Patentable/Patents/US-20260241270-A1
US-20260241270-A1

Board Game Toy and Component Thereof

PublishedAugust 20, 2026
Assigneenot available in USPTO data we have
Technical Abstract

Disclosed is, for example, a board game toy including: a board having a plurality of spaces; a plurality of pieces; and a timeline member that manages progress of a board game and a play order of each of the plurality of pieces.

Patent Claims

Legal claims defining the scope of protection, as filed with the USPTO.

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a board having a plurality of spaces; a plurality of pieces; and a timeline member that manages progress of a board game and a play order of each of the plurality of pieces. . A board game toy comprising:

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claim 1 . The board game toy according to, further comprising a plurality of markers each corresponding to one of the plurality of pieces, wherein the timeline member includes turn areas corresponding to a predetermined number of turns ordered in accordance with a progressing order of the board game, and each marker is placed in the turn area corresponding to the play order of the corresponding piece among the predetermined number of turn areas.

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claim 2 . The board game toy according to, wherein a timeline showing numerical values of the turns indicating the progressing order of the board game; and the turn areas for each player. the timeline member includes:

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claim 3 . The board game toy according to, wherein the timeline is provided for each of the turn areas for respective players.

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

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claim 2 . The board game toy according to, wherein a mark for identifying the corresponding piece is drawn on each marker.

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claim 6 . The board game toy according to, wherein in a case where the plurality of markers is placed in a predetermined one of the turn areas, the piece corresponding to the marker placed first performs an action.

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

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

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claim 2 . The board game toy according to, further comprising a plurality of management members each corresponding to one of the plurality of pieces and configured to manage an action content and a parameter of the corresponding piece.

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claim 10 . The board game toy according to, wherein each management member manages, as the parameter, a cost parameter that is set in accordance with a plurality of actions that can be performed in the play order, and in the timeline member, in a case where an action of the piece is performed, a turn of the timeline member corresponding to a next play order is determined in accordance with 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 of the next play order.

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claim 11 . The board game toy according to, wherein each management member manages, as the parameter, a hit point corresponding to the piece by using a rotatable operation member.

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claim 12 . The board game toy according to, further comprising an item chip that is placed on the space of the board.

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claim 13 . The board game toy according to, wherein each management member includes a holding portion that holds the item chip in a case where the corresponding piece acquires the item chip placed on the board.

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claim 14 . The board game toy according to, wherein the holding portion includes a holding portion that holds one item chip and a holding portion that holds a plurality of item chips.

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claim 11 . The board game toy according to, wherein each management member includes, on a back surface, a display capable of identifying, for each action content, an influence range of the action content.

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claim 1 . The board game toy according to, wherein each of the plurality of pieces is a model toy assembled by a plurality of parts.

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claim 17 . The board game toy according to, wherein an area attribute can be set for each space of the board.

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claim 18 . The board game toy according to, wherein the area attribute includes an attribute indicating a height difference, and an action of the piece is restricted or receives an advantage in accordance with the attribute.

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claim 19 . The board game toy according to, further comprising a three-dimensional member that expresses the attribute in a case where the area attribute is the attribute indicating the height difference.

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a plurality of parts for assembling a predetermined piece; a marker that is placed in a turn area corresponding to the play order of the corresponding predetermined piece in the timeline member among the turn areas corresponding to a predetermined number of turns ordered in accordance with a progressing order of the board game; and a management member that manages an action content and a parameter of the predetermined piece. . A component of a board game toy including a board having a plurality of spaces, a plurality of pieces, and a timeline member that manages progress of a board game and a play order of each of the plurality of pieces, the component comprising:

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claim 21 . The component according to, wherein the management member manages, as the parameter, a cost parameter that is set in accordance with a plurality of actions that can be performed in the play order, and in the timeline member, in a case where an action of the predetermined piece is performed, a turn of the timeline member corresponding to a next play order is determined in accordance with the cost parameter corresponding to the action content managed by the management member, and the corresponding marker is moved from the current turn area to the turn area of the next play order.

Detailed Description

Complete technical specification and implementation details from the patent document.

This application claims priority to Japanese Application No. 2025-026008, filed February 20, 2025, the content of which is hereby incorporated by reference in its entirety.

The present disclosure relates to a board game toy and a component thereof.

There is known a board game in which pieces placed on spaces of a board are moved to battle. JP 2022-21530 A proposes a board game tool having polygonal-shaped sections.

In the above-described conventional technique, players roll a die in turn to perform actions of pieces. There is no problem in a case where a game progresses in such an order, but in a case where a play order differs not for each player but for each of a plurality of pieces, management thereof becomes complicated, thereby reducing a sense of immersion and interest of the game. Meanwhile, in a case where a complicated member for managing a progressing order is provided, the manufacturing cost increases, which is not desirable.

The present disclosure provides, for example, a novel mechanism for suitably managing a play order of a plurality of pieces used in a board game.

Certain aspects of the present disclosure includes, for example, a board game toy including: a board having a plurality of spaces; a plurality of pieces; and a timeline member that manages progress of a board game and a play order of each of the plurality of pieces.

