Documents received on: COMPLETE SPECIFICATION - INNOVATION PATENT 2 6 MAR 2009 IPC ausaiia Title: Conduct of Concentric Chessgaming Canberra Description Note: the term 'board' is used throughout the document as the game is most commonly played on a board of some kind, but the playing surface may be made up of a host of materials, or the board could be represented by a computer or games machine controller creating an image on a TV screen, DVD viewing screen or similar device. I Introduction The purpose & intent of this concentric game of chess is to build upon a chess technology that already exists, known as 'Byzantine Chess', (that apparently originated around the I 11'C. AD) and establish a reasonable set of playing rules without detracting too far from the structure of classical chess. It introduces at least two types of playing styles that involve ranges of movement that are both convergent & divergent about the centre, and the possibility of a combination of both. Players decide which type of 'range game' to employ and the kind of optional rules to take effect within the game. One type of range game is considered the simpler one, and behaves more as an introduction to the concept of our circular game of chess. It is simpler as it deals with limited movements and less rules. Other types of 'range games' are considered more advanced as they are based on a longer span of movement, more piece capabilities and special rules. These have a variety of optional rules to choose from, which has the potential to generate quite complex game scenarios. This circular chessgaming system also comprises alternative solutions to overcoming the inherent problems faced on the circular chessboard, in particular with the adjacent Rooks; with the initial moves of the Knights in the Full-Range game; with the Castling manouvre; in crossing the centre with diagonal and tangential (row & file) movements through manipulation of the Centre Zone; and in conducting Check through the same Centre Zone. Incidentally, the upgrading of the Bishop to "Arch-Priestess" (and "Queen" to "Arch-Queen" for that matter) was deemed necessary in order to accentuate these pieces' unique and sophisticated movement powers due to the centrifical nature of the playing area. (In saying this, the author hopes that womens' interest in the game might be renewed, as historically the game acted as the medium between potential suitor and lady and certain royal figures played a significant part inspiring the game rules with regard to the evolution of the Queen). 2 Components A concentric playing surface composed of any medium, divided equally into 2 half-circles which act as 'Light' and 'Dark' territory (where any suitable contrasting colours are used), with a dividing line to separate adjacent pieces either side . The surface is further mapped out into an alternating pattern of 16 alphabetical Files and 8 numerical Rows (1 6x8 "squares" or divisions), comprising a total of 128 "squares" by conventional measures, and with a circular Central Zone. The pieces are initially set up around the perimeter of the board. Either side (ie. either colour) may begin the game by initiating first movement. {refer to fig. 1 &2} 3 Complexity Levels At the beginning of the game, players (who may be remotely located from each other) decide which type of Range Game will be conducted, equal to but not limited to either 'Half-Range' or 'Full Range', which are the main types employed. The complexity levels within the structure of these Range Games and others can be variable. The default conditions correspond to the lower of these levels, and the optional variations correlate to the higher of these levels. The compulsory default conditions can be altered by the optional set of rules that are chosen and remain in force for the duration of the game. @ italukran - the circular chess gaming system 2008 Page 1 The Main Range-Game Examples 4 Half-Range Game The Pawns & Kings move 1 'square' per turn and the Pawns move toward the middle of the 'board'. The Knight manouvres traditionally 3 'squares' per turn in a 'semi-oblique' manner. The Rooks, Arch-Priestess and Arch-Queen move several 'squares' per turn as in the traditional game. The Rooks move along the Rows & Files, the Arch-Priestess along the Diagonals and the Arch-Queen has the powers of the Rook & Arch-Priestess combined. {refer to fig.3} 4.1 Pawn Rule Pawns 'Promote' (ie. increase in rank to Major, Minor, Minor/Major or Major/Minor or Arch-Queen from the oppositions' pool of captured pieces) upon reaching the 8th zone (surrrounding the Centre Zone). 