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Patent US7568699 - Board game and method of playing thereof - Google PatentsSearch Images Maps Play YouTube News Gmail Drive More »Sign inPatentsA game board is divided into squares, and is partitioned into an inner play area and an outer play area that surrounds the inner play area. The outer play area acts as a game engine in that it controls the functionality of one or more game pieces within the inner play area. The inner play area preferably...http://www.google.com/patents/US7568699?utm_source=gb-gplus-sharePatent US7568699 - Board game and method of playing thereofAdvanced Patent SearchPublication numberUS7568699 B2Publication typeGrantApplication numberUS 10/821,754Publication dateAug 4, 2009Filing dateApr 9, 2004Priority dateApr 11, 2003Fee statusLapsedAlso published asEP1613404A2, EP1613404A4, US20040201171, WO2004091741A2, WO2004091741A3Publication number10821754, 821754, US 7568699 B2, US 7568699B2, US-B2-7568699, US7568699 B2, US7568699B2InventorsJohn Edward O'NeillOriginal AssigneeO'neill John EdwardExport CitationBiBTeX, EndNote, RefManPatent Citations (30), Classifications (10), Legal Events (3) External Links: USPTO, USPTO Assignment, EspacenetBoard game and method of playing thereof
US 7568699 B2Abstract
A game board is divided into squares, and is partitioned into an inner play area and an outer play area that surrounds the inner play area. The outer play area acts as a game engine in that it controls the functionality of one or more game pieces within the inner play area. The inner play area preferably comprises a 6�6 array of squares, and the outer play area includes a perimeter of squares which surround the inner play area. A position of a game piece traversing the outer play area determines functionality of certain game pieces positioned within the inner play area. Functionality of these game pieces in the inner play area are in a constant state of change relative to the changes of position of the game piece in the outer play area.
1. A board game comprising:
a. a game board configured as a grid, the grid comprising:
i. an inner play area comprising an inner portion of the grid; and
ii. an outer play area comprising an outer portion of the grid; and
b. a plurality of game pieces comprising:
i. a plurality of first game pieces designated by a first type each having at least one upstanding face including a protrusion extending from the upstanding face or an indentation into the upstanding face, wherein each one of the first game pieces is configured to come in face to face contact with at least one of the other first game pieces to form new game piece structures, further wherein the indentation from the upstanding face of one first game piece is configured to receive the protrusion from the upstanding face of the other first game piece, thereby interlocking the first game pieces;
ii. a plurality of second game pieces designated by a second type;
iii. a plurality of third game pieces designated by a third type;
iv. a plurality of fourth game pieces designated by a fourth type;
v. a plurality of fifth game pieces designated by a fifth type; and
vi. a plurality of sixth game pieces designated by a sixth type, wherein a first one of the sixth game pieces is associated with each one of the plurality of second game pieces, a second one of the sixth game pieces is associated with each one of the plurality of third game pieces, a third one of the sixth game pieces is associated with each one of the plurality of fourth game pieces, and a fourth one of the sixth game pieces is associated with each one of the plurality of fifth game pieces.
2. The board game of claim 1 wherein each type of game piece is designated by a specific shape.
3. The board game of claim 2 wherein the plurality of second game pieces is designated as a first type of tree, the plurality of third game pieces is designated as a second type of tree, the plurality of fourth game pieces is designated as a third type of tree, and the plurality of fourth game pieces is designated as a fourth type of tree.
4. The board game of claim 1 wherein the grid comprises an 8�8array of squares, the inner play area comprises an inner 6�6 array of the squares, and the outer play area comprises an outer perimeter of squares surrounding the inner 6�6 array.
5. The board game of claim 1 further comprising randomizing means to determine movement of the plurality of game pieces.
6. The board game of claim 1 wherein the first one of the sixth set is designated by a first color, the second one of the sixth set is designated by a second color, the third one of the sixth set is designated by a third color, and the fourth one of the sixth set is designated by a fourth color.
7. The board game of claim 1, wherein each one of the plurality of first game pieces comprises one-quarter of a pyramid including two flat vertical sides and two flat sloped sides.
