Modular Board Game with Dynamic Card Assembly

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Solution Overview

Problem

Existing board games lack dynamic and unpredictable gameplay experiences, often resulting in repetitive strategies due to fixed board layouts, whereas interactive storytelling and modular board games fail to integrate player-driven narrative and board construction effectively.

Innovation Solution

A modular board game where players draw and play numbered and non-numbered cards to dynamically assemble a territorial expanse, allowing choices that direct gameplay actions and narrative development, with the ultimate goal of resolving a quest or completing a task, incorporating various card types for actions, resources, and events.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of manufacture

If a fixed board layout is used, then the game setup is simple and quick, but the gameplay becomes repetitive and lacks strategic depth

Engineering Contradiction:
Improveease of setupVSAvoidgameplay variability
Core Design Contradiction:
Ease of manufactureVSAdaptability or versatility

Solution Approach 1:

The board is divided into multiple modular tiles that can be independently arranged and reconfigured. Each tile represents a distinct terrain type or location, allowing players to assemble different board layouts by connecting tiles edge-to-edge, thereby creating variability without complicating the basic setup process

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The board layout transitions from a static fixed design to a dynamic reconfigurable structure. Players can modify the board configuration between games or even during gameplay by adding, removing, or repositioning tiles, enabling the board to adapt to different strategic needs and play styles

Inventive Principle:
Principle #15Dynamics

2Adaptability or versatility

If a modular board with randomized placement is used, then gameplay variability increases, but the game setup becomes more complex and time-consuming

Engineering Contradiction:
Improvegameplay variabilityVSAvoidsetup time
Core Design Contradiction:
Adaptability or versatilityVSLoss of time

Solution Approach 1:

Tiles are pre-categorized by terrain type, theme, or functional properties, and players select and arrange them in advance according to predetermined rules or preferences. This preliminary organization reduces the complexity of the assembly process while maintaining the benefits of modular reconfigurability

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system allows adjustment of board parameters such as board size, terrain distribution, and thematic consistency. Players can modify these parameters to balance variability with setup time,例如 choosing from preset configurations that offer different levels of complexity and randomness

Inventive Principle:
Principle #35Parameter changes

3Adaptability or versatility

If players have multiple choices at each step, then narrative engagement and player agency increase, but the game structure becomes more complex

Engineering Contradiction:
Improvenarrative engagementVSAvoidgame structure complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The game is divided into discrete narrative segments or scenes, each represented by a card or board location. Players make choices within each segment that lead to specific outcomes and transition to the next segment, creating an engaging narrative structure without overwhelming complexity through modular storytelling

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

A narrative framework or story engine acts as an intermediary that manages the complexity of multiple choices and outcomes. This framework provides a structured way to handle player decisions, track narrative state, and generate appropriate responses, thereby maintaining engagement while abstracting away the underlying complexity

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS11351448B2Choose your own path game
Publication Date: 2022.06.07 ROUDY LUDOVIC
  • US11351448B2 patent drawing
  • US11351448B2 patent drawing
  • US11351448B2 patent drawing

AI summary

A game using cards or virtual cards that are used by players during game play to dynamically create a board representing a territorial expanse. Game play takes place within the context of a narrative or story line for the characters playing the game wherein the narrative develops and unfolds according to explicit choices the player makes at multiple opportunities to choose among several options. The player choices that direct the game play and narrative are intended to ultimately resolve a goal-oriented quest or attain an objective assigned to the player's character. The game play and the assembly of the cards or virtual cards to form the territory arise from the characters' exploration of territory represented by a plurality of numbered cards and by the characters' interaction with other features of the cards and with the features of non-numbered cards.