Further, certain aspects of the present disclosure is a component of a board game toy including a board having a plurality of spaces, a plurality of pieces, and a timeline member that manages progress of a board game and a play order of each of the plurality of pieces, the component including: a plurality of parts for assembling a predetermined piece; a marker that is placed in a turn area corresponding to the play order of the corresponding predetermined piece in the timeline member among turn areas corresponding to a predetermined number of turns ordered in accordance with a progressing order of the board game; and a management member that manages an action content and a parameter of the predetermined piece.

According to aspects of the present disclosure, it is possible to provide a novel mechanism for suitably managing a play order of a plurality of pieces used in a board game.

Hereinafter, an embodiment will be described in detail with reference to the accompanying drawings. Note that the following embodiment does not limit the disclosure according to the claims, and all combinations of features described in the embodiment are not necessarily essential to the disclosure. Two or more features of a plurality of features described in the embodiment may be freely combined. Further, the same or similar components are denoted by the same reference signs, and redundant description will be omitted.

100 100 1 FIG. 1 FIG. A configuration example of a board game toyaccording to the present embodiment will be described with reference to.illustrates components included in the board game toy.

100 101 102 103 104 105 107 108 101 101 103 101 103 102 102 2 FIG. The board game toyaccording to the present embodiment is a battle-type miniature board game and includes a board, a timeline member, a plurality of pieces, a plurality of markers, a plurality of cards, one or more dice, one or more item chips, and one or more area attribute chips. In the present embodiment, a two-player battle-type board game will be described, but there is no intention to limit the present disclosure, and more players can participate. The boardis a base on which a board game is played and is used by being placed at a central position between players. The boardaccording to the present embodiment is formed by using paper, but there is no intention to limit the present disclosure. For example, the board may be formed by using another material such as plastic. A detailed configuration of the board will be described later with reference to. The player arranges the plurality of pieces(three pieces in the present embodiment) that are miniatures on the board, and causes each pieceto perform an action in accordance with order management by the timeline member, thereby acquiring various points. In the present board game, when a predetermined end condition is reached, the player who has acquired a greater number of points wins. Here, there is a plurality of predetermined end conditions, such as a case where one set managed by the timeline memberends a predetermined number of times (for example, twice), or a case where a “mothership” is defeated. In a case where the mothership is defeated, the player who has defeated the mothership wins regardless of the number of points acquired by the player.

102 103 101 101 102 101 102 3 3 FIGS.A toD The timeline memberis a component that manages progress of the board game and a play order of each of the plurality of pieces. In the present embodiment, the timeline member is provided as a separate member from the board, but may be provided as a member integrated with the board. By using the timeline member, the player does not need to remember an action order of a large number of pieces existing on the board, and can easily manage the action order. A detailed configuration of the timeline memberwill be described later with reference to.

103 101 101 103 104 104 103 102 103 The piecesare arranged on the boardand can move on the boardor attack an enemy in accordance with an action determined by the player. Each of the piecesis associated with a corresponding marker. The markercan identify the corresponding piece, is placed on the timeline member, and is for managing the action order of each piece.

104 103 104 103 101 3 103 103 5 5 FIGS.A andB Although the markeraccording to the present embodiment is formed in a coin shape, the shape is not particularly limited, and any shape can be applied. Details of the pieceand the markerwill be described later with reference to. When each piecereaches its turn in the action order, the piece can move within three spaces on the boardby consuming a movement cost of “”, and, after the movement, can perform an action selected by the player. For the movement, a necessary movement cost varies depending on an area attribute of the space. For example, in a high terrain (for example, “mountain” or “rocky area”) or a terrain with poor footing (for example, “lake” or “swamp”), it is possible to move one space by consuming “2” as the movement cost, and in the other terrains (for example, flat land, grassland, and outer space), it is possible to move one space by consuming “1” as the movement cost. Note that the movement cost “3” of the pieceis not limited, and any other movement cost may be assigned. The movement cost to be assigned may be variable depending on the piece.

103 105 105 103 105 105 4 FIG. Each pieceis associated with a corresponding card. The cardis provided for each pieceand mothership, and serves as a management member that manages various parameters of each piece and mothership, such as an ability value. The player can select any action from a plurality of actions (for example, attack A and attack B) described on the cardand execute the action. Details of the cardwill be described later with reference to.

106 103 103 105 103 103 105 106 A diehas faces numbered from 0 to 9 and is used when the pieceperforms an action such as an attack. The mothership can also perform an action similarly to the piece, but details thereof will be described later. For example, when performing an attack, the player can roll the number of dice described on the cardcorresponding to the target piece, and attack power is determined based on the number of dice having a number equal to or larger than a predetermined value. For example, in a case where the attack A of the pieceis selected, if the number of dice for the attack A described on the cardis four, the player rolls four dice, and the attack power is determined based on the number of dice showing a number equal to or larger than the predetermined value (for example, 5), then an attack with the determined attack power is applied to a piece to be attacked. For example, if the number of dice showing a number equal to or larger than the predetermined value is two, two is subtracted from a hit point (HP) of the piece to be attacked. Therefore, the probability of performing an attack with high attack power increases as the number of dice that can be rolled becomes larger. Here, the diehaving faces numbered from 0 to 9 has been described as an example, but there is no intention to limit the die or the number of dice, and any die can be used.

