Game tool
The game device with a circular track lane and number pieces enhances intellectual engagement by challenging players to reach the maximum number, improving number recognition and problem-solving skills through alternating movements.
Patent Information
- Application Number
- JP2024016224
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-02-06
- Publication Date
- 2025-08-19
- Estimated Expiration
- 2044-02-06
AI Technical Summary
Conventional board game equipment lacks complexity and fails to fully satisfy players' intellectual curiosity and inquisitiveness.
A game device featuring a game board with compartments arranged in a circular track lane and number pieces displaying consecutive integers, allowing players to move alternately clockwise and counterclockwise to reach the maximum number in a group of integers arranged in a circle.
Enhances number recognition, problem-solving abilities, and intellectual engagement by challenging players to verify if they can reach the maximum number, offering varying levels of difficulty for players of all ages and skill levels.
Smart Images

Figure 2025121052000001_ABST
Abstract
Description
[Technical Field]
[0001] This invention relates to a game device, and more specifically to a roulette-type board game device in which players consider whether or not they can reach the maximum number of integer rings by moving their fingers in two directions, forward and backward, for each of the integer rings, which have number pieces randomly arranged in multiple partition rings arranged in a concentric circle like a roulette wheel. [Background technology]
[0002] Conventionally, board game equipment using number pieces has been known to be described in the following documents: Patent Document 1 describes a game in which players place number pieces in the squares of a checkerboard-shaped board to complete a magic circle. Patent Document 2 describes a competitive game in which players line up three pieces (numbers) in a row on a 4x4 grid board. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2022-159971 [Patent Document 2] Japanese Patent Application Laid-Open No. 2005-103111 DISCLOSURE OF THE INVENTION [Problem to be solved by the invention]
[0004] However, such conventional game equipment only allows for relatively simple games to be played in terms of the number of pieces and the board shape, and has the problem of not being able to fully satisfy the player's curiosity and intellectual inquisitiveness.
[0005] As a result of intensive research, the inventor developed a new game that allows players to satisfy their curiosity by arranging multiple integer pieces in a circular shape, and using their fingers or brain to find the largest number in the group of integers that has been arranged, thereby completing this invention.
[0006] That is, the object of this invention is to provide a new board game that can easily satisfy the intellectual curiosity and spirit of inquiry of people of all ages and genders, and a gaming tool for use with this game. [Means for solving the problem]
[0007] The invention described in claim 1 is Consecutive integers in ascending order starting with 1 and ending with an integer greater than or equal to 5 Each piece has a number of pieces displayed on its surface, and a number of pieces for placing more than the number of pieces. Only on its surface does it form a ring Equipped with a game board and It is a game tool By randomly placing the number pieces in each of the compartments for placing pieces, a ring of randomly arranged integers is formed, Arranged in a ring was Use only multiple number pieces, Among these number pieces Starting from any number piece Clockwise or counterclockwise by the integer number that the number piece represents Go to When the number piece reaches the position it has advanced to, it moves in the opposite direction from the clockwise or counterclockwise direction by the integer indicated by the number piece it has advanced to. By repeating this alternating clockwise and counterclockwise movement, the piece is arranged in a circle. was Number pieces Number piece that displays the maximum number aim to reach Used in games It is a game tool. The game equipment consists of a game board and a number of number pieces. The surface of the game board has several compartments for placing pieces. Just like forming a circle They are arranged (for example, multiple squares arranged circumferentially around one circular lane on an athletics track). These compartments for placing pieces are not limited to the type that can be clearly distinguished in a plan view, for example, by a line diagram, but may be distinguishable and visible by their uneven shape. Also, a different integer is displayed (printed, engraved, etc.) on, for example, the top surface of each of the multiple number pieces. In other words, consecutive integers (natural numbers) starting from 1 are displayed in ascending order. For example, 1, 2, 3, 6, 7, 8, etc. In this case, the number of number pieces (8) is less than the number of compartments for placing the pieces (for example, 10 squares). The number may be the same (12 pieces for 12 compartments).
