Board game toys and their parts

The board game toy uses a timeline member and markers to manage piece order and actions, improving game immersion and reducing complexity while maintaining cost-effectiveness.

JP7897358B1Active Publication Date: 2026-07-29BANDAI CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
BANDAI CO LTD
Filing Date
2025-02-20
Publication Date
2026-07-29

AI Technical Summary

Technical Problem

Existing board games face complications in managing the play order of multiple pieces, leading to reduced sense of presence and interestingness, and increased manufacturing costs when using complex mechanisms for order management.

Method used

A board game toy incorporating a board with squares, pieces, markers, and a timeline member that manages the progress and play order of pieces, allowing markers to determine the turn order and actions, with associated cards managing parameters and actions.

Benefits of technology

Provides a novel mechanism for easily managing the play order of multiple pieces, enhancing game immersion and reducing manufacturing complexity.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present invention provides, for example, a novel mechanism for suitably managing the playing order of multiple pieces used in a board game. [Solution] The present invention provides, for example, a board game toy comprising a board having multiple squares, multiple pieces, and a timeline member that manages the progress of the board game and the playing order of each of the multiple pieces.
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Description

Technical Field

[0007] , , , , Furthermore, the present invention relates to, for example, a board game toy comprising a board having a plurality of squares, a plurality of pieces, a plurality of markers each corresponding to any one of the plurality of pieces, and a timeline member having turn areas corresponding to a predetermined number of turns ordered in the order of the board game's progression, and managing the progress of the board game and the play order of each of the plurality of pieces, wherein when a marker is placed in the turn area on the timeline member, the piece corresponding to the marker can be played in the turn corresponding to the turn area. ,

[0001] The present invention relates to board game toys and their parts.

Background Art

[0002] There is known a board game in which pieces placed on the squares of a board are advanced to play a battle. In Patent Document 1, a board game tool having sections with a polygonal shape has been proposed.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In the above - mentioned conventional technology, players roll dice in turn to move the pieces. When the game progresses in such an order, there is no problem. However, when the play order is different not for each player but for each of a plurality of pieces, the management becomes complicated, and the sense of presence and the interestingness of the game are reduced. On the other hand, when providing a complicated member for managing the progress order, the manufacturing cost increases, which is not desirable.

[0005] The present invention provides, for example, a novel mechanism for suitably managing the play order of a plurality of pieces used in a board game.

Means for Solving the Problems

[0006] The present invention is, for example, a board game toy including a board having a plurality of squares, a plurality of pieces, and a timeline member for managing the progress of the board game and the play order of each of the plurality of pieces. Furthermore, the present invention relates to, for example, a board game toy comprising a board having a plurality of squares, a plurality of pieces, a plurality of markers each corresponding to any one of the plurality of pieces, and a timeline member having turn areas corresponding to a predetermined number of turns ordered in the order of the board game's progression, and managing the progress of the board game and the play order of each of the plurality of pieces, wherein when a marker is placed in the turn area on the timeline member, the piece corresponding to the marker can be played in the turn corresponding to the turn area.

[0007] Furthermore, the present invention relates to a component of a board game toy, for example, comprising a board having multiple squares, multiple pieces, and a timeline member for managing the progress of the board game and the play order of each of the multiple pieces, comprising multiple parts for assembling a predetermined piece, a marker placed on the timeline member in a turn area corresponding to the play order of the corresponding predetermined piece among turn areas corresponding to a predetermined number of turns ordered in the order of progress of the board game, and a management member for managing the actions and parameters of the predetermined piece. Furthermore, the present invention relates to a component of a board game toy, for example, comprising a board having multiple squares, multiple pieces, and a timeline member for managing the progress of the board game and the play order of each of the multiple pieces, wherein the component comprises multiple parts for assembling a predetermined piece, a marker placed on the timeline member in a turn area corresponding to the play order of the predetermined piece among turn areas corresponding to a predetermined number of turns ordered in the order of the progress of the board game, and a management card for managing the action content of the predetermined piece and parameters including a cost parameter for determining the next play order turn set according to a plurality of possible actions in the play order, and each of the multiple pieces is playable in the turn corresponding to the turn area on which the corresponding marker is placed. [Effects of the Invention]

[0008] According to the present invention, a novel mechanism can be provided for suitably managing the playing order of multiple pieces used in a board game. [Brief explanation of the drawing]

[0009] [Figure 1] A diagram showing a set of board game toys according to one embodiment. [Figure 2] A diagram showing a board according to one embodiment. [Figure 3] A diagram showing a timeline component according to one embodiment. [Figure 4] A diagram showing an example of a card corresponding to a piece according to one embodiment. [Figure 5] A diagram showing an example of a piece and marker according to one embodiment. [Figure 6] A diagram showing an example of an obstacle according to one embodiment. [Figure 7] A diagram showing an example of board expansion according to one embodiment. [Figure 8] A figure showing a modified example of a timeline member according to one embodiment. [Figure 9] A diagram showing a modified example of a card according to one embodiment. [Modes for carrying out the invention]

[0010] The embodiments will be described in detail below with reference to the attached drawings. Note that the following embodiments do not limit the invention as defined in the claims, and not all combinations of features described in the embodiments are essential to the invention. Two or more of the features described in the embodiments may be combined arbitrarily. Furthermore, identical or similar configurations will be given the same reference numeral, and redundant descriptions will be omitted.