107 101 103 107 103 107 107 1 FIG. The item chipis arranged on a space on the board, and can be acquired by moving the piece. The acquired item chipcan enhance the ability of the piecethat has acquired the item chip. In the item chip, a predetermined icon, for example, an icon of a tool is displayed on its front surface, and the ability value to be enhanced is indicated on its back surface. In, among three item chipsarranged side by side, the center item chip shows the “front surface”, and the left and right item chips show the “back surface”.

108 101 108 101 101 101 108 108 103 The area attribute chipcorresponds to one space on the boardand is a chip indicating an area attribute of the space. The area attribute chipis arbitrarily arranged on the boardat the start of the game. Examples of the area attribute include a facility such as a base, a mothership, a mountain, and a lake. These area attributes influence the progress of the game and serve as a strategic guideline. Note that the area attribute of the terrain such as “mountain” or “lake” may be drawn on the boardin advance. Even in a case where the terrain or the like is drawn on the boardin advance, a specific area can be added by using the area attribute chip. Although the mothership is described as being provided as the area attribute chipin the example, the mothership may be provided as a model similarly to the piece.

101 101 2 FIG. 2 FIG. A detailed configuration of the boardaccording to the present embodiment will be described with reference to. In, other components are arranged on the boardin a manner similar to when the game is played.

101 201 202 203 201 203 201 201 101 108 202 105 103 211 105 202 105 103 101 202 The boardhas a plurality of spaceshaving a polygonal shape and areasprovided on left and right sides. Further, spaceshaving a shape that is half of one space are formed at upper and lower end portions of the spacesin the drawing. As will be described in detail later, the spacesare for expanding the board by being joined with another board. Here, hexagonal spaces are shown as an example of the spaces, but this is not particularly limited, and other shapes such as triangular, quadrilateral, or pentagonal shapes may be adopted. For example, the area attributes such as a rocky area, mountain, lake, river, or base can be set for the spaces. The area attributes may be directly drawn on the spaces of the board, or may be set by arranging the area attribute chips. The areasare spaces for placing the cardscorresponding to the pieceand a mothershipof the own side. For example, in a case where the cardsof the own side are placed in the right areas, the cardsof an enemy side are placed in the left areas. Because three piecesare arranged on the board, three corresponding cards and the card of the mothership are placed in the areas.

2 FIG. 103 107 108 201 101 211 108 201 101 103 211 211 211 211 102 211 103 104 105 103 th As illustrated in, when the board game is started, the pieces, the item chips, and the area attribute chipsare placed at arbitrary positions on the spacesof the board. First, one mothership, which is the area attribute chip, is placed on the spaceon the boardfor each side. As for the placement location, each player can place the mothership at any position in consideration of strategy. Because the piecesare launched from the mothership, the position of the mothershipis important. The game ends when the mothershipis defeated, and thus it is desirable to place the mothership at a position in consideration of attacks from the enemy side. The mothershipcan move and act only on the 5th turn and the 10turn in the timeline memberdescribed later, and thus this positioning is important. Details of the turn according to the present embodiment will be described later. Note that there is no intention to limit the present disclosure, and the mothershipmay also move similarly to the piece. In that case, it is desirable to facilitate management by providing the corresponding markerand cardsimilarly to the piece.

212 108 212 102 212 103 212 212 103 212 Bases, which are the area attribute chips, are placed in equal numbers and at equal positions in the vicinity of both sides. Each basedoes not belong to either side at the start of the game. An event determination is performed in a predetermined turn of the timeline memberdescribed later, and the baseis captured by the side having a larger number of pieceson the spaces around the base(shaded areas in the drawing). In a case where the baseis captured, a point can be acquired. Further, some advantageous parameters may be given in a case where the pieceof the own side is located after the capture. For example, attack power or defense power may be added, or the piece may be allowed to move two spaces by consuming the movement cost of 1 in an area around the base. Note that, in a normal terrain, it is possible to move one space by consuming the movement cost of 1.

213 214 108 213 214 201 101 213 214 103 214 103 103 214 103 214 103 A lakeand a mountain, which are the area attribute chips, are area attributes on which movement restrictions and attack restrictions are imposed. The lakeand the mountainare placed at any position on the spacesof the board. In the lakeand the mountain, it is possible to move one space by consuming the movement cost of 2. Further, when the piecesof both sides face each other with the mountaininterposed therebetween, the pieces cannot attack each other. This is because each piece cannot visually recognize the other piece. As described above, according to the present embodiment, it may be determined whether or not an attack can be performed on a target to be attacked in consideration of the line of sight of the piece. This makes it possible to achieve a more strategic board game with a sense of immersion. Note that, when one of the piecesis located on the mountain, the pieces can visually recognize each other and can therefore attack each other. However, the attack power of the piecelocated on the mountain(highland) receives an advantage, whereas the attack power of the piecelocated on a lowland is conversely restricted.

107 201 101 103 201 107 103 107 107 At the start of the game, the plurality of item chipsis placed at arbitrary positions on the spacesof the boardwith the front surfaces facing upward. When the piecemoves to the spaceon which the item chipis placed, the piececan acquire the item chip, and a parameter described on the back surface of the item chipis added. This parameter is, for example, attack power +1, defense power +2, or movement cost +1.