[0008] And, when using this game equipment (how to play the game), Arranged in a ring One of several number pieces is placed in each of the multiple sections for placing pieces. One number piece is placed in each section, and all number pieces are placed in multiple sections. The order in which the number pieces are placed is random. As a result, a group of natural numbers, all of which are different integers, forms a ring (for example, the lanes of a track). In this case, since the placement is random, for example, for a group of natural numbers from 1 to 5, there are many possible combinations other than (12345) clockwise (53124 clockwise, etc.). The more number pieces there are, the more complex the ring (circle of numbers) that can be formed.
[0009] Then, in this ring of number pieces, starting from any number piece (for example, "2"), you will aim to reach the maximum number (specific number piece) in the ring (circle of numbers), for example, "5", by moving your fingers (eyes) according to the following rules. If you can reach this number, you will then aim to reach it by using the same movement from a number piece in another position in the ring (for example, "4"). The finger movement is clockwise → counterclockwise → clockwise → counterclockwise → ..., and if the number displayed on the starting piece is "3", then move forward three spaces clockwise, and if the number piece reached is "2", then move forward two spaces counterclockwise (go back two spaces). In this case, finally reaching a specific number piece, for example the maximum number "5", represents one achievement in the game, and reaching the maximum number from all number piece positions is considered complete. In other words, this sequence of numbers (number ring) is the completed form of the game (with a solution). Of course, there are also sequential rings that cannot be reached and are considered to have no solutions. The larger the maximum number of all the number pieces, the more difficult it becomes to complete the game. (The number of pieces also increases.) In other words, distinguishing between "solution" and "no solution" in a ring (a closed arrangement of a circle or polygon) is also part of the game. Confirming and verifying whether a specific ring (1-6, 1-12, etc., or a ring arrangement in a random arrangement) has a solution is also part of the game.
[0010] The game board is, for example, a rectangular plate (made of plastic or the like) on whose surface a number of sections are arranged in a circular ring to form an endless circular section (track lane). This circular section can also be configured with multiple rows inside and outside in a concentric circle (for example, the outermost track lane is formed of 24 sections, the middle circumference (track lane) is formed of 12 sections, and the innermost track lane is formed of 6 sections). In this case, Ring arrangement This includes not only perfect circles and ellipses, but also deformed closed shapes such as squares and rectangles. As long as it is a so-called endless loop (ring or annulus), the shape in plan view does not matter. The overall layout shape of the multiple sections may be rectangular as described above, and in that case, it is preferable that the shape of the game board also be a corresponding similar shape (rectangle). Each section (unit division; grid) can be any shape (circular, rectangular, etc.), but it is necessary that the number pieces can be placed thereon, and the planar shape of the number pieces can also be a shape corresponding to the section (rectangular pieces in rectangular sections). It is preferable that all the pieces and the placement sections are the same. It is preferable that the number of number pieces and the number of compartments for placing pieces match, but if they do not match (the number of compartments is too many), the compartments for placing pieces will be used according to the number of number pieces to be used, and unused (blank) compartments will be provided. The number pieces are, for example, cylindrical pieces with numbers printed or engraved on the top surface. The number pieces display consecutive natural numbers starting from 1. Each number piece displays a different number.
[0011] For example, for a group of numbers 1 to 6, the specific maximum number is "6." For a group of numbers 1 to 12, the maximum number is "12." Note that if the specific number piece is, for example, "10" for a group of numbers 1 to 12 instead of the maximum number, it becomes difficult to determine whether or not there is a solution. In this case, the game board has multiple sections. In a circular (loop) shape ) are arranged. Consecutive integers in ascending order starting with 1 and ending with an integer greater than or equal to 5 are visibly printed and displayed on the top surface. Place multiple number pieces randomly in each of the above multiple sections, and use these number pieces to create a ring of multiple integers in which consecutive integers including 1 are randomly arranged. Form. Starting from any first piece among the pieces that make up this ring of integers, count in one direction on the ring of integers by the integer indicated by that starting piece to specify a second piece, then count in the opposite direction to specify a different third piece, and by repeating this process of alternately specifying pieces in one direction and the opposite direction, it is confirmed whether or not the piece indicating, for example, the maximum number on the ring of integers can be reached. There are cases where it can be reached and cases where it cannot be reached.