[0011] <Composition of board game toys> Referring to Figure 1, an example of the configuration of the board game toy 100 according to this embodiment will be described. Figure 1 shows the individual components included in the board game toy 100.

[0012] The board game toy 100 according to this embodiment is a competitive miniature board game and consists of a board 101, a timeline member 102, multiple pieces 103, multiple markers 104, multiple cards 105, one or more dice, one or more item chips 107, and one or more area attribute chips 108. In this embodiment, it is described as a competitive board game for two players, but there is no intention to limit the present invention, and it is possible for more players to participate. The board 101 is the base on which the board game is played and is used by placing it in the center between the players. The board 101 according to this embodiment is made of paper, but there is no intention to limit the present invention, and it may be made of other materials such as plastic. The detailed configuration of the board will be described later with reference to Figure 2. Players place multiple miniature pieces 103 (three pieces in this embodiment) on the board 101 and perform actions for each piece 103 according to the sequence management of the timeline member 102, thereby earning various points. In this board game, when a predetermined ending condition is reached, the player with the most points wins. There are several predetermined termination conditions, such as when a set managed by the timeline component 102 completes a predetermined number of times (for example, twice), or when the "mothership" is destroyed. If the mothership is destroyed, the player who destroyed it wins regardless of the number of points they earned.

[0013] The timeline member 102 is a component that manages the progress of the board game and the play order of each of the plurality of game pieces 103. In this embodiment, a form of providing it as a separate member from the board 101 is shown, but it may also be provided as a member integrated with the board 101. By using this timeline member 102, the player does not need to remember the action order of a large number of game pieces existing on the board 101 and can easily manage it. The detailed configuration of the timeline member 102 will be described later with reference to FIG. 3.

[0014] The game pieces 103 are arranged on the board 101 and can move on the board 101 or attack an enemy according to the actions determined by the player. A corresponding marker 104 is associated with each of the game pieces 103. The marker 104 can identify the corresponding game piece 103, is placed on the timeline member 102, and is for managing the action order of each game piece 103. Note that the marker 104 according to this embodiment is formed in the shape of a coin, but the shape is not particularly limited, and any shape can be applied. The details of the game pieces 103 and the markers 104 will be described later with reference to FIG. 5. When it becomes the action order, each game piece 103 can move within 3 squares on the board 101 by consuming a movement cost of "3" and can perform the action selected by the player after the movement. For the above movement, the required movement cost changes according to the area attribute of the square. For example, high terrain (e.g., "mountain" or "rocky area") or terrain with poor footing (e.g., "lake" or "swamp") can move 1 square by consuming a movement cost of "2", and in other terrain (e.g., flat land, grassland, outer space, etc.), it can move 1 square by consuming a movement cost of "1". Note that the movement cost "3" possessed by the game piece 103 is not limited, and any other number of movement costs may be assigned. Also, the movement cost assigned to the game piece 103 may be variable.

[0015] In addition, corresponding cards 105 are attached to each piece 103. The card 105 is provided for each piece 103 and the mother ship, and is a management member that manages various parameters such as the ability values of each piece and the mother ship. The player can select and execute any one of a plurality of actions (such as attack A and attack B) described on the card 105. Details of the card 105 will be described later using FIG. 4.

[0016] The die 106 has numbers from 0 to 9 and is used when the piece 103 performs an action such as an attack. The mother ship can also perform actions in the same way as the piece 103, and details will be described later. For example, when attacking, the player can roll the number of dice described on the card 105 corresponding to the target piece 103, and the attack power is determined by the number of dice showing a value equal to or greater than a predetermined value. For example, if the number of dice for attack A described on the card 105 is 4 when attack A of the piece 103 is selected, the player rolls 4 dice, and the attack power is determined by the number of dice showing a value equal to or greater than a predetermined value (for example, 5), and the attack with the determined attack power is given to the target piece. For example, if the number of dice showing a value equal to or greater than the predetermined value is 2, 2 is subtracted from the hit points (HP) of the target piece. Therefore, the larger the number of dice that can be rolled, the higher the probability of performing an attack with a higher attack power. Here, the die 106 having numbers from 0 to 9 is used as an example, but there is no intention to limit the numbers or the number of dice on the die, and any die can be used.

[0017] The item chip 107 is placed on the grid on the board 101 and can be obtained by moving the piece 103. The obtained item chip 107 can enhance the ability of the piece 103 that obtained it. The item chip 107 has a predetermined icon, for example, an icon of a tool, displayed on the front surface, and the ability value to be enhanced is shown on the back surface. In FIG. 1, among the three item chips 107 shown side by side, the middle item chip shows the "front surface", and the left and right item chips show the "back surface".

[0018] The area attribute chip 108 corresponds to one square on the board 101 and indicates the area attribute of that square. The area attribute chip 108 is placed arbitrarily on the board 101 at the start of the game. Examples of area attributes include bases, motherships, mountains, and lakes. These area attributes affect the progress of the game and serve as important strategic guidelines. In addition, area attributes such as "mountains" and "lakes" of terrain may be drawn on the board 101 in advance. Furthermore, even if terrain etc. is drawn on the board 101 in advance, it is also possible to add specific areas using the area attribute chip 108. In addition, although the example of a mothership is explained using the area attribute chip 108, it may also be provided as a model, similar to the piece 103.