103 103 211 103 3 102 3 105 103 3 3 FIGS.A toD According to the present embodiment, three piecescan be launched from each side. Each piecestarts from the position of the mothershipon the own side. Further, each piecehas the movement cost of, and when the piece reaches its turn managed by the timeline member, the piece moves by consuming the movement cost of, and can further perform some action (for example, an attack) in the space to which the piece has moved. This action can be performed by the player selecting one from a plurality of actions described on the corresponding card. Management of the action order of each pieceand the progress of the game will be described later with reference to.

102 102 3 3 3 3 FIGS.A,B,C, andD 3 3 3 3 FIGS.A,B,C, andD 3 3 FIGS.A toD A detailed configuration example of the timeline memberaccording to the present embodiment will be described with reference to.are plan views of the timeline memberand illustrate a state in which the game progresses in the order from.

3 FIG.A 1 FIG. 102 301 302 303 104 301 102 304 102 101 304 20 304 As illustrated in, the timeline memberincludes a timelineindicated by a dotted line area, and areasand(turn areas) for placing the markerfor each of a predetermined number of turns (here, turns 1 to 10) ordered in the progressing order of the board game included in the timeline. Further, in the timeline member, areasfor placing acquired points are formed on left and right sides in the drawing. As illustrated in, the timeline memberis placed vertically on the side of the board, and the acquired points are placed in the areaclose to the player on each side. In the present embodiment, for example, the side that first reachesacquired points wins, and thus it is necessary to manage the acquired points, which can be easily managed by the areas.

301 1 10 211 103 212 103 st th st th th In the timeline, the numbers “” to “” are arranged side by side from left to right and are ordered in the progressing order of the board game. Each number indicates a turn number, and when a set starting from the 1turn (first turn) and ending at the 10turn (last turn) is performed a predetermined number of times, the present board game ends. The side having a larger number of acquired points at that time wins. The 10th turn, which is the last turn, continues to the 1turn, which is the first turn, of the next set. As described above, the game ends if either side acquires 20 points or the mothershipof either side is defeated before the defined number of sets ends. According to the present embodiment, the movement and action of the mothership and the event determination are performed at the 5turn and the 10turn. Here, in the event determination, it is determined which side has a larger number of pieceslocated in the area around each facility (base). The side having the larger number of piecescaptures the facility, and a point is added to the side that has captured the facility.

302 303 104 103 104 103 104 302 104 303 103 105 1 3 4 1 2 3 3 FIG.A 3 FIG.A The areasandare provided for each turn, and the markerscorresponding to the piecesare placed on the areas. In, the markerscorresponding to initial action start positions of the respective piecesare placed. When the markersof one side are placed in the areas, the markersof the other side are placed in the areas. The action start position of each pieceis indicated on the cardand follows a numerical value thereof. A stronger piece is set to have a later start position. In, one side is placed at turns,, and, and the other side is placed at turns,, and.

1 310 320 104 104 When the game is started, turns are executed in order from turn, and here, movable piecesandexist on each side. When the markersof both sides exist in each turn, actions are performed in order. For example, if an action of one side has been performed and the previous turn has ended, and the markersof both sides exist in the next turn, the other side starts an action first.

3 FIG.B 310 320 102 103 310 320 310 2 320 5 1 105 103 105 103 105 105 103 310 1 2 103 320 1 5 103 104 103 102 100 102 103 illustrates movements of the markersandon the timeline memberafter the movement and actions of the piecescorresponding to the markersandare performed. The markermoves to turn, and the markermoves to turn. These are determined in accordance with content of the action performed in turnand are each managed by the card. A plurality of actions of each pieceis indicated on the card, and timeline costs for performing the actions are indicated in association therewith. Here, the timeline cost is an example of a cost parameter. For example, the attacks A and B of each pieceare indicated on the card, and the timeline costs are set in accordance with strength of the attack power. For example, the timeline cost is set to be larger for a stronger attack. Details of the cardwill be described later. In the illustrated example, an attack with a relatively low attack power is selected for the piececorresponding to the marker. Thus, the timeline cost is 1, and the piece is moved from turnto turn. Meanwhile, an attack with a relatively high attack power is selected for the piececorresponding to the marker. Thus, the timeline cost is 4, and the piece is moved from turnto turn. Therefore, in the present board game, a turn at which the piece becomes movable next is determined depending on the selected action of the piece. Accordingly, it is possible to check a movable turn of the enemy side and adopt a strategy such as performing two actions before the movable turn. This is an effect obtained by placing the markercorresponding to each pieceon the timeline memberin an easily identifiable manner. That is, in the present board game toy, the timeline membercan easily manage a movement order of each pieceand is a highly important component in planning a game strategy.