[0012] The number pieces (a group of consecutive integers in ascending order starting from 1 and ending with an integer greater than or equal to 5) may further include a number piece marked with "0". For example, a circle made up of number pieces such as "0", "1", "2", "3", "4", and "5" may be used. In this case, the number "0" will be I can't move.
[0013] In other words, there are multiple compartments for placing pieces. In a circle The game includes a game board with a number piece arranged on it and a number of number pieces, each with an integer number that increases consecutively from 0 and is displayed on its surface. The number pieces are randomly placed in the piece placement compartments to form an endless sequence of natural numbers arranged in a circle. When a player reaches a number piece in this endless sequence by moving clockwise or counterclockwise from any number piece the number of integers displayed on that number piece, the player moves in the opposite direction from the number piece reached by the number of numbers displayed on the number piece, and by repeating this clockwise and counterclockwise movement alternately, the game is played with the aim of reaching 0, the smallest number in the endless sequence. The number pieces are displayed with integers, which are integers that increase continuously from 0. The solution to this game is to reach 0, the smallest number in the circular sequence of integers arranged in a circle.
[0014] The invention described in claim 2 is the game device described in claim 1, in which the compartments for placing pieces arranged in a ring on the surface of the game board constitute at least two independent rings, an inner and an outer ring. Furthermore, the area for placing pieces in a circular arrangement is made up of two rings (track lanes), an inner ring and an outer ring. The inner ring has 6 pieces (areas; grids), and the outer ring has 12 pieces. The number of piece-mounting compartments on the outer ring may be two or three times the number of piece-mounting compartments on the inner ring.A 3-track perimeter (track lane) has 5, 10, 15, etc. The reason for using double (triple) numbers is that they are formed in concentric circles, reminiscent of a roulette game. In this case, the inner and outer track lanes may be configured to rotate independently. The number of squares on the inner and outer track lanes is an integer multiple, so that the more squares there are, the more difficult the game becomes, but also to provide incentives for players, with track lanes for beginners, intermediate players, and advanced players. [Effects of the Invention]
[0015] The invention described in claims 1 and 2 According to this game, it is possible to check and verify whether it is possible to reach the maximum number of pieces in a cyclic group of consecutive natural numbers from any piece. The verification becomes more difficult as the number of pieces increases, so players of all ages, from beginners to advanced players, can enjoy endless verification of reaching the maximum number from each number. Of course, there is also a way to enjoy this game with a time limit. As mentioned above, A) it is possible to verify whether the maximum number can be reached using the actual number ring. Play This is the aim of Play As a result, (1) children develop their number recognition ability by tracking the numbers with their fingers or with their eyes. (2) They experience a sense of accomplishment when they reach the maximum number. They experience the sense of wonder of how they are able to reach it. (3) They develop the patience to steadily check each number. (4) They develop the attention to be able to accurately track the numbers. If they make a mistake in counting along the way, they will not reach the maximum number. Also, B) create a "system" so that the roulette (game) is completed. The number pieces are placed based on several methods described below. As a result, (1) the ability to solve problems according to conditions is cultivated. (2) imagination is developed. Make use of it (3) Think about the movement of numbers. Replace This will help you develop the ability to adapt and adapt to different situations.