8. A board game comprising:
a. a game board configured as a grid including a plurality of squares, the grid comprising:
i. a plurality of first game pieces designated by a first type each having two upstanding faces, each face having a full-height of the first game piece, wherein each one of the first game pieces is configured to come in face to face contact with at least one of the other first game pieces to form new game piece structures, further wherein when two or more first game pieces are in face to face contact the resulting new game piece structure has a dimension that is longer than a square on the grid, further wherein each one of the plurality of first game pieces comprises one-quarter of a pyramid including two flat vertical upstanding faces and two flat sloped sides;
9. The board game of claim 8 wherein each type of game piece is designated by a specific shape.
10. The board game of claim 8 wherein the grid comprises an 8�8array of squares, the inner play area comprises an inner 6�6 array of the squares, and the outer play area comprises an outer perimeter of squares surrounding the inner 6�6 array.
11. The board game of claim 8 further comprising randomizing means to determine movement of the plurality of game pieces.
12. The board game of claim 8 wherein the plurality of second game pieces is designated as a first type of tree, the plurality of third game pieces is designated as a second type of tree, the plurality of fourth game pieces is designated as a third type of tree, and the plurality of fourth game pieces is designated as a fourth type of tree.
13. The board game of claim 8 wherein the first one of the sixth set is designated by a first color, the second one of the sixth set is designated by a second color, the third one of the sixth set is designated by a third color, and the fourth one of the sixth set is designated by a fourth color. Description
This application claims priority of U.S. provisional application, Ser. No. 60/462,494, filed Apr. 11, 2003, and entitled Admcadiam Paradice, by this same inventor. This application incorporates U.S. provisional application, Ser. No. 60/462,494 in its entirety by reference.
The present invention relates to the field of games. More particularly, the present invention relates to the field of board games and a method of playing thereof.
Board games are known for providing challenge and enjoyment to users. New games are desired.
A game board is divided into squares arranged as rows and columns, and is partitioned into an inner play area and an outer play area that surrounds the inner play area. The outer play area acts as a game engine in that it controls the functionality of one or more game pieces within the inner play area. The inner play area preferably comprises a 6�6 array of squares, and the outer play area includes a perimeter of squares which surround the inner play area. A position of a game piece traversing the outer play area determines functionality of certain game pieces positioned within the inner play area. Functionality of these game pieces in the inner play area are in a constant state of change relative to the changes of position of the game piece in the outer play area
The inner play area represents an ecosystem comprising different forests, each forest supporting a forest spirit of a different color and a Human Being observing the world from a different point of view. The inner play area is preferably divided into four quadrants. Each quadrant defines a specific type of forest, each forest with it's own type of tree. In the preferred embodiment, the four types of trees include deciduous trees, coniferous trees, palm trees, and rainforest trees. In the center of each quadrant is a forest spirit game piece. At the outer corner of each quadrant is a Human Being game piece.
Each game is divided into a serious of rounds. The number of rounds is predetermined and based on any number of different game objectives. Each round includes three parts. In the first part, the die is rolled and the game piece in the outer play area is moved around the outer perimeter of squares by the number rolled on the die. It is determined which of the Human Being game pieces is to function in a take mode. The remaining Human Being game pieces then function in a give mode. The Human Being game piece closest to the game piece moved in the outer play area is the Human Being game piece that functions according to the take mode. In part two of the round, a player acting according to the take mode moves the Human Being game piece functioning in the take mode. The number of moves available in the take mode is equal to the number of the rolled die in part one of the round. The player in take mode attempts to remove trees from the inner play area.
In part three of the round, a player(s) makes a number of moves also equal to the number of the rolled dice in part one of the round. A player(s) operating in the give mode makes a move by moving any one of the three Human Beings not functioning in the take mode, moving any one of the forest spirits, replacing previously taken trees onto the inner play area of the game board, moving the one Human Being functioning in the take mode if the other three Human Beings are already seeing eye-to-eye, or any combination thereof.
Once each of the modes, take and give, are played, it is determined if additional rounds are to be played. If the player operating in take mode successfully takes all trees from two different forest, then the game ends. If the player(s) operating in the give mode successfully positioned all four Human Being game pieces into a pyramid configuration, then the game ends. Otherwise, game play can continue and the die is rolled again. It is understood that alternative steps can be added, changed, or removed according to alternative methods of game play. For example, if two players are playing where they alternate each round from being in take mode to being in give mode, and vice versa, then as each new round begins, the roll of Giver and Taker are switched by the two players.