3 FIG.C 3 FIG.B 102 2 310 330 2 103 320 1 103 310 2 2 310 6 330 5 320 5 330 330 320 5 103 320 103 330 103 104 103 illustrates a state in which the markers have been moved on the timeline memberwhen the action of each piece in turnhas been completed. As illustrated in, the markersandexist in turn. For example, if the action of the piececorresponding to the markeris performed last and turnends, the action of the piececorresponding to the markeron the other side is started first in turn. As a result of performing the actions in turn, the markermoves to turn, and the markermoves to turn. Here, the markeralready exists in turnto which the markeris to be moved. In this case, the markeris placed (stacked) on the marker. Thereafter, when turnis performed, the piececorresponding to the markerperforms an action, and then the piececorresponding to the markerperforms an action. In other words, here, the action order of the piecescorresponding to the stacked markers is determined in the first-in first-out order such as a queue structure. As described above, according to the present embodiment, by applying a game medium on which a plurality of markers such as the markerscan be placed in each turn area, the queue structure can be easily achieved, and the action order of the piecescan be managed.

3 FIG.D 3 FIG.C 7 103 320 7 5 10 1 320 5 7 2 1 10 100 illustrates a state in which turnis performed after several turns are performed from. It is assumed that, when the piececorresponding to the markerperforms an action in turn, the timeline cost corresponding to the action is. In this case, after turnis exceeded, the timeline cost is calculated by returning to turnof the next set. Therefore, the markerhas performed the action with the timeline cost ofin turnof a first set, and thus the next movable turn is turnof a second set. Here, one set indicates turnto turn. In the present board game toy, for example, the game ends when two sets of turns are performed. The two sets are merely an example, and more sets may be performed.

3 FIG.D 350 304 103 212 107 As illustrated in, acquired pointsof each side are placed in the area. These acquired points are acquired, for example, in a case where the pieceon the enemy side is defeated, a case where the baseserving as a facility is captured, or a case where a predetermined item chipis acquired. When the total of these points exceeds 20 points, the game ends at that time, and the side having a larger number of acquired points wins.

5 10 212 5 10 103 103 When turnsandend, the event determination is performed, and, for example, a capture determination of the baseis performed. Here, an example has been described in which, if there is a marker placed on turnor, the event determination is performed after an action of the piececorresponding thereto is performed. However, the event determination may be performed at the start of the turn before the action of the pieceis performed.

105 105 404 105 100 404 4 FIG. 4 FIG. A detailed configuration of the cardaccording to the present embodiment will be described with reference to.is a plan view of the card. An operation memberis rotatably attached by a pin or the like to a position indicated by a dotted line area from the back surface of the card, and this state is illustrated. When the board game toyis provided, the board game toy may be provided in a state in which the operation memberis attached, or may be provided in a form in which the operation member is not attached and is to be attached by the player.

105 404 401 407 408 103 403 405 406 409 411 413 103 414 401 103 402 103 408 407 103 105 103 The cardis an example of a management member, and includes, in addition to the operation member, areas,, andfor identifying the piece, a hit point (HP), a current HP window, an initial start position, various action areasand, a remarks columnregarding the piece, and a holding portion. In the area, a name of the piece (a machine body that a character can board, such as a mobile suit)is indicated, and a nameof the person who can board the pieceis further indicated. A plurality of characters who can board the piece (here, four people of “aaa”, “bbb”, “ccc”, and “ddd”) is set, and the character (“aaa”) who is currently boarding the piece is indicated in the area. In the area, the appearance of the machine body corresponding to the pieceis drawn. That is, the machine body and the character are set as a pair in the cardat the time when the card is provided, and the performance and the types of attacks corresponding thereto are set. Therefore, a plurality of cards can be associated with one piecein accordance with the character who boards the piece.

403 103 403 7 7 5 103 102 104 405 105 404 404 105 405 5 404 405 103 404 105 103 406 103 2 103 2 102 104 2 4 FIG. 4 FIG. 4 FIG. The HPindicates hit points (life points) that the piecehas at the start of the game. In the example of, the HPis “”, and the piece is defeated when receiving attacks of a cumulative total ofpoints. When the piece is defeated, the timeline cost ofis set for the pieceon the timeline member, and the corresponding markeris moved. That is, after five turns have passed since being defeated, the piece can be returned to the board again from the mothership. Here, the HP windowis a cutout formed on the card, and is a window through which the current HP, which is a numerical value written on the operation member, can be visually recognized. Specifically, one of a plurality of numerical values drawn on the operation memberrotatably connected to the back surface of the cardcan be visually recognized through the HP window. In the example of, the current HP is “”. The operation membercan be rotated in a direction of the arrow (or in a reverse direction), and the numerical value visually recognized through the HP windowcan be changed. As described above, according to the present embodiment, the remaining HP of the piececan be easily managed by rotating the operation memberin the cardcorresponding to the piece. The initial start positionindicates a turn at which the corresponding piecebecomes movable for the first time after the start of the game. In the example of, the turn is “”, and the corresponding piececan be launched from the mothership in turnof the first set. Therefore, on the timeline member, the game is started with the corresponding markerplaced on turn.

