Game Board Layout With Linked Placement Spaces for Predictable Strategy

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Solution Overview

Problem

Existing game systems for multiple players lack a balanced approach to strategy selection, leading to excessive complexity and reduced predictability in gameplay progression.

Innovation Solution

A game system that uses a computer to present a board face with defined media placement spaces and correspondence relations, allowing players to place gaming media while calculating match results based on set parameters and adjusting these parameters according to the match outcome.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If cards can be freely moved along squares without restriction on destination selection, then the degree of freedom related to strategies is increased, but the number of strategic options becomes excessively large, lowering predictability

Engineering Contradiction:
Improvestrategic freedomVSAvoidstrategy selection complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent divides the board into multiple territories (first territory, second territory, third territory) with distinct placement spaces for each player. This segmentation restricts card movement to specific destinations within defined boundaries, reducing the overwhelming number of possible moves while maintaining strategic depth within each territory.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Different placement spaces within each territory have different properties and restrictions. For example, the first placement space has specific correspondence relationships with other territories, while the second placement space has different correspondence relationships. This local differentiation creates varied strategic options without requiring unlimited global movement freedom.

Inventive Principle:
Principle #3Local quality

2Adaptability or versatility

If only one opponent is allowed in two-player match, then the simplicity of match structure is maintained, but the variety of strategies is limited

Engineering Contradiction:
Improvestrategic varietyVSAvoidnumber of players
Core Design Contradiction:
Adaptability or versatilityVSQuantity of substance

Solution Approach 1:

The patent extends the traditional two-player confrontation into a three-player multi-dimensional match structure. Each player has their own territory and placement spaces, creating a more complex spatial and strategic dimension. The correspondence relationships between placement spaces across different territories enable meaningful interaction among three players without excessive complexity.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

3Adaptability or versatility

If the number of strategic options is excessively large, then the degree of freedom is increased, but predictability related to game progress is lowered

Engineering Contradiction:
Improvestrategic freedomVSAvoidpredictability
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

By segmenting the board into distinct territories with defined placement spaces and correspondence relationships, the patent creates a structured framework that limits strategic options to manageable sets. Players can predict game progress better because moves are constrained to specific destinations rather than unlimited possibilities.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS12551790B2Game system, control method thereof and computer program
Publication Date: 2026.02.17 KONAMI DIGITAL ENTERTAINMENT CO LTD
  • US12551790B2 patent drawing
  • US12551790B2 patent drawing
  • US12551790B2 patent drawing

AI summary

A control method for causing a computer of a game system to execute a processing for presenting players a board face in which a media placement space including placement areas where the gaming media are to be placed is provided for each player and a correspondence relation is established between one placement area of each media placement space and one placement area of another media placement space, in a form in which the correspondence relation is perceivable, a procedure for giving each player an opportunity to place each of the gaming media in each placement area; and a procedure for calculating a result of the match between the gaming media based on a parameter of each gaming media placed between the placement areas between which the correspondence relation is established.