JPH0519097Y2 - - Google Patents
Info
- Publication number
- JPH0519097Y2 JPH0519097Y2 JP1987186004U JP18600487U JPH0519097Y2 JP H0519097 Y2 JPH0519097 Y2 JP H0519097Y2 JP 1987186004 U JP1987186004 U JP 1987186004U JP 18600487 U JP18600487 U JP 18600487U JP H0519097 Y2 JPH0519097 Y2 JP H0519097Y2
- Authority
- JP
- Japan
- Prior art keywords
- pieces
- piece
- squares
- board
- shogi
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Expired - Lifetime
Links
Landscapes
- Toys (AREA)
- Pinball Game Machines (AREA)
Description
【考案の詳細な説明】
〔産業上の利用分野〕
この考案は、老若男女の別なく容易に楽しむこ
とのできる室内遊戯具としての数合わせ将棋に関
する。[Detailed description of the invention] [Industrial field of application] This invention relates to number matching shogi as an indoor play tool that can be easily enjoyed by people of all ages and genders.
従来から囲碁、将棋、麻雀、チエス、オセロ、
トランプ等の各種室内遊戯具があり、多くの愛好
家に親しまれている。これらは、それぞれの遊戯
規則に従つて楽しむもので、家庭やオフイス等で
容易に楽しめることが望ましい。そのためには、
遊戯上の規則が簡便で、しかも所要用具も廉価で
入手し易いものであることも重要な要件となる。
Traditionally, Go, Shogi, Mahjong, Chess, Othello,
There are various indoor play equipment such as playing cards, which are loved by many hobbyists. These games are to be enjoyed according to their respective game rules, and it is desirable that they can be enjoyed easily at home, office, etc. for that purpose,
It is also important that the game rules be simple and that the necessary equipment be inexpensive and easily available.
従来の各種遊戯具では、あるものはその規則が
複雑で習熟するのに時間がかかり、子供を含む多
くの愛好家を得ていず、またあるものは複数人の
相手を要する等の制限もある。またあるものは、
本格的または高価な用具を要し、更にゲームの所
要時間が長い等の理由から、手軽に楽しむのに難
点があるものもある。 Some of the conventional play equipment have complicated rules and take time to master, and have not gained many enthusiasts, including children, and some have limitations such as requiring multiple players. . There is also something
Some games are difficult to enjoy easily because they require professional or expensive equipment and take a long time to play.
この考案は、上記のような問題点を解消し、比
較的容易な規則に従つて簡易かつ廉価な用具によ
り、短時間で楽める新規な室内遊戯具を提供する
ことにある。
The purpose of this invention is to solve the above-mentioned problems and provide a new indoor play equipment that can be enjoyed in a short time using simple and inexpensive equipment that follows relatively easy rules.
上記の課題は、この考案により、縦横にそれぞ
れ5行と6列の合計30個の枡目を有する方形の盤
と、二人の対戦相手に対してそれぞれ5個を組に
した合計10個となる2組の駒とから成る数合わせ
将棋であつて、各組の5個の駒が1〜5の連続す
る整数の中の一つ、またはその整数に対応する記
号をそれぞれ重複しないように少なくとも一方の
表面上に有し、各駒が攻め方の向きを規定するマ
ークまたは形状を有し、盤の最下部の5個の枡目
が自陣として対戦の初期に前記1組の駒を並べる
ためにあり、先攻者のみが初手でただ一箇所駒の
移動を禁止するため、盤の中央列の中央部に並ぶ
2個の枡目が識別マークを有する、数合わせ将棋
によつて解決されている。
The above problem was solved by creating a rectangular board with a total of 30 squares in 5 rows and 6 columns in the vertical and horizontal directions, and a total of 10 squares with 5 squares for each of the two opponents. A number matching shogi game consisting of two sets of pieces, each of which has at least one set of consecutive integers from 1 to 5, or a symbol corresponding to that integer, so that they do not overlap each other. On one surface, each piece has a mark or shape that defines the direction of attack, and the five squares at the bottom of the board are used as one's own side to line up the set of pieces at the beginning of the match. The game is solved by number match shogi, in which the first mover is prohibited from moving a piece in just one place on the first move, so the two squares lined up in the center of the center row of the board have identification marks.