Preferably, the game board is configured to be four separate squares joined by an ‘x’ shaped bracket. When separated from the bracket, the four squares are joined with a top and bottom to form a box for holding the game pieces when in use. An x-rod penetrates the top and bottom to hold the box together.
FIG. 1 illustrates a preferred embodiment of the game board used in the present invention.
FIG. 2 illustrates the preferred starting configuration of the game pieces on the game board illustrated in FIG. 1.
FIG. 3 illustrates an exemplary game pieces configuration in which the Giver wins the game.
FIG. 4 illustrates an exemplary game pieces configuration in which the Taker wins the game.
FIG. 5 illustrates a preferred method of playing the board game of the present invention.
FIG. 6 illustrates a perspective view of a game box used to store the board game of the present invention.
FIG. 7 illustrates an X-lock used in assembling the game board.
FIG. 8 illustrates a top down perspective view of one of the game board pieces.
FIG. 9 illustrates a bottom up perspective view of one of the game board pieces.
FIG. 10 illustrates a bottom up perspective view of the bottom piece and the X-rod.
FIG. 11 illustrates a top down perspective view of the assembled bottom piece and X-rod.
FIG. 12 illustrates a perspective view of four Human Beings seeing eye-to-eye to form a pyramid.
FIG. 13 illustrates two Human Beings including the two eyes on each Human Being, as the two Human Beings see eye-to-eye.
FIG. 14 illustrates a perspective view of the four Human Beings, and the relative positions of the two eyes on each Human Being, as the Human Beings interlock to form the pyramid illustrated in FIG. 12.
A board comprises an inner playing area, referred to as Paradice, preferably comprising 36 squares placed in a 6�6 array, and an outer border around the perimeter of the inner playing area playing area, the outer border referred to as a Universe Interface and comprising 28 squares. In each quarter of the inner playing area, trees surround a life form referred to as a forest spirit. Each quarter preferably comprises seven trees of the same type and one forest spirit associated with the tree type. Four Human Beings, expressed as different Points of View, look in from each corner. An Opportunity token preferably holding a round die, occupies any square within the Universe Interface. In the preferred embodiment, the counter uses a die. It will be apparent to those of ordinary skill in the art that other means for selecting a move can be used. Examples can include a numbered spinner, a block with a different color on each face and a corresponding series of colors on the Universe Interface. Paradice is a metaphor arena for life with four different forests. Each forest supports a different forest spirit. Each forest spirit and forest initially support a different Human Being. Each Human Being initially sees Paradice from a different Point of View, i.e. is facing a different direction.
Each Human Being can respond to Opportunity in one of two ways, as a Giver and as a Taker. As a Taker, a Human Being takes trees from the board. As a Giver, a Human Being seeks to maximize the health of Paradice by reviving trees, forest spirits and forming a pyramid. The purpose of the game is to unite all of the Human Beings to see eye-to-eye, and share the values and visions developed from their different Points of View, before a Human Being acting in the Taker mode ends the game.
In the Taker mode, a Human Being moves the number of squares displayed on the die, taking off trees as it moves. In the Giver mode, a Human Being moves through the trees placing the tree displaced by its arrival in the square it came from. In both modes, a Human Being rests on the last square of its move facing the same way it began. In both modes, Human Beings can move horizontally and/or vertically, but not diagonally.
The position of the Opportunity token creates Opportunity, for both the Taker mode and the Giver mode. Opportunity revolves around Paradice continually changing which Human Being is in Taker mode. Any of the other three Human Beings which have not been deactivated can be selected to be in Giver mode. Opportunity defines the moves each Human Being can make in Taker or Giver mode. The Human Being closest to the resting place of the Opportunity token acts first as the Taker.
To determine the resting place of the Opportunity token, start by placing the Opportunity token in any square of the Universe Interface, and roll the die. Place the die in the Opportunity token with the thrown number uppermost. Move the Opportunity token around the Universe Interface the number displayed on the die. Place an indicator mask on the Human Being nearest to where the Opportunity token stops to define that particular Human Being as active in the Taker mode. In the preferred embodiment, the indicator is a mask.
