US2013221616A1PendingUtilityA1

Chiralkine

Assignee: HAY MARTIN ALEXANDERPriority: Nov 26, 2010Filed: Nov 11, 2011Published: Aug 29, 2013
Est. expiryNov 26, 2030(~4.3 yrs left)· nominal 20-yr term from priority
A63F 2003/00413A63F 2003/00867A63F 2011/0093A63F 2300/8094A63F 2300/10G06Q 40/04G06Q 20/22A63F 3/00261A63F 3/00145A63F 3/00097G06Q 20/02G06Q 30/0619A63F 3/00063G06Q 50/163A63F 2009/2407A63F 2003/00066G06Q 20/06A63F 3/00G06Q 40/00
22
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Claims

Abstract

A game in which the moves players can make simulate both the symmetric and antisymmetric couplings of muscle pairs that accompany co-ordinated movement of the two sides of the human body, and in which each player's move comprises two components, one beneficial to the player and the other beneficial to the player(s) opponents (herein called chiralkines); a kit for playing the game; an electronic gaming device for use in playing the game; left- and right handed money and left- and right-handed property rights for use in a game or commerce; and apparatuses adapted for use with these.

Claims

exact text as granted — not AI-modified
1 . A method for one or more players to pursue a game objective using a game apparatus, wherein:
 (a) said game apparatus comprises:
 at least two sets of first tokens, one for each player, each set consisting of two kinds of first token (A) and (C) each representing a function that in relation to the players is the antisymmetric opposite of the other; 
 a set of second tokens (D) and (L) each representing a function that in relation to the players is the symmetric opposite of the other; and 
 a game field provided with a plurality of token spaces; 
   (b) said game objective is for a player to achieve an arrangement of one or more tokens in the token spaces of the game field that represents a particular function; and   (c) said method comprises a sequence of steps in which each player in turn identifies a first token (C) and a first token (A) to be placed in (+) different token spaces so as to effect a change in function (>) in each of these token spaces selected from:
 C+A>L; A+C>D; 
 L+C>C; L+A>A; 
 D+C>C; and D+A>A; 
   then moves to change the tokens in each token space accordingly.   
     
     
         2 . A method as claimed in  claim 1 , in which (C) represents a function beneficial to a player, (A) represents the antisymmetric opposite function beneficial to all other players, (L) represents a function beneficial to all players and (D) represents a function beneficial to none of the players. 
     
     
         3 . A method as claimed in  claim 2 , in which each player must play a first token (A) that is beneficial to the other player(s) before playing a first token (C) that is beneficial to the player. 
     
     
         4 . A method as claimed in  claim 1 , in which musculature on one side of the player's body is used to effect changes in function corresponding with placing a first token (C) and the opposite side is used to effect changes in function corresponding with placing a first token (A). 
     
     
         5 . A method as claimed in  claim 1 , in which the game objective is for a player to achieve an arrangement of one or more tokens in token spaces of the game field that connects tokens selected from first tokens (C) in the player's set, first tokens (A) in any other player's set and second tokens (L) in a series to form a path. 
     
     
         6 . A method as claimed in  claim 1 , wherein
 (a) said game apparatus further comprises at least two hunting tokens;   (b) said game apparatus is used by at least one hunter during the course of a game between the players; and   (c) said at least one hunter interprets the first tokens (A) and (C) as having the same zero function, and the second tokens (L) and (D) as having simple opposite functions, the objective of the hunter being to take a turn between turns of the players and in that turn move one or both of the said hunting tokens to effect capture of an (L) token, convert it to a (D) token and thereby score a point.   
     
     
         7 . A method as claimed in  claim 6 , in which the game field has a face upon which first and second tokens are played and another face upon which hunting tokens are played. 
     
     
         8 . A method as claimed in  claim 7 , wherein:
 said game apparatus further comprises a set of scoring tokens consisting of right-handed scoring tokens (R-STs) and left-handed scoring tokens (L-STs) which can be held by a player only in the alternative, each representing antisymmetric opposite functions such that a holder of a R-ST has power to control the placement in a token space of a first token by a holder of a L-ST during the turn of the holder of the L-ST; and   said method further comprises the steps of:   asserting the power conferred by an R-ST over a holder of an L-ST by pairing the R-ST with the L-ST, cancelling the R-ST and L-ST pair and effecting the consequent change in function (>) in the token space;   identifying as a winner each player that achieves the game objective, and the other player(s) as losers;   identifying all possible winner/loser pairings;   for each winner/loser pairing, allocating an R-ST to the winner and an L-ST to the loser; and   cancelling any L-ST and R-ST pair held by the same player.   
     
     
         9 . A method as claimed in  claim 8 , wherein the game apparatus is used by two or more hunters, the method further comprising:
 identifying as a winner a hunter that has captured the most (L) tokens when the game objective has been achieved, and the other player(s) as losers;   identifying all possible winner/loser pairings;   for each winner/loser pairing, allocating an R-ST to the winner and an L-ST to the loser; and   cancelling any L-ST and R-ST pair held by the same player.   
     