この考案による数合わせ将棋は、5×6の枡目
を有する盤に並べた彼我5個ずつの駒を縦横斜め
に任意数交互に移動させ、縦横斜めに連続する三
つの循環数の駒を並べた者が勝となるゲームを行
うものである。この場合の規則は各駒とも縦横斜
めの移動が任意であること、先手第1着に禁止位
置があること、自陣を移動していない駒は数合わ
せの対象にならないことのみである。相手の数合
わせを妨害しつつ、できるだけ早く自己の数合わ
せができるかを競うものである。
The number match shogi game invented by this invention consists of moving 5 pieces each on a board with a 5 x 6 square grid alternately in any number of rows, columns, and diagonals, and moving pieces of three consecutive numbers in rows, columns, and diagonals. This is a game where the person who lines up wins. The only rules in this case are that each piece can move vertically, horizontally, diagonally, etc., that there is a prohibited position for the first mover, and that pieces that have not moved on their own side are not subject to number matching. It is a competition to see who can match their own numbers as quickly as possible while interfering with the opponent's number matching.
以下、添付図面に基づきこの考案をより詳しく
説明する。
This invention will be explained in more detail below based on the accompanying drawings.
第1図は、この考案による数合わせ将棋用の将
棋盤10を示す。図から明らかなように、この盤
10は横に5列で、縦に6行の合計30個の枡目を
有する長方形の盤である。この盤の材質は、厚
紙、木材をはじめプラスチツク、金属等の何れで
あつてもよい。なお、後述する磁気を帯びた駒を
使用する場合には、当然磁性体材料の盤を使用す
る。 FIG. 1 shows a shogi board 10 for number match shogi according to this invention. As is clear from the figure, the board 10 is a rectangular board having a total of 30 squares, 5 columns horizontally and 6 rows vertically. The material of this board may be cardboard, wood, plastic, metal, etc. Note that when using magnetic pieces, which will be described later, a board made of magnetic material is naturally used.
盤10の上端と下端のアミカケ表示された1枠
12,12′は、両対戦相手の自陣であり、ゲー
ム開始に先立だつてこの部分にのみ後述する自己
の数字付き駒を配置する。また盤10中央のアミ
カケ表示された二つの枡目13,13′は先手側
の第1着手禁止点を示すもので、この禁止点は先
手側のみに適用される。即ち、枠12に自軍の駒
を置いた先攻の者は枡目13′に第一着手で駒を
置くことができない。同様に、枠12′に自軍の
駒を置いた先攻の者は枡目13に第一着手で駒を
置くことができない。なお、これらアミカケ部分
を含めて盤の任意部分を適当な色で着色してもよ
い。着色した将棋盤は、殊に子供のゲームとして
適している。 Frames 12 and 12', which are displayed in square shapes at the upper and lower ends of the board 10, are the own sides of both opponents, and prior to the start of the game, their own numbered pieces, which will be described later, are placed only in these areas. In addition, the two squares 13 and 13' displayed in the middle of the board 10 indicate the first move prohibition point of the player on the play side, and this prohibition point applies only to the player on the play side. In other words, the player who goes first and places his piece in box 12 cannot place a piece in square 13' with his first move. Similarly, the first mover who places his piece in box 12' cannot place a piece in box 13 with his first move. It should be noted that any part of the board, including these cutout parts, may be colored in an appropriate color. Colored chess boards are particularly suitable as children's games.
第2図上段21は、この考案による数合わせ将
棋に使用される駒1〜5の例を示すものである。
自己の駒と対戦相手の駒とが区別し得る態様でそ
れぞれ連続する5つの整数が付されている。これ
はこのような整数でもよいが、第2図中段22ま
たは下段23に示すように、サイコロや麻雀牌等
で常用される整数に相当する記号を使用してもよ
い。ここでは、将棋駒と類似する形状で、駒の向
きによつて彼我の駒を区別し、それぞれに整数1
〜5の数字を付したものであるが、その他の態様
を採用することもできる。例えば、駒を円、方
形、三角形、菱形等の任意形状とし、5個1組を
ある色とし、他方の組の色を変えたり、また数の
記載位置を先端に偏らせる等により、駒の向き、
従つて彼我を区別できる。また駒の形状は、例え
ばチエスの駒の中の何れかの形状を採用すること
もできる。また数字も1桁に限定されることな
く、2桁やその他の文字記号等に組み合わせて彼
我の駒の区別をすることもできる。更に、乗物内
のような振動のある場合にも有利に使用するため
には、盤を磁性体材料によつて形成し、駒に磁気
を帯びさせておくと都合がよい。磁気を与える態
様は小型磁石を埋設し、あるいはゴムやプラスチ
ツク等の駒形成材料自体に磁気を与えておくこと
もできる。これら態様の変更は多くの組み合わせ
が存在するので、全てを記載することはしない。 The upper part 21 of FIG. 2 shows an example of pieces 1 to 5 used in the number match shogi game according to this invention.