Play of the game is the dialogue between the Taker and Giver as each use Opportunity. The Human Being in Taker mode acts first. The Human Being in Taker mode uses Opportunity for the pursuit of needs defined by its particular goal. One or more of the other Human Beings in Giver mode, move to unite their Points of View in order to maximize the health of Paradice.
The game is played in rounds, divided into three parts. First, the die is rolled and the Opportunity token is moved around the Universe Interface. Second, the Human Being in Taker mode moves. Third, the other Human Beings responding in Giver mode move. In Taker and Giver modes, Human Beings make use of the same Opportunity number, as determined by the rolled die. Taker mode strategy ranges from eating trees, isolating forest spirits, deactivating Human Beings in Giver mode, and ending moves strategically. Response strategy in Giver mode combines moving Human Beings together, saving forest spirits, and saving Human beings, thereby saving Paradice.
I. Components of the Game
A game board is divided into squares, and is partitioned into an inner play area and an outer control area that surrounds the inner play area. FIG. 1 illustrates a preferred embodiment of the game board used in the present invention. A game board 100 includes an 8�8 array of squares, squares 1-64. The game board 100 includes an inner play area 110 and an outer Universe Interface 120. The play area 110 is also referred to as Paradice. The outer Universe Interface 120 is also referred to as a Universe Interface. The outer Universe Interface 120 acts as a game engine in that it controls the functionality of one or more game pieces within the inner play area 110. The function of the game engine and the controls it imparts are discussed in greater detail below. The play area 110 preferably comprises a 6�6 array of squares, the squares 1-36. The outer Universe Interface 120 preferably comprises a perimeter of squares, the squares 37-64, which surround the play area 110.
A position of the Opportunity toke 130 traversing the Universe Interface squares determines attributes, including but not limited to powers and move potential, of game pieces in the play area 110. Preferably, a single token moves within the outer Universe Interface 120 to represent Opportunity. Alternatively, more than one game piece moves within the outer Universe Interface 120. The token on the Universe Interface squares can refer to other game pieces located in the play area 110. In particular, after the Opportunity token is moved, the closest Human Being is the playing piece of the Taker. Such a reference can be made be a position, color or shape of the game pieces. Attributes of game pieces in the play area 110 are in a constant state of change relative to the changes of position of the Opportunity token in the Universe Interface 120.
Paradice represents an ecosystem comprising different forests. Initially, each forest supporting a unique forest spirit. In the preferred embodiment, the forest spirits are each of a different color. Also, at the beginning of a game each forest contains a Human Being, each facing the center of the board from their respective corner.
The play area 110 is preferably divided into four quadrants. A first quadrant includes squares 1-9. A second quadrant includes squares 10-18. A third quadrant includes squares 19-27. A fourth quadrant includes squares 28-36. Perferably, each quadrant defines a specific type of forest, each forest with a unique type of tree. In the preferred embodiment, the four types of trees include deciduous trees, coniferous trees, palm trees, and rainforest trees. In the center of each quadrant is a forest spirit game piece. At the outer corner of each quadrant (squares 1, 10, 19 and 28) is a Human Being 140 game piece which starts the game facing inward toward the center of the game board 100. The orientation of each Human Being 140 is significant, as will be described in greater detail below. Game pieces initially fill the entire play area 110. All but one of the Universe Interface 120 squares are empty.