409 411 103 409 411 410 412 410 412 410 103 1 103 104 102 2 102 100 5 3 5 2 103 2 411 103 In the action areasand, various actions (contents of the actions) that the piececan perform after movement are indicated. For example, the attack A is indicated in the area, and the attack B is indicated in the area. Parametersandare set for the attacks A and B, respectively. Parameters regarding the corresponding attacks are set for the parametersand. For example, for the parameters, a range of the attack, the timeline cost imposed in a case where the attack is performed, and the number of dice related to the attack power are set. As the range of the attack, a range of spaces that can be attacked from the position of the pieceafter movement is set. Here, “” is set as the range, and the attack can be performed only on a space adjacent to the space on which the pieceexists. The timeline cost indicates the number of turns by which the corresponding markeris moved on the timeline memberafter the attack is performed, and indicates the next movable order. Here, because “” is set as the cost, the corresponding marker is moved by two turns on the timeline member. The dice indicates the number of dice that are rolled when the attack is performed. In the present board game toy, the attack means that, among the rolled dice, the number of dice showing a predetermined value, for example, “” or more is given to a target to be attacked as the attack power. In other words, here, because the dice is set to “”, when the player selects the attack, the player rolls three dice. For example, in a case where two of the dice show a face of “” or more, the attack power becomes “”, and the HP of the target pieceis reduced by “”. In the area, not only damage, but also other additional effects are indicated. As described above, some attacks may be set not only to cause damage but also to apply an additional effect to the pieceto be attacked.

413 103 103 414 107 103 107 107 414 103 107 105 103 414 4 FIG. An action other than the attack may be set in the remarks column. For example, an action such as moving additional +2 spaces instead of performing an attack may be set. Alternatively, for the pieceon the own side located within a predetermined range, an action may be set to give its own parameter such as HP or shorten a movable turn of the piece. The holding portionis an area for holding the item chipacquired by the corresponding piece. For example, a plurality of notches is formed, and one item chipcan be inserted into one notch. In the example of, the item chipinserted into the holding portionis indicated with shading. Because the ability of the pieceis enhanced by the item chip, the item chip can be collectively managed together with various parameters on the cardthat manages the parameters related to the pieceby using the holding portion.

103 104 103 104 5 5 FIGS.A andB 5 FIG.A 5 FIG.B The configurations of the pieceand the markeraccording to the present embodiment will be described with reference to.illustrates a front appearance of the piece.shows a plan view of the marker.

5 FIG.A 103 501 502 503 503 504 505 505 a b a b As illustrated in, the pieceincludes a head portion, a chest portion, arm portionsand, a waist portion, and leg portionsandconstituting a main body portion. Each portion is assembled by at least one part. In the present embodiment, a humanoid robot will be described as an example of the piece, but there is no intention to limit the present disclosure, and the present disclosure can be applied to various models such as humans, animals, robots, insects, dinosaurs, weapons, and accessories.

501 502 503 503 502 504 504 505 505 b a b a The head portionis rotatably coupled to the chest portion. The right arm portionand the left arm portionare further coupled to side portions of the chest portionby shoulder joints, and the waist portionis coupled to a lower portion thereof. The waist portionincludes a hip joint, and the right leg portionand the left leg portionare rotatably coupled thereto.

103 100 103 103 The parts constituting these portions are provided as a plurality of parts connected to a runner of a model base body. Here, the runner refers to a rod-shaped plastic portion arranged to connect and surround a plurality of parts before assembly in a model toy such as a plastic model. The runner may also refer to the whole including the plurality of connected parts. Here, the entire runner including the plurality of parts is referred to as a “model base body”. The piececan be assembled by removing parts from the runner and assembling the parts. That is, in the board game toyaccording to the present embodiment, the pieceis not provided in a completed state, but may be provided in a pre-assembled state in which the parts are connected to the runner. As a matter of course, there is no intention to limit the present disclosure, and the piecemay be provided in a completed state after assembly.

104 103 104 510 103 103 103 510 103 103 104 102 5 FIG.B 5 5 FIGS.A andB The markerillustrated inis an example of the game medium and is a marker corresponding to the piece. The markerincludes a markfor identifying the pieceso as to indicate that the marker is associated with the piece. In the example of, the front appearance of the pieceis drawn as the mark, but the mark only needs to be an indication capable of identifying the piece, such as the name of the piece. Further, the markeris formed in a coin (token) shape, but may have another shape as long as the marker can be stacked on the timeline member.

6 FIG. 6 FIG. A configuration of an obstacle according to the present embodiment will be described with reference to.illustrates an example of the obstacle in a case where the area attribute is “mountain”.

601 108 601 108 601 601 An obstacleis a three-dimensional member representing a three-dimensional height difference in a case where the area attribute chiphaving a highland attribute such as “mountain” is arranged. The obstacleis arranged instead of the area attribute chipand has a coupling portion (not illustrated) connectable to an obstacle on another space. That is, the obstaclecan be coupled to another obstacle, and areas of the attribute can be expressed as being connected. This makes it possible to prevent the obstaclesfrom being scattered separately due to vibration or the like during the game.

100 610 601 620 610 1 620 2 610 620 610 620 610 6 FIG. In the board game toyaccording to the present embodiment, a restriction or advantage is given to movement, attack, and defense in accordance with the height difference. For example, in, a pieceis located on a space of the obstacle (highland), and a pieceis located on a normal (lowland) space. In this case, in a case where the piecemoves from the highland to the lowland, the piece can move one space by consuming the movement cost of, whereas, in a case where the piecemoves from the lowland to the highland, the piece can move one space by consuming the movement cost of. In a case where the pieceon the highland performs an attack on the pieceon the lowland, the piecereceives an advantage such that, for example, the attack power is increased by +1 (for example, one die is added). Conversely, in a case where the pieceon the lowland performs an attack on the pieceon the highland, the attack power may be decreased by -1 (for example, the number of dice is reduced by one).