Five consecutive integers are attached to each piece in such a way that one's own piece and the opponent's piece can be distinguished. This may be such an integer, but as shown in the middle row 22 or lower row 23 of FIG. 2, a symbol corresponding to an integer commonly used in dice, mahjong tiles, etc. may also be used. Here, the shape is similar to a shogi piece, and the pieces are distinguished from each other by the direction of the pieces, and each piece has an integer number of 1.
Although the figures are numbered 5 to 5, other embodiments may also be adopted. For example, the pieces can be made into arbitrary shapes such as circles, squares, triangles, and rhombuses, one set of five pieces can be set in a certain color, and the color of the other set can be changed. Also, the direction of the pieces can be changed by placing the number on the tip of the piece. ,
Therefore, we can distinguish between self and self. Further, the shape of the piece may be, for example, any shape of a Chess piece. Also, the numbers are not limited to one digit, but can be combined with two digits or other letters and symbols to distinguish between different pieces. Furthermore, in order to use the disc advantageously even when there is vibration such as in a vehicle, it is convenient to form the board from a magnetic material and to make the pieces magnetized. Magnetism can be imparted by embedding a small magnet, or by imparting magnetism to the piece forming material itself, such as rubber or plastic. Since there are many combinations of changes in these aspects, not all of them will be described.
次に、第1図の盤10と第2図の駒とを組み合
わせた遊戯規則について説明する。 Next, a game rule in which the board 10 of FIG. 1 and the pieces of FIG. 2 are combined will be explained.
この考案による数合わせ将棋は2人でゲームを
交互に行う。第3図のように、盤10で各自の最
も手前の自陣に5個の駒を任意の順序で並べる。
先手・後手は、当初ジヤンケン等で決定し、2回
戦以降は敗者先手とすることができる。なお、相
手方の駒の配列を見て、先手・後手の順序で相手
陣地の2つの駒を、入れ換える規則を採用するこ
ともできる。この場合であつても、入れ換えの必
要がなければ、そのままでもよい。 In the game of number match shogi developed by this invention, two people take turns playing the game. As shown in Figure 3, on the board 10, each player arranges five pieces in any order on their own side.
The first and second moves are initially determined by Jiyanken, etc., and from the second round onwards, the loser can be the first player. It is also possible to adopt a rule that looks at the arrangement of the opponent's pieces and swaps the two pieces in the opponent's base in the order of first move and second move. Even in this case, if there is no need to replace it, it may be left as is.
次いで、ゲームの実行に入る。先手は自己の駒
を任意位置に移動できる。その場合、盤10の中
央のアミカケ表示された△、▽部分13,13′
のうち、相手側部分、ここでは△部分13′が、
先に説明したように、第1着禁止である。この規
則は、上記の部分に第1着を許すと先手必勝とな
り、ゲームが単純になるために設けたものであ
る。第2着以降はどの点に駒を進めてもよい。 Next, the game starts running. The first mover can move his pieces to any position. In that case, the △ and ▽ parts 13 and 13' shown in the middle of the board 10
Among them, the other side part, here △ part 13', is
As explained earlier, first place is prohibited. This rule was established in order to simplify the game by allowing the player to finish first in the above-mentioned portion, resulting in a guaranteed victory. After 2nd place, you can advance your pieces to any point.
駒は、第4図のように、自己および相手の他の
駒がない限り、縦横斜めに任意数の移動ができ、
丁度日本将棋の飛車と角を合わせた移動を実行で
きる。この動きの間相手の駒をとることはでき
ず、またどの駒も同じ動きで、動きに差異はな
い。 As shown in Figure 4, pieces can move any number of times vertically, horizontally, and diagonally, as long as there are no other pieces on their side or on the opponent's side.