[0019] <Board Configuration> Referring to Figure 2, the detailed configuration of the board 101 according to this embodiment will be described. Figure 2 shows the board 101 with other components arranged in the same way as when playing a game.

[0020] Board 101 is composed of multiple polygonal squares 201 and regions 202 provided on the left and right sides. Furthermore, squares 203, which are half the shape of a single square, are formed at the top and bottom ends of each square 201 in the diagram. As will be described in detail later, squares 203 are for expanding the board by connecting them with other boards. Here, hexagonal squares are shown as an example of squares 201, but there is no intention to limit them in any way, and other shapes such as triangles, squares, pentagons, etc. can also be set for squares 201, for example, as region attributes such as rocky areas, mountains, lakes, rivers, bases, etc. Region attributes may be drawn directly on the squares of board 101, or they may be set by placing region attribute chips 108. Region 202 is a space for placing cards 105 corresponding to your own pieces 103 and the mothership 211. For example, if your own card 105 is placed in the right region 202, the enemy's card 105 is placed in the left region. Since there are three pieces 103 on board 101, there are also three corresponding cards and a mothership card on area 202.

[0021] As shown in Figure 2, when the board game starts, pieces 103, item chips 107, and area attribute chips 108 are placed at arbitrary positions on squares 201 of board 101. First, one mothership 211, which is the area attribute chip 108, is placed on square 201 on board 101 for each side. Each player can place it at any position they like, considering their strategy. The position of the mothership 211 is important because pieces 103 are launched from it. Also, since the game ends if the mothership 211 is destroyed, it is desirable to place it in a position that takes into account attacks from the enemy side. The mothership 211 can only move and act on turns 5 and 10 in the timeline member 102, which will be described later, so this positioning is important. Details of the turns according to this embodiment will be described later. Note that there is no intention to limit the present invention, and the mothership 211 may also be movable in the same way as the pieces 103. In that case, it is desirable to provide corresponding markers 104 and cards 105, similar to the piece 103, to facilitate management.

[0022] The bases 212, which are area attribute chips 108, are placed evenly in number and location near both sides. At the start of the game, bases 212 do not belong to either side, and an event check is performed in a predetermined turn of the timeline component 102 (described later), and bases 212 are captured by the side that has many pieces 103 in the squares surrounding them (shaded areas in the diagram). If bases 212 are captured, points can be earned. In addition, if your own pieces 103 are located on a base after capture, they may be given some advantageous parameters. For example, attack power or defense power may be increased, or it may be possible to move two squares in the area surrounding bases 212 by spending a movement cost of 1. Note that in normal terrain, it is possible to move one square by spending a movement cost of 1.

[0023] The area attribute chips 108, Lake 213 and Mountain 214, are area attributes that impose movement and attack restrictions. Lake 213 and Mountain 214 are placed at any position on square 201 of board 101. Both Lake 213 and Mountain 214 can be moved one square by consuming a movement cost of 2. Furthermore, when pieces 103 from both sides face each other with Mountain 214 in between, they cannot attack each other. This is because neither piece can see the other's piece. Thus, according to this embodiment, the line of sight of piece 103 may be taken into consideration when determining whether or not an attack on a target is possible. This makes it possible to realize a more strategic and immersive board game. Note that when one piece 103 is located on Mountain 214, they can see each other and therefore can attack each other, but the attack power of piece 103 located on Mountain 214 (high ground) is favored, while the attack power of piece 103 located on low ground is conversely restricted.

[0024] At the start of the game, multiple item chips 107 are placed face up at any position on the board 101, on squares 201. When a piece 103 moves to a square 201 on which an item chip 107 is placed, the piece 103 can acquire that item chip 107, and the parameter written on the back of the item chip 107 is added to it. This parameter may be, for example, attack power +1, defense power +2, or movement cost +1.

[0025] In this embodiment, each side can deploy three pieces 103. Each piece 103 starts from the position of its own side's mothership 211. Each piece 103 also has a movement cost of 3, and when it is its turn, managed by the timeline member 102, it consumes a movement cost of 3 to move and can then perform some action (such as an attack) on the square it moves to. This action can be selected by the player from several options listed on the corresponding card 105. The management of the action order of each piece 103 and the progress of the game will be described later with reference to Figure 3.

[0026] <Configuration of Timeline Components> Referring to Figure 3, a detailed example of the configuration of the timeline member 102 according to this embodiment will be described. Figure 3 shows a plan view of the timeline member 102, and Figures 3(a) to (d) sequentially show how the game progresses.

[0027] As shown in Figure 3(a), the timeline member 102 is composed of a timeline 301 indicated by a dotted line area, and areas 302 and 303 (turn areas) on which markers 104 are placed for each of a predetermined number of turns (here, turns 1 to 10) that are ordered according to the progression of the board game included in the timeline 301. Furthermore, the timeline member 102 has areas 304 on the left and right sides of the figure for placing acquired points. As shown in Figure 1, the timeline member 102 is placed vertically next to the board 101, and the acquired points are placed in the area 304 closest to the players of each army. In this embodiment, for example, the army that reaches 20 points first wins, so it is necessary to manage acquired points, which can be easily managed by the area 304.