6 FIG. 6 FIG. 601 601 601 620 620 601 As illustrated in, in a case where the area attribute is “mountain”, “rock”, or the like, a battle with a greater sense of immersion can be conducted by arranging the three-dimensional obstacle. The pieces cannot attack each other with the obstacleinterposed therebetween. For example, in, assuming that another piece is located on a space behind the obstacleinstalled adjacent to the piece, the piece and the piececannot attack each other because those pieces are blocked by the obstacle. By arranging the three-dimensional obstacle, the player can easily determine such a restriction of an attack range.

7 FIG. 7 FIG. 101 701 A method of expanding the board according to the present embodiment will be described with reference to.illustrates a plan view of the boardand a board.

101 203 701 101 702 703 101 701 7 FIG. On the board, half-shaped spacesare arranged at upper and lower portions in the drawing. The boardhas a configuration similar to that of the board, and includes spacesand half-shaped spaces. As illustrated in, an area of spaces for executing a board game can be expanded by connecting end portions of the boardand the similar boardto each other.

203 101 703 701 101 701 100 Specifically, by connecting the spacesof the boardand the spacesof the boardwhile matching shapes thereof, single polygonal spaces are formed, and thus it is possible to form one new board in which the boardand the boardare combined. As described above, in the present board game toy, a battle area can be easily expanded.

As described above, a board game toy according to the present embodiment includes: a board having a plurality of spaces; a plurality of pieces, and a timeline member that manages progress of a board game and a play order of each of the plurality of pieces. As described above, according to the present embodiment, for example, it is possible to provide a novel mechanism for suitably managing the play order of the plurality of pieces used in the board game.

8 8 FIGS.A,B 8 FIG.A 3 FIG.A 8 8 FIGS.B andC 3 FIG.A 8 102 800 810 102 102 The present disclosure is not limited to the above-described embodiment, and various modifications and changes can be made within the scope of the gist of the disclosure. A modification of the timeline member will be described with reference to, andC.shows the same timeline memberas.illustrate timeline membersandthat are modifications of the timeline member. Configurations similar to those of the timeline memberofare denoted by the same reference signs, and description thereof will be omitted.

102 302 303 104 301 8 FIG.A In the timeline memberof, the areasandfor placing the markersare provided in parallel to and below the timelinein the drawing. In this form, by increasing the areas downward, it is possible to accommodate battles with more sides.

800 801 803 802 804 104 801 803 802 804 803 804 804 802 804 8 FIG.B 8 FIG.B 8 FIG.B Meanwhile, in the timeline memberof, which is a modification, timelinesandand areasandfor placing the markersare individually provided for each side. This makes it possible to provide a timeline for each player and to more easily identify to which side the placed marker belongs. Furthermore, by individually providing the timelinesandand the areasand, it is possible to display these timelines and areas in different colors, thereby further enhancing identifiability. Althoughillustrates an example in which the timelineis arranged below the area, the timeline may be arranged above the area. Further, the areasandare provided with a gap in, but, for example, in a case where the areas are displayed in different colors, the identifiability is enhanced, and thus the areas may be provided adjacent to each other

810 812 813 104 811 812 813 302 303 102 8 FIG.C 8 FIG.C 8 FIG.A In the timeline memberof, which is a modification, areasandfor placing the markersare provided on different sides of a timeline. This makes it possible to further enhance the identifiability of both sides. Also in, the areasandmay be displayed in different colors, which can further enhance the identifiability. As a matter of course, the areasandof the timeline memberinmay also be displayed in different colors.

9 9 FIGS.A andB 9 FIG.A 9 FIG.B 4 FIG. 900 900 105 A modification of the card will be described with reference to.illustrates a front surface of a cardaccording to a modification, andillustrates a back surface of the card. Configurations similar to those of the cardofare denoted by the same reference signs, and description thereof is omitted.

9 FIG.A 900 901 414 414 107 901 107 901 107 414 901 107 107 901 107 414 As illustrated in, the cardincludes a holding portionin addition to the holding portion. The holding portionis formed to have a width in which one item chipcan be inserted, whereas the holding portionis formed to be wider such that a plurality of item chipscan be inserted. In the holding portion, a plurality of notches may be further provided in a bottom portion in order to hold the item chipsto be inserted. By providing the holding portionsandhaving a plurality of widths in this manner, it is also possible to distinguish and hold different types of the item chips. For example, the item chipthat can be acquired in a plurality of pieces may be inserted into the holding portion, whereas the item chipthat exists only as a single piece may be held by the holding portionhaving a narrow width.

9 FIG.B 900 910 920 910 920 1 3 912 922 911 921 As illustrated in, the cardincludes, on the back surface, displaysandthat more clearly display attack ranges of selectable attacks displayed on the front surface. The displaysandrespectively indicate the attack range of the attack A with a range ofand the attack range of the attack B with a range of, which are indicated on the front surface. The attack ranges are identifiably displayed by shaded spacesandfrom spacesandof the own piece. Therefore, the player can easily confirm the attack range of each attack. As described above, in the present modification, an example has been described in which an influence range for each action content is displayed on the back surface of the card serving as the management member. Note that there is no intention to limit the present disclosure, and the influence range may be displayed on the front surface of the card instead of the back surface.