4.2 Rook Rule It is necessary for a meaningful start to the game to place a physical barrier or thick bolded line between the adjacent Rooks which extends 1 or more. squares in length, across, at least the first zone and acts as a 'dividing wall' that no piece can penetrate. 4.3 Arch-Priestess Rule Continuity of single movement arc through the Centre Zone 4.4 Centre Zone The Centre Zone is located in the middle of the board and regulates the movement of the pieces from one side of itself to the other. It is represented by a coloured 'dot' or circle. 4.4.1 Bypass Zone One version of the central coloured circle is called a 'Bypass Zone'which is the default condition employed in the Half-Range Game. This is an adaptation of the Centre Zone which allows all transiting pieces to pass through to the other side uninhibited and is non-occupational (ie. no playing piece may remain in that space except under special circumstances). For the purposes of transition, the Bypass Zone is excluded (ie.jumped over by pieces) regardless of direction of travel. Checking the opponent King is permissable through this zone. 4.4.1.1 Bypass Zone Re-Routing All 're-routing' (reverse movement after the piece has passed through the centre zone)is performed along the original path of entry 4.4.1.2 Arch-Queen Rule With "Bypass Zone' transition from the 8 h Zone, the Arch-Queen must maintain preceding movement direction that she entered on (ie. enter along diagonal - exit along diagonal). The only way she can change movement direction in this case is with a 8*-8* Zone transition via the 'Bypass Zone', first. 5 Full-Range Game The Pawns and Kings can move up to 2 'squares' per turn. The Knights, in addition to their standard move, are granted an alternative extended semi-oblique perpendicular movement totalling 6 'squares' which is subject to conditions (ie. it is illegal to conduct such a movement on the first move) The Rooks, Arch-Priestess & Arch-Queen may traverse the full length of the board in one turn (that is, via the central circle), and the pieces that are capable of doing so may conduct continuous 'sweeping' movements along the Rows. {refer to fig. 4&5 } @ italukran - the circular chess gaming system 2008 Page 2 5.1 Pawn Rules The Pawns Promote upon entering the 8h Zone and also at the opposite perimeter of the board. (ie. 1 Zone- usually the opposite border from where they began at the start of play) Enpassente may be conducted as per the standard game in the opponents' half of the board 5.2 Rook Rules A special manouvre may be made by the Rook in order for legal entry into the game which is employed by default: where it passes from dormant (non-participative) to undormant (participative) states. Furthermore, the adjacent borderline acts as an intangible barrier until the opposite borderline is crossed by the Rook in order for it to conduct offensive operations (this rule may be subject to further limiting conditions). 5.4 Arch-Priestess Rule Continuity of more than one movement arc after passing through the Centre Zone 5.5 Knighting Rule An alternative to Castling which involves the movement of the King with respect to the Knight (ie. the King slides across whilst the Knight jumps out into the field of play) -- this rule is subject to limiting conditions in order to overcome the potential tactical problems faced with executing this kind of manouvre. 5.6 Centre Zone Functions Initially the Centre Zone acts as a 'No Through Zone', and is one of several types of functions or 'states' that the Centre Zone can operate in. These can be represented by several corresponding colours, tones or patterns, which may be employed by the 'controlling player' (ie. temporary occupier of the Centre Zone) to regulate movement transitions by the pieces through the centre of the board. Some of these states are defined as but not limited to: 'No Through Zone', 'All Through Zone', 'Dark Square Conditional Through Zone', 'Light Square Conditional Through Zone' .Note that the 'All Through Zone' is also known as the 'Bypass Zone'. Checking of the Kings is permissable through the 'All Through Zone', but not permissable through the 'No Through Zone'. Furthermore, Checking is allowed through either of the 'Conditional Through Zones' as long as the checking piece satisfies the criteria for potential passage through the current activated zone. Other states can be determined by splitting the Centre Zone into fractions which may be defined as but not limited to: "1/2 Fraction", "1/4 Fraction", "1/8 Fraction", "1/16 Fraction". Determination of the controlling player and toggling between functions occurs when certain conditions have been met. 5.6.1 Centre Zone Re-Routing Diagonal consecutive movements may re-enter through the Centre Zone along more than one return path subject to limiting conditions. 