[0016] In particular, "0"By adding pieces that display the numbers, you can find (reach) the minimum number "0" in the group of numbers. In other words, by moving your fingers clockwise and counterclockwise on the circle of integers (track lane), you can reach the minimum number "0" and the game will end. Of course, there are also number combinations that cannot be solved. Discovering these is one of the interests of the player. [Brief explanation of the drawings]
[0017] [Figure 1] 1 is a perspective view showing a game board of a game device according to an embodiment of the present invention. [Figure 2] 1 is a cross-sectional view showing a game board according to an embodiment of the present invention. [Figure 3] 1 is a perspective view showing number pieces of a game device according to an embodiment of the present invention; [Figure 4] FIG. 1 is a plan view showing a number piece according to an embodiment of the present invention. [Figure 5] 1 is a schematic diagram illustrating a first example of a method of using a game tool according to an embodiment of the present invention. [Figure 6] FIG. 10 is a schematic diagram illustrating a second example of a method of using the game tool according to an embodiment of the present invention. [Figure 7] FIG. 10 is a schematic diagram for explaining a third example of a method of using the game equipment according to one embodiment of the present invention. [Figure 8] FIG. 10 is a schematic diagram for explaining a fourth example of a method of using the game equipment according to one embodiment of the present invention. [Figure 9] FIG. 10 is a schematic diagram illustrating a fifth example of a method of using the game equipment according to an embodiment of the present invention. [Figure 10] FIG. 10 is a schematic diagram for explaining a sixth example of a method of using the game equipment according to one embodiment of the present invention. [Figure 11] FIG. 10 is a schematic diagram illustrating a seventh example of a method of using the game equipment according to an embodiment of the present invention. [Figure 12] FIG. 10 is a schematic diagram illustrating an eighth example of a method of using the game equipment according to an embodiment of the present invention. [Figure 13] FIG. 10 is a schematic diagram illustrating a ninth example of a method of using the game equipment according to one embodiment of the present invention. [Figure 14] FIG. 19 is a schematic diagram illustrating a tenth example of a method of using the game equipment according to one embodiment of the present invention. DETAILED DESCRIPTION OF THE INVENTION
[0018] Hereinafter, an embodiment of the present invention will be described in detail with reference to the drawings. Here, a gaming device using a roulette-type (disk-type) game board will be taken as an example. [Example]
[0019] First, the game equipment will be explained. The game equipment consists of a thin game board 110 and a game board (surface). In a circle The game board 110 is made up of a plurality of compartments 112 arranged in a circle, and number pieces 120 placed in each compartment. Figures 1 and 2 show a game board 110. The game board 110, which is modeled after the shape of a known roulette board, has three circumferences arranged concentrically on a rectangular flat thin plate material. On each circumference (ring), the innermost ring 111 has six compartments 112, the outermost ring 111 has 24 compartments, and the intermediate rings 111 have 12 compartments 112. Figures 3 and 4 show number pieces 120 that can be placed in these sections 112. The number pieces 120 have natural numbers displayed on their top surfaces, starting from 1 and continuing up to, for example, 24. The pieces are cylindrical and can be fixed to the section (board) with a magnet or the like, if necessary. Number pieces displaying 0 and pieces displaying ∞ can also be used. The ∞ piece can also function as a joker, i.e., a utility piece, for example. In this game, first, number pieces 120 (1 to 12) are randomly or regularly placed (placed) on each of the placement sections 112 (for example, 12 sections) arranged on a circular track lane 111. This is the case when 12 number pieces are used. Next, of the number pieces (natural number pieces) 120 arranged in a ring shape, any number piece (first piece) is designated, and from this first piece, the player counts clockwise by the displayed number with their fingers to reach the second piece. Therefore, if the second piece is not the maximum number of pieces as targeted, move your finger in the opposite direction (counterclockwise) by the number of pieces displayed on the second piece until you reach the third piece. If it is not the maximum number, move clockwise according to the number displayed on the third piece to reach the fourth piece. If the maximum number of pieces has not been reached, move your finger counterclockwise to reach the fifth piece... Repeat this process until you reach the piece with the maximum number displayed, and movement from this arbitrary piece (first piece) is OK. If the maximum number is reached, then the next move is made counterclockwise from the first piece. As above, if the reached piece is not the maximum number, then it moves in the opposite direction (clockwise), and this alternating movement is repeated to try to reach the maximum number. Furthermore, repeat the same operation from number pieces other than the first piece until you reach the maximum number of display pieces. When you have repeated this process and reached the maximum number from all pieces, the puzzle of reaching the maximum number by arranging this group of numbers in a circular pattern is considered solved.
