Method for playing war game
This is a division of application Ser. No. 07/689,210, filed on Apr. 22, 1991, now abandoned. 
    
    
     BACKGROUND OF THE INVENTION 
     Field of the Invention 
     The present invention relates to a method for playing a war game, and more particularly, to such games that include the use of dice and tokens representing ships, tanks and planes. 
     SUMMARY OF THE INVENTION 
     It is one of the main objects of the present invention to provide a board game that simulates the tactical movement of war represented by ships, planes and tanks along predetermined paths and in certain cooperative interaction through a plurality of rules. 
     It is yet another object of this present invention to provide such a game that is inexpensive to manufacture and maintain while retaining its effectiveness. 
     Further objects of the invention will be brought out in the following part of the specification, wherein detailed description is for the purpose of fully disclosing the invention without placing limitations thereon. 
    
    
     BRIEF DESCRIPTION OF THE DRAWINGS 
     With the above and other related objects in view, the invention consists in the details of construction and combination of parts as will be more fully understood from the following description, when read in conjunction with the accompanying drawings in which: 
     FIG. 1 represents the board used in one of the preferred embodiments of the present invention. 
     FIG. 2 shows the dice used in the present invention. 
     FIG. 3 illustrates the tokens used in the present invention, representing tanks, planes, ships and the command center. 
    
    
     DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT 
     Referring now to the drawings, where the board game in the present invention is generally referred to with numeral 10, it can be observed that it basically includes game board 20 that includes four sides forming a square with fourteen square spaces per side making a total of one hundred and ninety six squares. There are two groups of squares A and B on the board wherein the squares represent land and a third group C of squares representing the sea separating the two above-mentioned land areas. The land areas can take any configuration. The preferred embodiment is shown with a bay coastal configuration 30. 
     The tokens used in preferred embodiment include three planes 40, three battleships 50, three tanks 60, and one command center 70 for each player. These tokens are shown within the initial configuration in FIG. 1 with solid lines. Command center 70 for each player is initially placed on square 80. The two dice (one of them represented with numeral 90) cast two numbers that can each be used to either advance the token or direct its firepower and the player decides which die will be for advancing and which one for firing. Both, advancing and firing follow paths that are perpendicular to the sides of the board. Tanks 60 can only advance within the areas denominated as land areas (A and B). Battleships 50 can only advance in the sea area (C) and planes 40 can advance all over the board 20. The tokens can not advance over another token. The tokens can go along those above-mentioned perpendicular paths in all directions. The same is true for directing their firepower, i.e., if a player casts a five and an enemy token is that many spaces away he or she will not be able to destroy it if another token (friend or foe) is in between. There are no restrictions with respect to the numbers on the die and the type of token. The firing only strikes the space rolled and nothing in between. As mentioned above, if another token is in the path, then the firing or possible advance is blocked. 
     Command center 70 for each player is land bound and it does not have any fire power capabilities. If exposed to enemy fire and hit, the player loses the game. Also, due to the reduced physical area in the land area, it is impossible for the command center to use all the numbers cast. For instance, the maximum number of squares in the land area is &#34;five&#34; so if a player casts a 6 (six), then he or she has to use another token to move. 
     The ultimate goal is to destroy the command center 70 of the opposite player. In the process, the players will destroy the different pieces that come within their firepower. A player may protect his or her tokens by aligning two or more of them diagonally, as shown in FIG. 1 with tokens 52 and 62. 
     Another characteristic of the sea bound tokens, such as the battleships 50, is that they can successfully arrive at the enemy&#39;s land area and disembark an additional tank 60 in an empty square. They disembark one land force represented with a tank token 60, with the consequent benefit of bringing enemy&#39;s command center 70 within the firepower reach of its force. Each player can disembark up to three tanks 60 in addition to those being assigned initially. Each battleship 50 may carry removable flag 51 to indicate that it has disembarked a tank 60 already. Battleships 50 can only disembark one tank 60 each. 
     It is believed the foregoing description conveys the best understanding of the objects and advantages of the present invention. Different embodiments may be made of the inventive concept of this invention. It is to be understood that all matter disclosed herein is to be interpreted merely as illustrative, and not in a limiting sense.