5.6.2 Arch-Queen Rule When the Arch-Queen validly transits across the Centre Zone after landing on the 8d, Zone, she is permitted to change direction (ie. enter on file movement tangent - exit along diagonal) 6 Point System Weightings, Ranking Status and Notations Whichever point system is used, the weighting of the Arch-Priestess is increased along with her ranking status to 'Minor/Major' or "Major/Minor' Piece (the ranking status of the Knight and Rook remain as both Minor and Major respectively, unless otherwise specified, along with their assigned weightings) Typically the Rankings are as follows in order from highest to lowest,(but these are subject to change); @ italukran - the circular chess gaming system 2008 Page 3 Royal {King and Arch-Queen} Major {Rook} Minor/Major or Major/Minor {Arch-Priestess} Minor {Knight} Militia {Pawn} The Notations and Symbols for representations of the Pieces are similar but not limited to those used in the traditional chessgames. There is allowance for the introduction of new symbols and notations, which are subject to change, where pieces have been upgraded, developed enhanced characteristics and abilities etc. For example, the Arch-Priestess is denoted with an " S ", similarly, the Arch-Queen is denoted with a " Q " (the prefixes and overbars are common to both as they share the same unique spirraling movement power) 7 Rule Cards Rule Cards may be included so that both players can refer to the prevailing rules of the game. Secondly, these can be used to alter the default conditions, from the optional rules available, to make the game more flexible and variable in complexity, by-mutual agreement between the players before commencement of the game. The Rule Cards may be computer-generated rather than physical, or written on paper or in any other suitable medium. 8 Match Loggin It is suggested that the following information is useful for recording the starting positions and progress of the game. This information includes but is not limited to: Date; Time; Participants; Co-Ordinates; Commentary; Rule Card Set; Point System (for values of playing pieces); and/or associated Rankings Conditions - Range Type; Pawn, Rook, Arch-Priestess, Arch-Queen & Knight Rules; Centre Zone Type; Optional Rules & Variations 9 Optional Rules & Variations These are alternative rules/variations applicable but not limited to Half Range or Full Range games and/or other ranges. Some instances of these Options & Variations are; i. promotion may also occur in the Centre Zone ii. increasing the powers of certain Centred Pawns & creating a credit for those pending the promotion process (ie. those pawns that have reached the 8a Zone or Centre Zone) iii. as dictated by promotional insitu, it is allowable to have x2 Arch-Priestessess commanding the same colour diagonal iv. rank reduction of playing pieces (entrapment at the centre of the circular board) v. restricting the powers of the Arch-Queen (ie. decompositional breakdown to component pieces) through conditions such as 'entrapment' vi. limiting conditions for manouvreability of Knights (eg.at the initial stage of the game) vii. 'deflective' movement (rebounding off the edge of the board or other pieces) viii. special permissable manoeuvres between Arch-Queen & friendly Major, Minor/Major or Major/Minor & Minor pieces ix. restrictions on Half-Range Row movements x. other Castling rule derivatives (ie. between Arch-Queen & Rooks) xi. alternative Rook laws ( including blank files /'segments' between opposing sides imposing severe movement restrictions) xii. "Transposing" (pieces assuming characteristics of other pieces) such as in the case of capturing and with 'satellite pawns' (ie. pawns that are assigned to their respective superiors) & replacement pawns @ italukran - the circular chess gaming system 2008 Page 4 xiii. extended movements of Full-Range King (ie.'Flying King' traversing several squares in one turn) and Full-Range Rook Pawn (ie. conducting 'Force March' triple move of 3 squares & Row movement) xiv. "Jousting Tournament" condition (involving movement of 4 Knights only) xv. variable point sytems may be employed xvi. increasing and decreasing the ranking status of the Pieces