[0020] This game allows the player to improve their ability to recognize numbers by tracking them with their finger, and also creates problems under certain conditions and shows how to solve them. In addition, by clearing numerous problems as a game, you can aim to improve your brain's thinking ability and motor functions. Prepare a game board with three track lanes arranged concentrically as shown in the figure (track lane can be 1 or 2). The number pieces display consecutive natural numbers from 1 to 24 (any number is acceptable). The pieces themselves are cylindrical, with the numbers 1, 2, 3, ... 24 displayed on the top. Then, number pieces 120, each with a circular number surrounding it, are arranged randomly or in a planned order in a disk-shaped groove (or frame) 112. It is verified whether the maximum number piece can be reached by moving clockwise or counterclockwise from any piece in this number circle. The number pieces can include 0 pieces and infinity pieces. The minimum number, 0, can be reached by adding a 0 piece. The ∞ piece can be used as a joker, for example, and on the board, the ∞ piece added to pieces 1 to 24 can be used as 25, or any number (such as 13) (there are two 13 pieces in the ring). Players can be further aroused by establishing a rule that the verification fails when an ∞ piece is reached.
[0021] Regardless of the type of game board or display pieces used, the system verifies whether it is possible to reach the target maximum number piece or 0 display piece by moving the circle of the number pieces that are actually placed alternately clockwise and counterclockwise. It verifies whether it is possible to reach the target from all display pieces within the circle. Of course, there are also unreachable circles (number arrangements).
[0022] Below, we will explain verification of whether or not the maximum number can be reached for any number arrangement (circle arrangement) in an arbitrary array.
[0023] FIG. 5 is a schematic diagram illustrating a first example of how to use a game device according to one embodiment. The maximum number to be reached is 5. That is, the ring is a clockwise arrangement of 15,324 natural numbers from 1 to 5. Starting from each number, verification in a clockwise direction and then counterclockwise direction confirms that the maximum number 5 is reached in both directions. For example, (1) → (5), (1) → (4) → (2) → (5) verify that the maximum number is reached in both directions. Similarly, (2) → (1) → (4) → (2) → (5), and (2) → (5) are also OK. Furthermore, (3) → (1) → (4) → (2) → (5) and (3) → (4) → (2) → (5) also result in the maximum number being reached. Furthermore, (4) → (2) → (5) and (4) → (1) → (5) result in the maximum number being reached. Finally, (5) is naturally the maximum number in this group.
[0024] Figure 6 is a schematic diagram explaining a second example of how to use the game tool (a circle of 632145). When verifying the reaching of the maximum number 6, it was confirmed that for all numbers 1 to 5, the maximum number can be reached by moving in both clockwise and counterclockwise directions. That is, the order is (1) → (4) → (6) and (1) → (2) → (4) → (6). The order is (2) → (4) → (6), and then (2) → (6). The order is (3) → (4) → (6), and (3) → (4) → (2) → (6). The order is (4) → (6), and (4) → (2) → (6). Furthermore, the order is (5) → (4) → (6), and (5) → (6).
[0025] Figure 7 is a schematic diagram to explain the third example of how to use the game equipment (a circle of 14583672). This is the case where the maximum number is 8. The verification is as follows: (1) → (4) → (6) → (8), and (1) → (2) → (4) → (6) → (8). (2) → (4) → (6) → (8), which results in (2) → (6) → (8). (3) → (2) → (6) → (8), and (3) → (4) → (6) → (2) → (4) → (6) → (8). (4) → (6) → (2) → (4) → (6) → (8), which results in (4) → (6) → (8). (5) → (2) → (6) → (8), which results in (5) → (6) → (8). The order is (6) → (8), (6) → (2) → (4) → (6) → (8). The verification is completed with (7) → (6) → (2) → (4) → (6) → (8), and then (7) → (2) → (4) → (6) → (8).