7 FIG. 102 104 104 Although the above embodiment has been described as a board game in which two sides battle, the board game may include battles including more sides. In that case, it is desirable to expand the area of the board as illustrated in. Further, in the above-described embodiment, the timeline memberhas been described as an example in which a predetermined item is printed on a paper member. In this case, the marker is placed or stacked in the area for each turn. However, such an area may be formed as a three-dimensional area. For example, each turn area may be provided with a structure having an insertion port into which the markercan be inserted and a port on the opposite side of the insertion port from which the inserted markeris discharged. With this, a queue structure for determining the order may be achieved.

The above embodiment discloses at least the following board game toy and a component thereof.

(1)

A board game toy including:

a board having a plurality of spaces;

a plurality of pieces; and

a timeline member that manages progress of a board game and a play order of each of the plurality of pieces.

(2)

1 The board game toy according to (), further including

a plurality of markers each corresponding to one of the plurality of pieces, wherein

the timeline member includes

turn areas corresponding to a predetermined number of turns ordered in accordance with a progressing order of the board game, and

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)

2 The board game toy according to (), wherein

the timeline member includes:

a timeline showing numerical values of the turns indicating the progressing order of the board game; and

the turn areas for each player.

(4)

3 The board game toy according to (), wherein

the timeline is provided for each of the turn areas for respective players.

(5)

3 The board game toy according to (), wherein

the turn areas for the respective players are arranged on different sides of the timeline.

(6)

2 5 The board game toy according to any one of () to (), wherein

a mark for identifying the corresponding piece is drawn on each marker.

7 ()

6 The board game toy according to (), wherein

in a case where the plurality of markers is placed in a predetermined one of the turn areas, the piece corresponding to the marker placed first performs an action.

(8)

2 7 The board game toy according to any one of () to (), wherein

in the timeline member, the predetermined number of turns is defined as one set, and a last turn of the predetermined number of turns in a predetermined set continues to a first turn of a next set.

(9)

8 The board game toy according to (), wherein

a game ends when the one set in the timeline member is performed a predetermined number of times.

(10)

2 9 The board game toy according to any one of () to (), further including

a plurality of management members each corresponding to one of the plurality of pieces and configured to manage an action content and a parameter of the corresponding piece.

(11)

10 The board game toy according to (), wherein

each management member manages, as the parameter, a cost parameter that is set in accordance with a plurality of actions that can be performed in the play order, and

in the timeline member, in a case where an action of the piece is performed, a turn of the timeline member corresponding to a next play order is determined in accordance with 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 of the next play order.

(12)

10 11 The board game toy according to () or (), wherein

each management member manages, as the parameter, a hit point corresponding to the piece by using a rotatable operation member.

(13)

2 12 The board game toy according to any one of () to (), further including

an item chip that is placed on the space of the board.

(14)

13 The board game toy according to (), wherein

each management member includes a holding portion that holds the item chip in a case where the corresponding piece acquires the item chip placed on the board.

(15)

14 The board game toy according to (), wherein

the holding portion includes a holding portion that holds one item chip and a holding portion that holds a plurality of item chips

(16)

11 The board game toy according to (), wherein

each management member includes, on a back surface, a display capable of identifying, for each action content, an influence range of the action content.

(17)

1 16 The board game toy according to any one of () to (), wherein

each of the plurality of pieces is a model toy assembled by a plurality of parts.

(18)

2 17 The board game toy according to any one of () to (), wherein

an area attribute can be set for each space of the board.

(19)

18 The board game toy according to (), wherein

the area attribute includes an attribute indicating a height difference, and an action of the piece is restricted or receives an advantage in accordance with the attribute.

(20)

19 The board game toy according to (), further including

a three-dimensional member that expresses the attribute in a case where the area attribute is the attribute indicating the height difference.

(21)

A component of a board game toy including a board having a plurality of spaces, a plurality of pieces, and a timeline member that manages progress of a board game and a play order of each of the plurality of pieces, the component including:

a plurality of parts for assembling a predetermined piece;

a marker that is placed in a turn area corresponding to the play order of the corresponding predetermined piece among the turn areas corresponding to a predetermined number of turns ordered in accordance with a progressing order of the board game; and

a management member that manages an action content and a parameter of the predetermined piece.

(22)

21 The component according to (), wherein

the management member manages, as the parameter, a cost parameter that is set in accordance with a plurality of actions that can be performed in the play order, and

in the timeline member, in a case where an action of the predetermined piece is performed, a turn of the timeline member corresponding to a next play order is determined in accordance with the cost parameter corresponding to the action content managed by the management member, and the corresponding marker is moved from the current turn area to the turn area of the next play order.

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Patent Metadata

Filing Date

January 7, 2026

Publication Date

August 20, 2026

Inventors

Jun SOMEYA
Ryota KIYOMIYA

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Cite as: Patentable. “BOARD GAME TOY AND COMPONENT THEREOF” (US-20260241270-A1). https://patentable.app/patents/US-20260241270-A1

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BOARD GAME TOY AND COMPONENT THEREOF — Jun SOMEYA | Patentable