[0028] The timeline 301 displays the numbers "1" through "10" arranged from left to right, in the order of the board game's progression. Each number represents a turn number, and the board game begins with turn 1 (the first turn) and ends with turn 10 (the last turn). The game is played in sets for a predetermined number of times, and the army with the most points at that point wins. After turn 10, the last turn, the game continues to turn 1, the first turn of the next set. As mentioned above, the game ends if any army reaches 20 points or any of the motherships 211 are destroyed before the predetermined number of sets are completed. In addition, according to this embodiment, mothership movement and actions, as well as event determination, take place on turns 5 and 10. Here, event determination involves determining which army's pieces 103 are located in the area surrounding each base (base 212). The army with the most pieces 103 captures the base, and points are added to the captured army's score.

[0029] Areas 302 and 303 are established each turn, and markers 104 corresponding to each piece 103 are placed in these areas. In Figure 3(a), markers 104 corresponding to the initial starting positions of each piece 103 are placed. When one army's marker 104 is placed in area 302, the other army's marker 104 is placed in area 303. The starting positions of each piece 103 are shown on card 105 and follow the numerical values. More powerful pieces have later starting positions. In Figure 3(a), one army's markers are placed in turns 1, 3, and 4, and the other army's markers are placed in turns 1, 2, and 3.

[0030] Once the game begins, turns 1 and 320 are played sequentially, with each army having 310 and 320 movable pieces. If both armies have 104 markers in each turn, they take turns acting. For example, if one army has finished its turn in the previous turn, and both armies have 104 markers in the next turn, the other army will start acting first.

[0031] Figure 3(b) shows the movement of markers 310 and 320 on the timeline member 102 after the movement and actions of the pieces 103 corresponding to markers 310 and 320 have been performed, respectively. Marker 310 has moved to turn 2, and marker 320 has moved to turn 5. These are determined according to the actions performed in turn 1 and are managed by cards 105. Cards 105 show multiple actions for each piece 103, and the corresponding timeline cost for performing that action is shown. Here, timeline cost is an example of a cost parameter. For example, card 105 shows attacks A and B for each piece 103, and the timeline cost is set according to the strength of the attack power. For example, stronger attacks have a higher timeline cost. Details of card 105 will be described later. In the illustrated example, since a relatively low attack power attack was selected for piece 103 corresponding to marker 310, the timeline cost is 1, and it moves from turn 1 to turn 2. On the other hand, piece 103, which corresponds to marker 320, has a relatively high attack power, resulting in a timeline cost of 4, and has moved from turn 1 to turn 5. Therefore, in this board game, the next turn in which piece 103 can move is determined by the action of the selected piece 103, allowing players to take strategies such as checking the opponent's available turns and taking two actions before that. This is an effect of the markers 104 corresponding to each piece 103 being easily identifiable on the timeline member 102. In other words, in this board game toy 100, the timeline member 102 allows for easy management of the movement order of each piece 103 and is a very important component for planning game strategies.

[0032] Figure 3(c) shows how the markers move on the timeline member 102 after each piece's action in Turn 2 has finished. In Turn 2, as shown in Figure 3(b), markers 310 and 330 exist. If, for example, piece 103 corresponding to marker 320 has performed its action last in Turn 1, then Turn 2 begins with the action of piece 103 corresponding to marker 310, which represents the other side. As a result of the actions in Turn 2, marker 310 moves to Turn 6 and marker 330 moves to Turn 5. Here, marker 320 already exists in Turn 5, which is the destination of marker 330. In this case, marker 330 is placed (stacked) on top of marker 320. Subsequently, when Turn 5 is performed, piece 103 corresponding to marker 320 performs its action, and then piece 103 corresponding to marker 330 performs its action. That is, here the action order of pieces 103 corresponding to markers stacked in a First-in, First-out order, like a queue structure, is determined. Thus, according to this embodiment, a queue structure can be easily realized by applying a game medium on which multiple markers such as marker 104 can be placed in the area of ​​each turn, and the order of actions of the pieces 103 can be managed.

[0033] Figure 3(d) shows the state after turn 7 has been played, following several turns from Figure 3(c). In turn 7, when piece 103, which corresponds to marker 320, performs an action, suppose the timeline cost for that action is 5. In this case, after turn 10, the timeline cost is calculated again, returning to turn 1 of the next set. Therefore, since marker 320 performed an action with a timeline cost of 5 in turn 7 of the first set, the next possible turn is turn 2 of the second set. Here, one set refers to turns 1 through 10. In this board game toy 100, for example, the game ends after two sets of turns have been played. Two sets is just an example, and more sets may be played.

[0034] Furthermore, as shown in Figure 3(d), the area 304 contains the points earned by each army, totaling 350. These points are earned by defeating enemy pieces 103, capturing bases 212, acquiring designated item chips 107, etc. The game ends when the total points exceed 20, and the army with the most points wins.

[0035] At the end of turns 5 and 10, an event check is performed, including a check to determine if base 212 has been captured. While this explanation assumes that if there are markers placed on turns 5 and 10, the event check is performed after the corresponding piece 103 has acted. However, the event check may also be performed at the start of the turn before those pieces 103 act.

[0036] <Card composition> Referring to Figure 4, the detailed configuration of the card 105 according to this embodiment will be described. Figure 4 shows a plan view of the card 105. The operating member 404 is rotatably attached to the back of the card 105 at a position indicated by the dotted line area using a pin or the like, and this is shown. When providing the board game toy 100, it may be provided with the operating member 404 already attached, or it may be provided without being attached, allowing the player to attach it.

