comprising two horizontal rows and three vertical rows of squares, the grpups being In two diagonal series having one comraon group occupying the. three central squares of each of the two middle horizontal rows 4 of the boaxd, the groups lapping each other by one vertical row. 2. A game board as described in claim 1, wherein diagonal lines crossing at the center of the board cross all six squares of the central group of distinctly marked squares and four of each of the six squares in the other groups. 3. A game board divided into a large number of squares, cert-ain solid groups of said squares each 16 comprising two rows of three squaxes being distinctively marked so as to be distinguished from the remairiing squares, said groups being arranged in two diagonal series crossing in the middle of the board, the neighboring groups in 15 the same series lapping by one square in the direction of the three squares. 4. A garne boaxd divided Into a large number of squares, certain solid groups of said squares each comprising two rows of three squares being distinctively marked so as to be distinguished from the remaining squares, said groups being arranged 5 in two diagonal series crossing in the iniddle of the board, the neighboring groups in the same series lapping by one square in the direction of the three squafes, said board having diagonal lines extending in the direction of each of said series 10 and crossing through four of the six squares of each group. ELFRIEDE STREY. 15
Patented Oct. 26, 1937 21097,052 UNITED STATES PATENT OFFICE 2,007,052 BAARD GAME Elfriede Strey, Zoppot, Free City of Danzig Applicati6n September ? .2,1934, Serial 14o. 745,110 In Germany June 9, 1934 4 Claims. (Cl. 273-131) My inventi6n relates to a; gante to be played on a board like chess by two persons or two parties and in which the aim is for one party to beat the other, under observation of determined rules. 5 Vvhereas in chess the vaxious chessmen axe moved merely according to their nature, the board of my new game has a special division or charagterization of the squa@@s which prescribes that determined men must mgve only on determined 10 squares. According to the leading idea Gf my new game the board represents a terrain which comprises a fortress for each party, a glacis surrounding each fortress, and a battle ground situated between the 15 positions of the two parties. Both in the battle groimd and in the glwises there are obstacles of various kinds which are denoted by differently marked squaxes. These obstacles further determine the m(>ves of the various men, beyond their 20 motion prescribed by their owu natu're. The rules of niy new game, which may represent for example a "battle for fortress and flag", further prescribe that the men or fighters may be both promoted and degraded, so that, for example, the 25 private soldier may be promoted to officer, if certain conditions axe fulfilled, whilst an Gfracer who has been derelict, may be dedraded. Vinally, as in chess, my new game provides that the fighters of one party may be taken according to deter3( mined rules, in order to break the fighting power of the enemy gradually. NormaUy @ach party comprises @a flag, infantry, cavalry, officers, fighting airplanes, guns, niinenwerfers, and tanks, but further military forces 35 may be added or the one or other of the above forces may be dispensed with, without departing from the spirit of my invention. one embodiment of the board of my new game .is illustrated by way of example in the accom40 panying -drawing. The board may comprise, say, 210 squares, -forming 15 rows in one direction and 14 rows in the direction normal thereto. In the drawing the 45 vertical rows are denoted by 1, 2, 3 . . . 15, and those extending horizontally by a, b, c . . . n.' From each corner of the board to the diagonally opposite one, solfd groups of six squares each, cared "six-blocks" that belong to more than one 50 horizontal row, are marked by common coloring or hatc hing; these are in staggered relation to one another and represent obstacles in the gaine. Besides, a pair of diagonally running lines is provided in the direction of each of said.two rows of six-blocks which lines everywhere pass through four squares of each-of the six-blocks and denote the fire zone of the artillery. Furthermore, four adjacent squares of each paxty's half of the board are marked by a special fraiiie 50 alid represent the fortress of the respective party. Fin?@lly, transverse Jines niarked in any suitable manner, such as the lines below. k--k and above d-d in the drawing, deflne the respective glacises. Advantageously the six-blocks are colored brown, wbilst the two fortresses are marked by a green frame and the.lines under k-k and above d-d which mark the glaeises are also printed in green. obviously, other colors or any other kind of distinction may be selected. Although practice has shown that the number of squares inus- 20 trated is the most suitable, the number is not liniited to this example. The number of the fighters of each of the parties is likewise not a fixed one, but the game is played and its rules observed best, if each party comprises I flag, 3 25 officers, 4 cavalrymen, 12 infantry men, 2 airplanes, 2 guns, 2 Mnenwerfers, and 2 tanks. These flghters are drawn up witlgn the glacis-, leaving free the fortress itself, where nierely the flag is mounted. The first move is deteimined 30 by lot, and each party then niust make alternatively one move only, according to the special rules of the game, acc6rding to wliieh the individual fighters niust be moved according to their special,nature, while determined rules are giv@n 35 by, the division of the board in so far as some fighters may move only on square ' s of one kind,', whjlst other fighters niay move on other squares, and, fli@ally, certain :ftghters are entitled to use @ll squares. These various kinds of motions cor- 40 respond to the character of the various kinds of :ftghtirig forces, to their real mobility in an actual battle and to the tasks to be undertaken by them, whereby approximation to the conditions of -an 45 actual battle is obtained. Eacli party aims to capture the enemy's fortress and the flag therein. Consequently, the game.