     
         10 . A kit for playing a game as defined in  claim 1 , which comprises in physical form:
 (a) a game apparatus comprising:   at least two sets of first tokens, one for each player, each set consisting of two kinds of first token (A) and (C) each representing a function that in relation to the players is the antisymmetric opposite of the other;   a set of second tokens (D) and (L) each representing a function that in relation to the players is the symmetric opposite of the other; and   a game field provided with a plurality of token spaces;   (b) rules providing that the game objective is for a player to achieve an arrangement of one or more tokens in the token spaces of the game field that represents a particular function following the method of the game; which method comprises a sequence of moves in which each player in turn identifies a first token (C) and a first token (A) to be placed in (+) different token spaces so as to effect a change in function (>) in each of these token spaces selected from:
 C+A>L; A+C>D; 
 L+C>C; L+A>A; 
 D+C>C; and D+A>A; 
   then moves to change the tokens in each token space accordingly.   
     
     
         11 . A kit as claimed in  claim 10 , wherein
 said game apparatus further comprises at least two hunting tokens;   said game apparatus is for use by at least one hunter during the course of a game between the players; and   the rules provide that said at least one hunter interprets the first tokens (A) and (C) as having the same zero function, and the second tokens (L) and (D) as having simple opposite functions, the objective of the hunter being to take a turn between turns of the players and in that turn move one or both of the said hunting tokens to effect capture of an (L) token, convert it to a (D) token and thereby score a point.   
     
     
         12 . A kit as claimed in  claim 11 , wherein the game field has a face upon which first and second tokens can be played and another face upon which hunting tokens can be played. 
     
     
         13 . A kit as claimed  claim 12 , wherein:
 said game apparatus further comprises a set of scoring tokens consisting of right-handed scoring tokens (R-STs) and left-handed scoring tokens (L-STs) which can be held by a player only in the alternative, each representing antisymmetric opposite functions such that a holder of a R-ST has power to control the placement in (+) a token space of a first token by a holder of a L-ST during the turn of the holder of the L-ST; and   said rules further providing for the steps of:   asserting the power conferred by an R-ST over a holder of an L-ST by pairing the R-ST with the L-ST, cancelling the R-ST and L-ST pair and effecting the consequent change in function (>) in the token space;   identifying as a winner each player that achieves the game objective, and the other player(s) as losers;   identifying all possible winner/loser pairings;   for each winner/loser pairing, allocating an R-ST to the winner and an L-ST to the loser; and   cancelling any L-ST and R-ST pair held by the same player.   
     
     
         14 . A kit as claimed in  claim 13 , said rules further providing that the game apparatus can be used by two or more hunters, in a method further comprising:
 identifying as a winner a hunter that has captured the most (L) tokens when the game objective has been achieved, and the other player(s) as losers;   identifying all possible winner/loser pairings;   for each winner/loser pairing, allocating an R-ST to the winner and an L-ST to the loser; and   cancelling any L-ST and R-ST pair held by the same player.   
     
     
         15 . An electronic gaming device for use by one or more players in a method according to  claim 1 , which comprises:
 (a) display means for displaying a game apparatus comprising at least two sets of first tokens, one for each player, each set consisting of two kinds of first token (A) and (C) each representing a function that in relation to the players is the antisymmetric opposite of the other;
 a set of second tokens (D) and (L) each representing a function that in relation to the players is the symmetric opposite of the other; and 
 a game field provided with a plurality of token spaces; 
   (b) a game controller adapted to receive two instructions from each player regarding placement of first tokens in token spaces in the game field, one of which is for a first token (C) and the other for a first token (A);   (c) data processing means for converting said instructions into output for the display means such that functions are displayed in token spaces according to the following play sequences:
 C+A>L; A+C>D; 
 L+C>C; L+A>A; 
 D+C>C; and D+A>A. 
   
     
     
         16 . A device as claimed in  claim 15 , which further comprises:
 (d) display means for displaying at least two hunting tokens and said first and second tokens, but in which the first tokens all appear the same;   (e) a game controller adapted to receive two instructions from a hunter, one for the movement of each hunting token; and   (f) data processing means for converting the display of a second token (L) on both display means from (L) to (D) when said moves of said hunting tokens have effected capture of said second token (L).   
     
     
         17 . A device as claimed in  claim 15 , in which said data processing means is also adapted to display right-handed scoring tokens (R-STs) and left-handed scoring tokens (L-STs) and said controller is adapted to receive instructions regarding play of said R-STs and L-STs. 
     
     
         18 . (canceled) 
     
     
         19 . An apparatus adapted for use with left and right handed money, selected from:
 a bank card, comprising a machine readable identification code, said card being adapted to handle transactions in left- and right-handed money;   a cash machine adapted to dispense left- and right-handed money;   a cash register adapted to handle and record transactions in left- and right-handed money;   a vending machine adapted to receive money in one of right- and left-handed forms and dispense it in the other; and   an apparatus for use by a bank, comprising left- and right handed money and a computer programmed to maintain records of transactions in left and right-handed money.   
     
     
         20 . (canceled) 
     
     
         21 . (canceled) 
     
     
         22 . An electronic gaming device as claimed in  claim 15 , in which the game controller has a left detector system for receiving commands relating to one antisymmetric function from the right side of the brain and a right detector system for receiving commands relating to the opposite antisymmetric function from the left side of the brain. 
     
     
         23 . A method as claimed in  claim 1 , in which a player has suffered brain damage in one hemisphere.

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