[0037] Card 105 is an example of a management component and, in addition to the operation component 404 mentioned above, consists of areas 401, 407, and 408 for identifying the piece 103, HP (Hit Points) 403, the current HP window 405, the initial starting position 406, various action areas 409 and 411, a remarks column 413 regarding the piece 103, and a holding part 414. Area 401 shows the name of the piece (a mobile suit or other machine in which a person can appear) 103, and further shows the name 402 of the person who can pilot the piece 103. Multiple pilots are set (in this case, "aaa", "bbb", "ccc", and "ddd"), and the person currently appearing ("aaa") is shown in area 408. Area 407 depicts the appearance of the machine corresponding to piece 103. In other words, in card 105, the machine and the character are set as a set when it is provided, and the performance and attack types are set accordingly. Therefore, one piece 103 can be associated with multiple cards depending on the character that appears.

[0038] HP403 indicates the hit points (life points) that piece 103 possesses at the start of the game. In the example in Figure 4, HP403 is "7", and the piece is destroyed when it receives a cumulative total of 7 points of damage. When destroyed, piece 103 has a timeline cost of 5 set on the timeline member 102 and the corresponding marker 104 is moved. In other words, after being destroyed and 5 turns have passed, it can return to the board from the mothership. Here, the HP window 405 is a notch formed on the card 105, and it is a window that allows you to see the current HP, which is a number written on the operating member 404. Specifically, the HP window 405 allows you to see one of several numbers drawn on the operating member 404, which is rotatably connected to the back of the card 105. In the example in Figure 4, the current HP is "5". The operating member 404 can be rotated in the direction of the arrow (or the opposite direction), and the number visible in the HP window 405 can be changed. Thus, according to this embodiment, the remaining HP of piece 103 can be easily managed by rotating the operating member 404 on the card 105 corresponding to piece 103. The initial starting position 406 indicates the turn on which the corresponding piece 103 can move for the first time after the start of the game. In the example in Figure 4, it is set to "2", meaning that the corresponding piece 103 can be deployed from the mothership in turn 2 of the first set. Therefore, on the timeline member 102, the game starts with the corresponding marker 104 placed on turn 2.

[0039] Action areas 409 and 411 show the various actions (action details) that can be performed after piece 103 moves. For example, area 409 shows attack A, and area 411 shows attack B. Attacks A and B each have parameters 410 and 412. Parameters 410 and 412 are set to parameters related to the corresponding attack. For example, parameter 410 sets the attack range, the timeline cost imposed when the attack is performed, and the number of dice related to the attack power. The attack range is set to the range of squares that can be attacked from the position of piece 103 after movement. Here, the range is set to "1", meaning that attacks can only be performed on squares adjacent to the square where piece 103 is located. The timeline cost indicates the number of turns on the timeline member 102 in which the corresponding marker 104 moves after the attack is performed, and indicates the next possible move order. Here, the cost is set to "2", so the corresponding marker moves 2 turns on the timeline member 102. The number of dice indicates the number of dice to roll when performing an attack. In this board game toy 100, an attack is dealt to the target as attack power, based on the number of dice rolled that show a predetermined value, for example, "5" or higher. In this case, since the number of dice is set to "3", if the player selects this attack, they roll three dice. For example, if two of the dice show a value of "5" or higher, the attack power becomes "2", and the target piece 103's HP is reduced by "2". Note that area 411 indicates additional effects in addition to damage. Thus, some attacks may not only inflict damage but also grant additional effects to the target piece 103.

[0040] The remarks column 413 may contain actions other than attacks. For example, instead of attacking, an action such as moving an additional +2 spaces may be set. Alternatively, an action such as giving the player's own parameters, such as HP, to friendly pieces 103 located within a predetermined range, or speeding up the number of turns those pieces 103 can move, may be set. The holding section 414 is an area that holds the item chips 107 acquired by the corresponding piece 103. For example, multiple notches are formed, and one item chip 107 can be inserted into each notch. In the example in Figure 4, the item chips 107 inserted into the holding section 414 are shown in shaded areas. Since the ability of the piece 103 is improved by the item chips 107, the holding section 414 allows for centralized management of the parameters related to the piece 103 along with various other parameters on the card 105 that manages the parameters related to the piece 103.

[0041] <Composition of pieces and markers> Referring to Figure 5, the configurations of the piece 103 and marker 104 in this embodiment will be described. Figure 5(a) shows the front view of the piece 103. Figure 5(b) shows a plan view of the marker 104.

[0042] As shown in Figure 5(a), the figure 103 comprises a head 501, chest 502, arms 503a, 503b, waist 504, and legs 505a, 505b, which constitute the main body. Each part is assembled from at least one component. In this embodiment, a humanoid robot is used as an example of a figure, but there is no intention to limit the present invention, and it can be applied to various models such as people, animals, robots, insects, dinosaurs, weapons, ornaments, etc.

[0043] The head 501 is rotatably connected to the chest 502. The chest 502 is further connected to the right arm 503b and the left arm 503a at the sides by shoulder joints, and to the waist 504 at the bottom. The waist 504 includes a hip joint, to which the right leg 505b and the left leg 505a are rotatably connected.