-is ftished, as. soon as one of the parties has reacb@d thii atin. The positioix of the men at the start of the 50 10 2 2,097,052 game Is shown in the diawing, wherein'the different kinds of men are represented by numbers in accordance with the following table: No. I The flag 5 No. 2 The officer No. 3 The cavalryman No. 4 'Me Infantryman No. 5 The airplane 10 No. 6 The gun No. 7 The Mnenwerfer No. 8 The tank The flag embodies the honor and freedom of the nation and is the symbol of the fatherland. 15 It remains in the fortress, in one of the two rear squares, until one gate of the fortress is forced, the two front squares in rows b and m respectively representing the gates of the fortresses. 20 The flag is then in danger and must immediately leave the fortress and go out lnto the glacis, where it is protected by -the troops. The flag goes, not through the fortress gate, but over the wall -onto the glacis, to either side chosen by the 25 player. If the enemy succeeds immediately after forcing one gate in capturing the flag, he may, after these two victories, in the same play replace the valuable man which forced the gate by any 30 of his own infantrymen. For the opponent's troops the loss of the flag Is a disgrace, which finds expression in the rules of the game in the fact thot their infantrvmen are no longer permitted to advance. 3,5 The flag makes the following moves on its own glacis: Forward -------------- Backward ------------- Over several free squares Sideward ------------- - (light or dark) 40 Diagonally -----------A move into the battleground Is a separate move. The flag moves on the battleground: Forward --------- Backward -------- 45 Sideward -------- Just one square (Ught or dark) Diagonally ------- The flag may take a man anywhere on the board: 50 Forward --------- Backward ------- Just one square (light or dark) Sideward -------- Diagonally ------- The offlcer has the greatest freedom of move,55 ment of any piece on the board, except the airplane, and is therefore most Important for the battle. He is only -permitted to move backward within the obstacles (the dark squares,), or after he has taken anotl@er man When an officer goes 60 backward in the oppn fleld (the light squ4res), without having taken,another man,.he, is demoted to an infantryman and must, lea@n from him; for accorcling to the rules of the game,,the infantryman never retreats., After ga4iing a vic,torythat is, the forcing pf an pnemy gate-all the officers of the victorious side may retreat unhindered Gver the: whoie board@they. have shown courage-furthermore, from then on they may also m ove diagonally, over a plurality of squares, but nolt, like.the, airplane, take over a plurality of free diagonal squares. , (The Idea is that by. capture of.the fort the war plans found in it and the map materials place them in a posiiion to 75 move more ireely.) The officer moves, Forward -------- Over a plurality of free squares Sidewar( (light or dark) Backward only in the dark squares, over a plurality of free squares. 5 The offlcer may take a man: Forward Over a plurality of free squares Sidewi _ _ (hght or dark) Backward --------I 10 Diagonally forward and backward, just one square (light or dark) After one victory the officer may in addition: over a Retreat also in the light squares ------ plurality 15 Move diagonauy in light . or dark squares of free squares The cavalryman embodies the cavalry. He is very valuable for defense of Iiis own fortress and 20 strong in attack upon the enemy army. He cannot himself force the enemy gate. I-Iis squares are just the dark squares not crossed by the diagonal lines (et@lled cavalry squares). The cavalryman may jump and take a forward and baekward (even when his owman 25 1. WitWn the same six-block from one cavalry squere to the other, for example, from 3a to ib. 2. From the cavalry square of one six-block di- 50 agonally over a white square into a cavalry square of another six-block, for example, from lb to 3d, or from 3a to 5e. 3. From the cavalry square of one six-block In straight direction over two artillery squares 35 (dark squares crossed by diagonals) into a cavalry square in the next six-block; for example, from 3a to 3d, or from 5c to 5f. 4. In the battleground in straight direction over four gun squares (the big jump); for example, 40 from 7e to 7i, or from ge to 9j. 5. In the battleground from left to right wing (or from right to left) in a lateral direction over one white square; for example, from 7e to 9e, or from 7i to 9i. 45 The infantry is, to be sure, the slowest troops, but nevertheless very Important for war tactics. If an infantryman distinguishes himself by courageous advance-that is, if he penetrates to the first row of squares after the middle of the 50 battleground (h or 9), he is advanced to an officer. Still he Is no longer permitted to advance if the flag is lost. The infantrym@n moves just one square forward (Hght or dark). The in- 55 fantrymtln may take a man just one square diagonally forward (light or dark). 