[0026] Figure 8 is a schematic diagram illustrating a fourth example of how to use the game equipment. In this case, the number piece 0 is added to the number pieces 1 through 7, with the goal of reaching the minimum number 0 (because the movement from the number piece 0 is 0). The circular sequence is 14503672. Verification was achieved by repeating alternating movements from the start of clockwise movement and then counterclockwise movement to reach number piece 0. Clockwise, the sequence is (1) → (4) → (6) → (0), and counterclockwise, the sequence is (1) → (2) → (4) → (6) → (0). The sequence is (2) → (4) → (6) → (0), (2) → (6) → (0). The sequence is (3) → (2) → (6) → (0), (3) → (4) → (6) → (2) → (4) → (6) → (0). (4) → (6) → (2) → (4) → (6) → (0) and (4) → (6) → (0). (5) → (2) → (6) → (0), and (5) → (6) → (0). (6) → (0), and (6) → (2) → (4) → (6) → (0). Finally, the verification is completed with (7) → (6) → (2) → (4) → (6) → (0), and (7) → (2) → (4) → (6) → (0).
[0027] Figure 9 is a schematic diagram for explaining a fifth example of how to use the game tool. We were able to verify that the maximum number 10 could be reached (verification when starting clockwise from the starting piece, and counterclockwise). The number ring clockwise is 71058341629. Details of the verification will be explained below. FIG. 10 is a schematic diagram illustrating a sixth example of how to use the game tool. The maximum number is 12. The number ring in this example is (3, 9, 4, 1, 0, 10, 11, 7, 2, 5, 12, 8). Testing in both directions has shown that any starting number can be reached in either direction.
[0028] Figure 11 is a schematic diagram for explaining a seventh example of how to use the game equipment. The maximum number is 12, but it was impossible to reach the maximum number. The number pieces are arranged in a circle (8, 3, 6, 7, 2, 10, 1, 11, 5, 9, 4, 12). FIG. 12 is a schematic diagram illustrating an eighth example of a method of using a game device according to an embodiment of the present invention. The rings are arranged clockwise in the order (1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14). The maximum number is 14. A 24-square grid was used as the number of sections. (Specific verification examples omitted.) FIG. 13 is a schematic diagram illustrating a ninth example of a game playing method according to an embodiment. The ring is made up of the numbers (22, 13, 4, 3, 8, 5, 12, 19, 16, 11, 20, 1, 18, 17, 14, 9, 10, 15, 6, 21, 2, 7). The maximum number is set to 22. Whether starting clockwise or counterclockwise, all numbers reach the maximum number 22. The reaching of this ring was verified. FIG. 14 is a schematic diagram illustrating a tenth example of a method for using the game tool according to the embodiment. The rings are arranged clockwise in the order (18, 13, 22, 3, 8, 5, 20, 9, 12, 23, 6, 15, 24, 7, 2, 19, 4, 1, 16, 11, 14, 21, 10, 17). The maximum number is 24. We verified whether the rings could be reached in this order.
[0029] As mentioned above, the game board is, for example, a single rectangular plate (made of plastic or the like), and on its surface, a number of sections are arranged in a circular pattern to form an endless circular section (track lane). This circular section can also be configured with multiple rows inside and outside in a concentric pattern (for example, the outermost track lane is formed of 24 sections, the middle circumference (track lane) is formed of 12 sections, and the innermost track lane is formed of 6 sections). The innermost lane can be said to be for beginners. In this case, Ring arrangement This includes not only perfect circles and ellipses, but also deformed closed shapes such as squares and rectangles. As long as it is a so-called endless loop (ring or annulus), the shape in plan view does not matter. The overall layout shape of the multiple sections may be rectangular as described above, and in that case, it is preferable that the shape of the game board also be a corresponding similar shape (rectangle). Each section (unit division; grid) can be any shape (circular, rectangular, etc.), but it is necessary that the number pieces can be placed thereon, and the planar shape of the number pieces can also be a shape corresponding to the section (rectangular pieces in rectangular sections). It is preferable that all the pieces and the placement sections are the same. It is preferable that the number of number pieces and the number of compartments for placing pieces match, but if they do not match (the number of compartments is too many), the compartments for placing pieces will be used according to the number of number pieces to be used, and unused (blank) compartments will be provided. The number pieces are, for example, cylindrical pieces with numbers printed or engraved on the top surface. The number pieces display consecutive natural numbers starting from 1. Each number piece displays a different number.