You can move just like the rook in Japanese shogi. During this move, you cannot capture your opponent's pieces, and all pieces move in the same way; there is no difference in their movements.
この数合わせ将棋の勝負は、第5図のように縦
横斜めの何れかに、整数1〜5のうち3つの整数
が連続する循環数列で並んだ場合に勝ちとなる。
この場合の駒の配列は、「1,2,3」、「2,3,
4」、「3,4,5」、「4,5,1」、「5,1,
2」のように連続する整数である必要がある。こ
のような配列を早く達成した方が勝ちになる。着
手は交互に行うので、相手の上記配列を妨害しな
がら自己の駒を勝ちの配列とするように競い合
う。もし、次の一手で配列が完成する状態になつ
た場合には、「当たり」を警告するようにすると
フエアプレイの観点上都合がよい。 The game of number match shogi is won when three integers from among integers 1 to 5 line up in a continuous cyclic number sequence either vertically or horizontally as shown in FIG.
The arrangement of pieces in this case is "1, 2, 3", "2, 3,
4”, “3,4,5”, “4,5,1”, “5,1,
They must be consecutive integers such as "2". The faster you can achieve this arrangement, the more you win. Since moves are made alternately, players compete to arrange their own pieces in a winning arrangement while interfering with the opponent's arrangement. If the sequence is completed with the next move, it is convenient from the viewpoint of fair play to warn of a "win".
なお、第6図のように、相手陣の隅部分での組
み合わせに限り、1列以外の配列でも勝ちとな
る。 As shown in Figure 6, if the combination is in the corner of the opponent's side, you can win even if the combination is in a position other than one row.
第7図のような配列は、数字の順序が正規の整
数列とならないので勝ではない。また第8図のよ
うに、自陣内に駒がある配列は勝にならない。こ
のような規則を採用すれば、極端に短い手数で勝
負が決し、ゲームの興味が薄れるので、これ等の
配置を勝としない。 An arrangement like the one shown in Figure 7 is not a win because the order of the numbers is not a regular integer sequence. Also, as shown in Figure 8, an arrangement with pieces in your own territory will not result in a win. If such a rule is adopted, the game will be decided in an extremely short number of moves, and the game will lose interest, so these arrangements are not considered a win.
この考案による数合わせ将棋は、極めて単純な
規則で構成されているため、ゲーム上「待つた」
は認めないように取り決めておくことが望まし
い。 The number match shogi invented by this invention is composed of extremely simple rules, so it is difficult to wait in the game.
It is desirable to make arrangements not to allow such.
この考案による数合わせ将棋は、上述のように
手軽な用具でゲームを行うことができる。また、
老若男女だれでも理解し得る単純な規則によつて
短時間にゲームが成立するものであるから、時や
場所を選ばず容易に楽しむことができる。従つ
て、家庭内の団欒はもとより、通常の囲碁・将棋
あるいは麻雀等の本格的室内ゲームが困難な、例
えば短い休業時間や乗物の中等でも手軽に楽しむ
ことができる。
The number match shogi game invented by this invention can be played using simple equipment as described above. Also,
Since the game can be played in a short time using simple rules that anyone of any age or gender can understand, it can be easily enjoyed at any time or place. Therefore, it is possible to enjoy not only family gatherings, but also during regular indoor games such as Go, Shogi, or mahjong, where it is difficult to play, such as during short breaks or while riding a vehicle.
第1図、この考案による数合わせ将棋用の将棋
盤の平面図。第2図、この考案による数合わせ将
棋用駒の3つの実施例を示す平面図。第3図、ゲ
ーム開始時の駒配列の例。第4図、各駒の移動状
態を示す説明図。第5図および第6図、勝ちにな
る場合の駒配列の例を示す図面。第7図および第
8図、勝ちにならない場合の駒配列の例を示す図
面。
図中参照符号:10……将棋盤、21,22,
23……駒。
Figure 1 is a plan view of a shogi board for number matching shogi based on this invention. FIG. 2 is a plan view showing three embodiments of the number matching shogi pieces according to this invention. Figure 3: Example of piece arrangement at the start of the game. FIG. 4 is an explanatory diagram showing the movement state of each piece. Figures 5 and 6 are drawings showing examples of piece arrangement in case of winning. Figures 7 and 8 are drawings showing examples of piece arrangement in the case of no winning. Reference numbers in the diagram: 10... Shogi board, 21, 22,
23...piece.