xvii. adjustment to the Full-Range Centre-Zone Re-Routing law xviii. variation of Full-Range "En Passente" rule, and inclusion of an En Passente variation in the Half-Range game xix. upgrading of other pieces due to their unique or extended movement capabilities reflected by a suitable change of title xx. with Half-Range Bypass Zone; pieces may temporarily land there if performing an ongoing tangent in movement (ie. row/file movement) and/or diagonal movement, and it may change condition xxi. Full-Range Checking not permissable through the Centre Zone regardless of its' condition xxii. adjustment to the Full-Range Arch-Queen Rule concerning direction after valid transition from the 8h Zone through the Centre Zone xxiii. either side may elect to 'pass' on their turns (ie. waiver movement) 10 Prior Art Comparisons U.S. Patent No. 6592123 (MATTLAGE et al.) 15 July 2003 "Circular Chess System" U.S. Patent No. 4804191 (TANKERSLEY) 14 February 1989 "Method of Playing Quad-Radial Chess" U.S. Patent No. 4991856 (HOERBELT) 12 February 1991 "Circular Chess Game Method" US Pat. 6592123: describes 3 main 'modes of play' which limit the area of play, or board real estate, through nomination of voided, unusable spaces that the players decide at the beginning of the game. It has a contiguous board pattern with dimensions 18x4 "squares", no centre zone, promotion occurs at opposite ends of the board and it also employs standard Castling moves. The current innovation however: derives its modes from movement limitations only & the players determine the default conditions before the game begins through the use of available options and aid of rule-cards; employs the use of an active centre zone; stipulates 2-stage promotion where it also may take place in the middle of the board and at the opposite end; employs the use of derivations of standard Castling; board dimensions equate to 16x8. With respect to US Pat. 4804191 : here the 3 modes of play are reliant upon the selection of available quadrants of the board, which brings it down to real estate once again & is decided upon by the players at the beginning of the game; it uses a 3-point coordinate system Q:R:F (that is Quadrant: Rank:File); the existing centre zone is neutral; the pieces are initially staggered in their deployment; board design is 32x8. The current innovation however: has 2 main styles of game dependant upon movement range regulations and the default conditions, which are agreed upon by the players before the game commences through options available and rule cards; uses a 2-point standard coordinate system; employs the use of a multi-functional centre zone; initial piece deployment is an unstaggered set-up; board dimension 16x8. @ italukran - the circular chess gaming system 2008 Page 5 With respect to US Pat 4991856: there are several modes of play that cater for 2-5 player games; it has a helical board design consisting of 3 spaces R:F:NPS (namely Rank:File:NonPlayerSpace) to assist with visualising the diagonal spiral movement of the Bishop; board dimensions 28x4 (playable spaces) minimum, 42x5 (playable spaces) maximum; use of free-movement open files between opposing wings; centre graphic is neutral; setting up of 'guard pawns' to overcome problem of adjacent Rooks (which the current author agrees is a creditable solution); standard execution of Castling; 'Zones-Of-Control' (which in this chessplaying context means all the possible allowable moves that can be made by a piece in one given turn) of Bishop with-respect-to Rook is unbalanced The current innovation, however: executes 2 main modes of play dependant upon piece movement limitations & caters for 2 player games only; board design consists of standard R:F (that is, equivalent Rank & File); board dimensions 1 6x8; use of closed files between opposing wings; centre zone is multi-functional; setting up of barrier between opposing Rooks, or setting up of Rook Rule Regulations where the aforesaid pieces must satisfy certain conditions prior to engagement; utilises derivations of standard Castling; Zones-Of-Control of Arch-Priestess with-fespect-to allowable Rook movements are more evenly balanced. 11 General Explanation of Figures Figure 1 - Board Layout and Coordinate System Figure 2 - Rest positions of playing Pieces at the beginning of a 'Full-Range'game Figure 3 - Some allowable move directions of some Pieces for a 'Half-Range' game Figure 4 & 5 - Some allowable move directions of some Pieces for a 'Full-Range' game @ italukran - the circular chess gaming system 2008 Page 6