[0044] The parts that make up each of these sections are provided as multiple parts connected to a runner on the model body. Here, a runner refers to a plastic rod-shaped section in model toys such as plastic models, on which multiple parts are connected and arranged to surround each other before assembly. Sometimes, the entire runner, including the connected parts, is also referred to as the runner. Here, when referring to the entire runner including multiple parts, it is referred to as the "model body." The piece 103 can be assembled by removing each part from the runner and assembling them. That is, in the board game toy 100 according to this embodiment, the piece 103 may be provided in an unassembled state connected to the runner, rather than in a completed state. Of course, there is no intention to limit the present invention, and the piece 103 may also be provided in a completed state after assembly.

[0045] The marker 104 shown in Figure 5(b) is an example of a game medium and is a marker corresponding to the piece 103. Marker 104 includes a mark 510 for identifying the piece 103, indicating that it is a marker associated with the piece 103. In the example in Figure 5, the mark 510 depicts the front view of the piece 103, but any notation that can identify the piece 103, such as the name of the piece 103, is acceptable. Also, although the marker 104 is formed in the shape of a coin (medal), it may be in other shapes as long as it can be stacked on the timeline member 102.

[0046] <Obstacle Configuration> Referring to Figure 6, the configuration of the obstacle according to this embodiment will be described. Figure 6 shows an example of an obstacle when the area attribute is "mountain".

[0047] Obstacle 601 is a three-dimensional component that represents a three-dimensional difference in elevation when the area attribute chip 108 has the attribute of high ground, such as a "mountain." Obstacle 601 is placed in place of the area attribute chip 108 and has a connecting part (not shown) that can connect to obstacles in other squares. In other words, obstacle 601 can be connected to other obstacles and can represent the area of ​​the attribute by connecting them. This prevents obstacle 601 from scattering into pieces due to vibrations or other factors during the game.

[0048] In the board game toy 100 according to this embodiment, movement, attacks, and defenses are restricted or given preferential treatment depending on the difference in elevation. For example, in Figure 6, piece 610 is located on a square with an obstacle (high ground) 601, and piece 620 is located on a normal (low ground) square. In this case, when piece 610 moves from high ground to low ground, it can move one square by consuming a movement cost of 1, and when piece 620 moves from low ground to high ground, it can move one square by consuming a movement cost of 2. Furthermore, when attacking piece 620 on low ground from piece 610, the attack power is increased by +1 (for example, one die is added), and conversely, when attacking piece 610 on high ground from piece 620, the attack power is decreased by -1 (for example, one die is removed).

[0049] As shown in Figure 6, when the area attribute is "mountain" or "rock," placing three-dimensional obstacles 601 can create a more immersive battle. Also, players cannot attack each other with obstacles 601 in between. For example, in Figure 6, if we assume that another piece is located in the square behind an obstacle 601 placed adjacent to piece 620, then piece 620 and piece 620 cannot attack each other because the obstacle is blocking their path. By placing three-dimensional obstacles 601, players can easily determine such limitations on the attack range.

[0050] <Board expansion> Referring to Figure 7, the method for expanding the board according to this embodiment will be described. Figure 7 shows plan views of board 101 and board 701.

[0051] Board 101 has half-shaped squares 203 arranged at the top and bottom of its shape. Board 701 has a similar configuration to board 101, and is composed of squares 702 and half-shaped squares 703. As shown in Figure 7, board 101 can expand the area of ​​squares on which the board game can be played by connecting its ends with a similar board 701.

[0052] Specifically, by matching the shape of square 203 on board 101 with the shape of square 703 on board 701 and connecting them, a single polygonal square is combined, forming a new board by combining board 101 and board 701. In this way, the playing area of ​​this board game toy 100 can be easily expanded.

[0053] As described above, the board game toy according to this embodiment comprises a board having multiple squares, multiple pieces, and a timeline member that manages the progress of the board game and the playing order of each of the multiple pieces. Thus, according to this embodiment, for example, it is possible to provide a novel mechanism for suitably managing the playing order of multiple pieces used in a board game.

[0054] <Modification of timeline component> The present invention is not limited to the above embodiments, and various modifications and changes are possible within the scope of the gist of the invention. A modified example of the timeline member will be described with reference to Figure 8. Figure 8(a) shows the same timeline member 102 as in Figure 3(a). Figures 8(b) and 8(c) show timeline members 800 and 810, which are modified examples of the timeline member 102. Note that components similar to the timeline member 102 shown in Figure 3(a) are given the same reference numerals and their descriptions are omitted.

[0055] In the timeline member 102 shown in Figure 8(a), areas 302 and 303 are provided parallel to the lower side of the timeline 301 in the figure for placing markers 104. In this configuration, by increasing the area below, it is possible to accommodate battles involving more armies.

[0056] On the other hand, in the modified timeline member 800 shown in Figure 8(b), each army is individually provided with timelines 801 and 803 and areas 802 and 804 for placing markers 104. This allows each player to have their own timeline, making it easier to identify which army a placed marker belongs to. Furthermore, by individually providing timelines 801 and 803 and areas 802 and 804, these timelines and areas can be displayed in different colors, further enhancing identifiability. In Figure 8(b), an example is shown where timeline 803 is placed below area 804, but it may also be placed above area 804. Also, in Figure 8(b), a gap is provided between areas 802 and 804, but the areas may be placed adjacent to each other to enhance identifiability, such as when displaying them in different colors.

[0057] Furthermore, in the modified timeline member 810 shown in Figure 8(c), areas 812 and 813 for placing markers 104 are provided on opposite sides of the timeline 811. This further enhances the ability to distinguish between the two sides. In Figure 8(c), areas 812 and 813 may also be displayed in different colors to further enhance distinguishability. Of course, in the timeline member 102 shown in Figure 8(a), areas 302 and 303 may also be displayed in different colors.

