Patent Auction lists patented inventions available for sale or licensing. Inventors can list their patented inventions (or patent pending) for sale. New inventions for sale are added on a daily basis !
Home    List your patent    My account     Help     Support us    

Improvements Relating to Board Games and Dice

[Category : - Board games- Toys and games- Educational]
[Viewed 347 times]

A roll and move board game for two people, played on a board constructed as a series of parallel ridges, each divided into placement cells which are numbered in a two-digit sequence of zero-indexed arrays, from eg 00 to 99, where the numbers on the cell spaces facing one player are complementary to the numbers on those cell spaces facing the other player;
Can be constructed on boards of dimensions 8x8 to 238x238, with a common implementation being 10x10;
Allows for correct digit arithmetic within the playing space, a useful reinforcement for developing number skills;
Played with dice numbered for their greatest total to exactly span the dimensions of the board, with pipping contrived by symmetrically selected duplications of numbers, drawn on any proper isohedron, and giving weighted probabilities of number-roll outcomes, for the greater complexity of the game experience;
Where players have a choice of various possible moves from each dice throw, giving them tactical flexibility;
And where players have a choice of several winning conditions, giving them in addition strategic flexibility.
The first design imperative was to create a completely symmetrical game, where players would not be advantaged or disadvantaged by their position in relation to the board or by their playing first or second.
The second design imperative was to create a game from proper mathematical principles and rigorous mathematical validity, in number, space, probability and traverse.
The third design imperative was to ensure that players would have multiple degrees of freedom in their play, breaking the mechanism of prescriptive deterministic randomness typically found in dice-motivated games.
The outcome is a game that gives all players an opportunity to win, where experience is a benefit but not a decider, and where attention to the current disposition and the opportunities and challenges available to the player provides the most secure path to victory.

Financial information

The game has broad appeal and gets very good feedback from people who have been exposed to it without previous preparation.
I expect that it will become a household staple, like chess, checkers, Monopoly(R), Scrabble(R).
I am expecting an active-use pool of 5 - 8 million items (ie owned by approx 2% of population) in the US, achievable over 5 years, with annual replacement sales of 10% and new buys through population growth additional.
The game is currently being manufactured and sold in India.
A trademark application is progressing for the name of the game, which, if granted, will provide consistency with other jurisdictions (Australia, EU, India, China).
Patent has been granted in China, has passed examination in the EU and will be granted very shortly, is in process in Australia and India.
Basically in order to simplify my marketing challenges, I am looking to sell the US patent outright, although a partial sale or a good licensing deal will be viewed favorably.
I am the sole owner of all rights.
Website is Link
(It's a footling to Parmenides: "One is All, All is One")