[0030] Here, we will explain the rules of the game using this equipment and how to use the equipment. 1) Verify Place number pieces with integers displayed in the grooves of the base, and form a loop of consecutive integers arranged randomly. Count the displayed numbers with your fingers and move forward the number of times indicated by the pieces. First, move clockwise the number of times indicated, and when you reach that number, move counterclockwise the number of times indicated by the piece you reached. By repeating this process, you check and verify whether you have reached the maximum number (called a rûlé). Start by moving clockwise, then move counterclockwise and then clockwise, alternating directions. B. Once you reach the maximum number (roule) the first time, start counterclockwise from the displayed piece with 1 displayed. Count the number of displayed numbers and repeat the process. Check whether you reach the maximum number (start counterclockwise). C. Once you have confirmed that you have reached the maximum number in both directions (clockwise and counterclockwise), increase the number on the piece with the maximum number (Rule) by one. D. Next, rearrange the numbers so that you reach the maximum number by successively increasing the maximum number. 2) Create a system When the number pieces used in a roulette-style ring arrangement are increased, the ring arrangement in the sequence that reaches the maximum number can be completed for each increment, creating a system. This is also one of the attractions of using this game tool. The numbers are arranged in a ring, verified, and the maximum number is increased.
[0031] Here, the following methods of arranging the number pieces in the annular section, for example, the method of arranging the number pieces to reach the maximum number (rule), are considered. a) Reverse counting method: Calculate by counting backwards (in a reverse direction) from the maximum number. In the case of the maximum number 12, count backwards from the number just before the maximum number, the number before that, etc., and place the number pieces in a circular arrangement. Even number method: Place the even numbers first, then the odd numbers, and so on until you reach the maximum number. This method uses reverse counting to place the even numbers first, and odd numbers always go to even numbers, so you only need to count the even numbers (for beginners). Odd number method: Place odd numbers first, then even numbers, and arrange them to arrive at the maximum number. Place all odd numbers using the odd numbers first method, then place even numbers. Even in this case, odd numbers will always land on even numbers, so the placement of even numbers is important (for intermediate players). D) Mixed method: Arrange the pieces by considering both even and odd numbers and deriving the maximum number. This method uses a reverse calculation method to arrange the pieces without being particular about whether they are even or odd, and requires a lot of thought and effort (for advanced users). Order method: This is the easiest way to reach the maximum number by placing the balls in the correct order, and it takes only one or two spins of the roulette to reach the maximum number (for young children). [Industrial Applicability]
[0032] The present invention is useful as a technique for game equipment for number games using a plurality of number pieces. [Explanation of symbols]
[0033] 110 game boards, 111 Truck Lane (Circle), 112 loading compartments, 120 number pieces.
Claims
1. A number of number pieces, each with a consecutive integer starting from 1 and displayed in ascending order on its surface, A game board having a plurality of compartments for placing pieces, the number of which is equal to or greater than the number of the number pieces, arranged in a circle on its surface, the plurality of number pieces are randomly placed in each of the plurality of piece placement compartments to form a ring of randomly arranged integers; When a player reaches a number piece at a position where the player has advanced clockwise or counterclockwise from any number piece among the number pieces arranged in the circle by the integer indicated by the number piece, the player advances counterclockwise from the number piece reached by the integer indicated by the number piece, and by repeating this alternate clockwise and counterclockwise movement, the player aims to reach a specific number piece among the number pieces arranged in the circle that indicates a specific number.
2. 2. The game device according to claim 1, wherein said specific number piece is a number piece that indicates the maximum number in said circle of integers.
3. 2. The game device according to claim 1, wherein the plurality of number pieces further includes a number piece marked with 0, and the specific number piece is a number piece marked with 0.
4. 2. The game device according to claim 1, wherein the plurality of compartments for placing pieces arranged in a circular pattern on the game board are made up of at least two rings, an inner ring and an outer ring, and the number of compartments for placing pieces on the outer ring is two or three times the number of compartments for placing pieces on the inner ring.
Citation Information
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