[0058] <Card variations> A modified version of the card will be described with reference to Figure 9. Figure 9(a) shows the front of the modified card 900, and Figure 9(b) shows the back of card 900. Note that components similar to those of card 105 shown in Figure 4 are given the same reference numerals and their explanations are omitted.

[0059] As shown in Figure 9(a), the card 900 includes a holding section 414 and a holding section 901. The holding section 414 is formed with a width that allows for the insertion of one item chip 107, while the holding section 901 is formed to be wider, allowing for the insertion of multiple item chips 107. In addition, the holding section 901 may have multiple notches at the bottom to hold the item chip 107 to be inserted. By providing holding sections 414 and 901 of multiple widths in this way, it becomes possible to distinguish and hold different types of item chips 107. For example, item chips 107 that can be acquired in multiple quantities may be inserted into the holding section 901, while item chips 107 of which only exist as a single item chip may be held in the narrower holding section 414.

[0060] As shown in Figure 9(b), card 900 includes displays 910 and 920 on its reverse side that more clearly show the attack ranges of the selectable attacks displayed on the front side. Displays 910 and 920 show the attack ranges of attack A, which has a range of 1, and attack B, which has a range of 3, respectively, as shown on the front side. The attack ranges are identifiable by the shaded squares 912 and 922, respectively, from the player's squares 911 and 921. This allows the player to easily confirm the attack range of each attack. Thus, in this modified example, an example of displaying the range of influence for each action on the back side of a card, which is a management element, has been described. However, there is no intention to limit the present invention, and the information may be displayed on the front side of the card instead of the back side.

[0061] <Other variations> Furthermore, although the above embodiment was described as a board game in which two armies compete, the game may also involve more armies. In that case, it is desirable to expand the area of ​​the board, as shown in Figure 6. Also, in the above embodiment, the timeline member 102 was described as a paper member with predetermined items printed on it. In this case, markers were placed or stacked in the area for each turn. However, such areas may also be formed as three-dimensional areas. For example, the area for each turn may have an insertion slot into which markers 104 can be inserted, and a structure in which the inserted markers 104 are ejected from the opposite side of the insertion slot. This may realize a queue structure for determining the order.

[0062] <Summary of Embodiments> The above embodiments disclose at least the following board game toys and their components. (1) It is a board game toy, A board with multiple squares, Multiple pieces, A timeline member that manages the progress of the board game and the playing order of each of the multiple pieces. A board game toy equipped with [features]. (2) Each of the aforementioned multiple pieces is further provided with multiple markers, each corresponding to a different piece. The aforementioned timeline member is It has turn areas corresponding to a predetermined number of turns ordered in the order of the board game's progression, The board game toy described in (1), wherein each marker is placed in the turn area corresponding to the play order of the corresponding piece among the predetermined number of turn areas. (3) The aforementioned timeline member is A timeline showing the turn numbers that indicate the order of play in the board game, The turn area for each player and (2) The board game toys that include the following. (4) The aforementioned timeline is provided for each turn area for each player, as described in (3) for the board game toy. (5) The turn areas for each player are arranged on different sides of the timeline, as described in (3). (6) Each marker has a mark drawn on it that identifies the corresponding piece, as described in one of the board game toys listed in (2) through (5). (7) The board game toy described in (6), wherein if multiple markers are placed in the designated turn area, actions are performed starting with the piece corresponding to the marker that was placed first. (8) The board game toy according to any one of (2) to (7), wherein the timeline member comprises a predetermined number of turns as one set, and in a predetermined set, the turn after the last turn of the predetermined number of turns continues to the first turn of the next set. (9) The board game toy according to (8), wherein the game ends when the set of the timeline members is performed a predetermined number of times. (10) The board game toy according to any one of (2) to (9), further comprising a plurality of management members, each corresponding to one of the plurality of pieces, and managing the actions and parameters of the corresponding piece. (11) Each management component manages cost parameters set according to multiple possible actions in the play sequence, as described above. The board game toy according to (10), wherein when a piece takes action on the timeline member, the next turn of the timeline member for the next play order is determined according to the cost parameter corresponding to the action content managed by each management member, and the corresponding marker is moved from the current turn area to the turn area for the next play order. (12) The board game toy according to (10) or (11), wherein each management member manages the hit points corresponding to the piece as parameters using a rotatable operating member. (13) A board game toy according to any one of (2) to (12), further comprising item chips to be placed on the squares of the aforementioned board. (14) The board game toy according to (13), wherein each management member is provided with a holding part that holds the item chip when the corresponding piece acquires the item chip placed on the board. (15) The board game toy according to (14), wherein the holding part includes a holding part for holding one item chip and a holding part for holding multiple item chips. (16) The board game toy described in (11), wherein each control component includes a display on its reverse side that allows for the identification of the scope of its influence for each action performed. (17) The aforementioned multiple pieces are model toys, each assembled from multiple parts, as described in any one of (1) to (16) of the board game toy. (18) The board game toy described in any one of (2) to (17), wherein each square on the aforementioned board can be assigned a region attribute. (19) The aforementioned area attribute has an attribute indicating a difference in elevation, and the movement of the pieces is restricted or favored according to the said attribute, as described in (18). (20) The board game toy according to (19), further comprising a three-dimensional member that represents the attribute if the aforementioned area attribute is an attribute indicating a difference in height. (twenty one) A component of a board game toy comprising a board having multiple squares, multiple pieces, and a timeline member that manages the progress of the board game and the playing order of each of the multiple pieces, Multiple parts for assembling the designated piece, In the timeline member, among the turn areas corresponding to a predetermined number of turns ordered in the order of the board game's progress, a marker is placed in the turn area corresponding to the play order of the predetermined piece. A management member that manages the actions and parameters of the predetermined piece. A component that includes the following features. (twenty two) The management component manages cost parameters set according to multiple possible actions in the play sequence, as the parameters. The component according to (21), wherein in the timeline member, when the predetermined piece performs an action, the next turn of the timeline member for the next play order is determined according to the cost parameter corresponding to the action content managed by the management member, and the marker is moved from the current turn area to the turn area for the next play order. [Explanation of Symbols]