'rhe airplane is the mqst flexible and dangerous of the troops, the most important in attack and occupation; for it may fly in all directions 60 over all free squares (light or dark) and also take. By tllis capacity to strike in all directions it is in a position to attack the enemy simultaneously from several sides. Over its own glacis the airplane may move and strike over'its own officers or Infantrymen, which stand within one square of it laterally, forward, backward or diagonally., The airplane may fly and take a man: 70 Forward -------- Backward ------- Over a plirality of free squares Sideward ------- (light or dark) Diagonally ----- The guns embody the artillery. T heir line of 75 enemy troops are between): n or 2,097,052 3 fire is conflned to the dark squares through which the diagonals pass, which are therefore called artillery squares. The, gun cannot occupy the fort, but it is important for defense of its own fort and for destruction of the enemy army. Moreover, it protects its own troops. Its greatest power lies in the center of the battleground, where It is In a position to attack all four corners of the large field at the same time. The gun 10 moves and shoots only in the artillery squaresForward ------------ Backward ----------- Over several free squares Sideward------------ Diagonally ---------- 15 for example, from 2a to 2b, or from 2a to ia, or from 7f to 7i, or from 7g tb 9g. The Mnenwerfer gives a good account of itself in defense and atiack and in destruction of the enemy fortress. Its attacks always come unan20 nounced, for they cannot be so easily observed. In the center of the battlefield it provides a dangerous fire, together with the artillery. .The Aunenwerfer squares are only the light 25 squares in the corners between the d9,rk sikblocks, which are therefore called nifne squares. T'he niinenwerfer is able to force the right fortress gate of an opponent. The Mnenwerfer may move and take a man 30 forward and backward, even if its own or enemy troops are between: 1. From one mine square between two sixblocks to the next.niine square between, the same two six-blocks; 36 for example, from 2c to 4b, or from 6d to 4e, or from 8f io 6g. 2. klrom one mine s quare diagonally over oneI cavalry square to the next mine squaxe; 40 for example, from 2a to 4e, or 1 from Sd to 4b. 3. In the center of the battlefleld from one mine square diagonally over one artillery square into the next mine square; 45 for example, from Sf to 6h, or from Bf to 10h. 4. From one mine square in straight direction over two artillery squarps to the opposite niine square of the same six-blocks; 60 for example, from 4e to 4b, or ftom Sd to Sg, or from 8f to Bi. The tank may move over the whole board and 55 take a man from any distance but only in horizontal and vertical directions' It is important in defense of the fortress and for attack and PrOvides great protection foi the troops. It is also able to force the gate of the enemy fortress. The 60 tank moves and takes: Forward ------------ fr over a plurality of ee Backw@@d ------------ squares (light or dark) Sidewird ------------ I The players move by turns, beginning with one 65 chosen by lot. The flag is only permitted to leave the fortress when one gate has been forced; then it must i-mediately go over onto its own glacis. if after occupation of one gate,. a favorable op70 portunity presents itself,. when the flag of the opponent is not siifflciently protected, it is left .to the play6r's choice whether he will first capture the flig and th6reafter storm the second gate of the fortress. In the fortress @tands only the ftg. The troops 75 and war equipment may not go into their own fortress and they may not use their own fortress as a passage; also the airplane may not fly over it. One exception is the cavalryman's jump from 3a to Se or from 13n to I II. The enemy may move 5 through the inner rooms of the fortress (4a and 5a, or I In and 12n), after forcing a gate, but they may not remain in them. The guns and the cavalrymen are excluded from forcing the gate of the fortress. The officer 10 storms the first gate of the fortress from in front and from the side, and the second gate from the front, the side, and diagonally. The airplane attacks the fortress from the front, the side, or diagonally. The tank attacks it from 1,5 the front and from the side. The Minenwerfer enters oniy the right gate. The infantryman storms the fortress only from the front. VIhen the enemy man has entered the fortress he may not take and he may not even leave the fortresswith the exception of the excbange of a less important man, ag explgined above. Wh en one gate of the fortress is forced, the officers of the victorious side have the right to move 25 back ward all over the board, even if they do not take, to move diigonally over a plurality of squar es, but without taking, and to attack the secon d gate of the fortress diagona]IY. A man mayb e moved wi-thin the fortress - that is, the vic- 30 toriou s side may move the man ;h@ch forced one gate to the other gate, in order to make the attack easier-and this applies to the Mnenwerfer as well. The shift counts as one play. Wh en two gates of the fortress have been forced 3 the victorious side has the right to replace the attack ing men by any two infantrymen and to Put the others in the places of the Infantrymen. This exchange does not count as a play, but follows immediately gfter the second gate is forced. If one of the men forcing the gate is the AUnen- 40 werfe r, it may b-, returned to any selected mine squar e on the board. The victorious side has also the right at this time to MoVe through the enemy fortre ss Jn foilowing the flag with its troops (tank, o:Mce r, or airplane). 45 Wh en one gate of the fortress has been forced and the flag captured, the victorious side has the right to replace the man which forced the gate by anordinary infantryman and the opponent has lost the right to advance infantrymen to officers. 50 The battle is won when both fortress gates of the enemy have been forced and the flag captured. A single victory is the forcing of one gate of the enemy fortress. A double victory is the forcing of two gates of the enemy fortress, or t 55 he forcing of one gate and capturing of the flag. A single defeat is the loss of one gate of the fortress to the enemy. A double defeat is the loss of both gates of the fortress to the enemy, or the loss of one gate and the flag. A player can win the war 60 without having secured a single defeat, or with a single defeat, or with a double defeat. What I claim and desire to secure by