Claims (1)
有する方形の盤と、二人の対戦相手に対してそれ
ぞれ5個を組にした合計10個となる2組の駒とか
ら成る数合わせ将棋において、 各組の5個の駒が1〜5の連続する整数の中の
一つ、またはその整数に対応する記号をそれぞれ
重複しないように少なくとも一方の表面上に有
し、各駒が攻め方の向きを規定するマークまたは
形状を有し、 盤の最下部の5個の枡目が自陣として対戦の初
期に前記1組の駒を並べるためにあり、先攻者の
みが初手でただ一箇所駒の移動を禁止するため、
盤の中央列の中央部に並ぶ2個の枡目が識別マー
クを有する ことを特徴とする数合わせ将棋。[Scope of claim for utility model registration] A rectangular board with a total of 30 squares, 5 rows and 6 columns each, and 5 squares for each of the two opponents, making a total of 10 squares. In a number-matching Shogi game consisting of two sets of pieces, each set of five pieces has one of the consecutive integers 1 to 5, or the symbol corresponding to that integer, on at least one surface so as not to overlap each other. Each piece has a mark or shape that determines the direction of attack, and the five squares at the bottom of the board are for arranging the pieces in the set at the beginning of the match as your own side. Only the first mover is prohibited from moving a piece in one place in the first move.
A number match shogi game characterized by having identification marks on two squares lined up in the center of the central row of the board.
Priority Applications (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| JP1987186004U JPH0519097Y2 (en) | 1987-12-08 | 1987-12-08 |
Applications Claiming Priority (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| JP1987186004U JPH0519097Y2 (en) | 1987-12-08 | 1987-12-08 |
Publications (2)
| Publication Number | Publication Date |
|---|---|
| JPH0190587U JPH0190587U (en) | 1989-06-14 |
| JPH0519097Y2 true JPH0519097Y2 (en) | 1993-05-20 |
Family
ID=31477256
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| JP1987186004U Expired - Lifetime JPH0519097Y2 (en) | 1987-12-08 | 1987-12-08 |
Country Status (1)
| Country | Link |
|---|---|
| JP (1) | JPH0519097Y2 (en) |
Family Cites Families (2)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JPS55171070U (en) * | 1979-05-26 | 1980-12-08 | ||
| JPS60129981U (en) * | 1984-02-13 | 1985-08-31 | 上原 小海 | Entori shogi game |
-
1987
- 1987-12-08 JP JP1987186004U patent/JPH0519097Y2/ja not_active Expired - Lifetime
Also Published As
| Publication number | Publication date |
|---|---|
| JPH0190587U (en) | 1989-06-14 |
Similar Documents
| Publication | Publication Date | Title |
|---|---|---|
| US4190256A (en) | Path forming game | |
| US4003578A (en) | Bass anglers fishing classic game | |
| US3820791A (en) | Board game | |
| US4645209A (en) | Pattern-formation strategy board game | |
| US3895804A (en) | Game apparatus | |
| US4123062A (en) | Game with multiple choice strategy | |
| US4456261A (en) | Method of playing a board game | |
| US3964749A (en) | Pentomino puzzles | |
| US3741547A (en) | Chess game apparatus | |
| US4335879A (en) | Game apparatus and means for playing the same | |
| US4498674A (en) | Board game with a common piece having a spinner | |
| US6921074B2 (en) | Board game | |
| US5358248A (en) | Golf board game | |
| US5601289A (en) | Chess piece for a three-dimensional vertical stacking chess game | |
| US4149727A (en) | Game apparatus | |
| US4565373A (en) | Numerical guessing game | |
| US3829099A (en) | Four player chess game apparatus | |
| US5492332A (en) | Chess-type game | |
| JPH0519097Y2 (en) | ||
| WO1986000540A1 (en) | Soft board type game | |
| US20060125177A1 (en) | Educational game and devices for playing it | |
| US4273338A (en) | Game apparatus with notched game board | |
| JPS61119285A (en) | Game device | |
| US6182965B1 (en) | Ring-spinning games with game parts and methods of play | |
| US4884817A (en) | Three-dimensional game and gameboard |