[0063] 100: Board game toys, 101: Board, 102: Timeline components, 103: Pieces, 104: Markers, 105: Cards, 106: Dice, 107: Item chips, 108: Area attribute chips, 201: Square, 202: Area, 203: Square (half), 301: Timeline, 302-304: Area

Claims

1. It is a board game toy, A board with multiple squares, Multiple pieces, Each of the aforementioned multiple pieces is assigned a number of markers, A timeline member having turn areas corresponding to a predetermined number of turns ordered in the sequence of the board game, and managing the progress of the board game and the play order of each of the multiple pieces. Equipped with, A board game toy in which, when a marker is placed on the turn area of ​​the timeline member, a piece corresponding to the marker can be played in the turn corresponding to the turn area.

2. The claim further comprises a plurality of management cards, each corresponding to one of the plurality of pieces, which manage the action of the corresponding piece and parameters including a cost parameter for determining the next turn in the play order, set according to a plurality of possible actions in the play order, The board game toy according to claim 1, wherein the marker corresponding to each piece is placed in the turn area of ​​the predetermined number of turn areas that corresponds to the play order of the corresponding piece and is the next play order shown on the corresponding management card.

3. The aforementioned timeline member is A timeline showing the turn numbers that indicate the order of play in the board game, The turn area for each player and A board game toy according to claim 2, including the features of the board game toy according to claim 2.

4. The board game toy according to claim 3, wherein the timeline is provided for each turn area for each player.

5. The board game toy according to claim 3, wherein the turn areas for each player are arranged on different sides of the timeline.

6. The board game toy according to claim 2, wherein each marker has a mark drawn on it that identifies the corresponding piece.

7. The board game toy according to claim 6, wherein if multiple markers are placed in a predetermined turn area, actions are performed starting with the piece corresponding to the marker that was placed first.

8. The board game toy according to claim 2, wherein the timeline member comprises a predetermined number of turns as one set, and in a predetermined set, the turn after the last turn of the predetermined number of turns continues to the first turn of the next set.

9. The board game toy according to claim 8, wherein the game ends when the one set of the timeline member is performed a predetermined number of times.

10. The board game toy according to claim 2, wherein when a piece takes action on the timeline member, the next turn of the timeline member for the next play order is determined according to the cost parameter corresponding to the action content managed by each management member, and the corresponding marker is moved from the current turn area to the turn area for the next play order.

11. The board game toy according to claim 10, wherein each management card manages the hit points corresponding to the piece as a parameter using a rotatable operating member.

12. The board game toy according to claim 11, further comprising item chips placed on the squares of the board.

13. The board game toy according to claim 12, wherein each management member is provided with a holding part that holds the item chip when the corresponding piece acquires the item chip placed on the board.

14. The board game toy according to claim 13, wherein the holding part includes a holding part for holding one item chip and a holding part for holding multiple item chips.

15. The board game toy according to claim 10, wherein each control component includes a display on its reverse side that allows identification of the scope of its influence for each action performed.

16. The board game toy according to any one of claims 1 to 15, wherein each of the aforementioned multiple pieces is a model toy assembled from multiple parts.

17. The board game toy according to claim 16, wherein each square on the board can be assigned a region attribute.

18. The board game toy according to claim 17, wherein the area attribute has an attribute indicating a difference in elevation, and the movement of the pieces is restricted or favored according to the attribute.

19. The board game toy according to claim 18, further comprising a three-dimensional member that represents the attribute if the aforementioned region attribute is an attribute indicating a difference in elevation.

20. A component of a board game toy comprising a board having multiple squares, multiple pieces, and a timeline member that manages the progress of the board game and the playing order of each of the multiple pieces, Multiple parts for assembling the designated piece, In the timeline member, among the turn areas corresponding to a predetermined number of turns ordered in the order of the board game's progress, a marker is placed in the turn area corresponding to the play order of the predetermined piece. A management card that manages the actions of the predetermined piece and parameters including a cost parameter for determining the next turn in the play order, which is set according to multiple possible actions in the play order. Equipped with, Each of the aforementioned multiple pieces is a playable component in the turn corresponding to the turn area on which the corresponding marker is placed.

21. The component according to claim 20, wherein when an action is performed by the predetermined piece on the timeline member, the next turn of the timeline member in the play order is determined according to the cost parameter corresponding to the action content managed on the management card, and the marker is moved from the current turn area to the turn area of ​​the next play order.