FIG. 2 illustrates the preferred starting configuration of the game pieces on the game board 100. Positions of the game pieces illustrated in FIG. 2 are referenced according to the square numbers shown in FIG. 1. For example, the Universe Interface 120 includes squares 37-64, all of which are empty except for the one square 51 in this example, which is occupied by a Opportunity token 130. The Opportunity token 130 is preferably constructed such that the die can be placed on a base portion with the top face of the die exposed to view. The play area 110 is shown with its four quadrants, each quadrant representing a forest as described above in relation to FIG. 1. A rainforest includes seven rainforest trees 160, a rainforest spirit 162, and one Human Being 140. The rainforest spirit 162 is positioned at the center of the rainforest, which corresponds to square 9 in FIG. 1. One rainforest tree 160 is positioned on each of the squares 2-8, and one Human Being 140 is positioned on the square 1. A coniferous forest includes seven coniferous trees 170, a coniferous spirit 172, and one Human Being 140. The coniferous spirit 172 is positioned at the center of the coniferous forest corresponding to square 18. One coniferous tree 170 is positioned on each of the squares 11-17, and one Human Being 140 is positioned on the square 10. A deciduous forest includes seven deciduous trees 180, a deciduous spirit 182, and one Human Being 140. The deciduous spirit 182 is positioned at the center of the deciduous forest corresponding to square 36. One deciduous tree 180 is positioned on each of the squares 29-35, and one Human Being 140 is positioned on the square 28. A palm forest includes seven palm trees 150, a palm spirit 152, and one Human Being 140. The palm spirit 152 is positioned at the center of the palm forest corresponding to square 27. One palm tree 150 is positioned on each of the squares 20-26, and one Human Being 140 is positioned on the square 19. It is understood that the relative positions of each of the forests illustrated in FIG. 2 is for exemplary purposes only, and that each forest can be initially positioned within any of the four quadrants within the play area 110. Further, the starting position of the Opportunity token 130 illustrated in FIG. 2 is for exemplary purposes only. The starting position is randomly selected by the players. The starting position of the Opportunity token 130 can be any square 37-64 within the Universe Interface 120.
There are four forest spirits, one in the center of each quadrant. Each forest has a unique forest spirit, preferably denoted by color. At the beginning of each game it is determined which forest spirit belongs to each forest. The forest spirit can only be supported by trees of its forest type. The forest spirits thrive on the health of its forest. For a forest spirit to remain standing it must have at least one tree from its forest in a square adjacent to the square it occupies. A square is adjacent another if it meets the side or corners of the other square. A forest spirit or Human Being is considered active, or alive, if it remains standing. A forest spirit or Human Being is considered in-active, or dead, when it is placed on its side. A tree is considered active, or alive, if it remains standing on one of the play area squares. A tree is considered in-active, or dead, if it is removed from the board.
There are four Human Beings 140. At the onset of the game each Human Being 140 is looking inward, towards the center of the game board. If the sides of the board are considered facing north, south, east and west one points north-west, another north-east, south-west, and south-east. Each Human Being 140 remains pointing in its same initial direction through out the game, unless a move is specifically made to rotate the orientation of the game piece. In the absence of such a rotational move, the human being 140 maintains its orientation, no matter into which square it is moved. So, the Human Being 140 that begins pointing north-west, remains pointing north-west throughout the game, unless it is specifically rotated otherwise.
Each Human Being 140 can operate in one of two modes. The mode can change from turn to turn. In a Taker mode, the goal is primarily to take trees. In a Giver mode the goal is to position all Human Beings 140 together such that they see “eye-to-eye”. Each Human Being 140 is configured to include a “front” and a “back”. In the preferred embodiment, when all four Human Beings 140 are positioned “eye to eye”, they form a pyramid. The top point of each Human Being 140 is considered its head, the two vertical facing sides are considered its front, and the two downward sloping sides are considered its back. When the four Human Beings 140 form the pyramid, the back, or downward sloping sides, form the outer faces of the pyramid, as illustrated in FIG. 12. Each Human Being 140 is considered to have two eyes, one eye on each of the two front, or vertical facing, sides. When a front side of two adjacent Human Beings 140 face each other, the two Human Beings 140 are considered to be eye-to-eye. The two Human Beings 140 are not considered to be eye-to-eye, when a front side is facing a back side. When a Human Being 140 is seeing eye-to-eye the game pieces are considered to be interlocked. For each Human Being 140, one eye extends outwardly from the surface of one front side and the other eye is concave to receive the extending eye from another Human Being 140, as illustrated in FIG. 14. FIG. 13 illustrates a perspective view of the four Human Beings, and the relative positions of the two eyes on each Human Being, as the Human Beings interlock to form the pyramid illustrated in FIG. 12. The starting orientation of each Human Being 140 is looking inward toward the center of the game board 100.
The Opportunity token 130 is the dice holder and is preferably the only game piece that moves in the Universe Interface 120. The die can be removed and rolled, then replaced in the Opportunity token 130 with the thrown number upword and visible. The Opportunity token 130 never enters Paradice, the play area 110.
II. Methods of Playing the Game
The object of the game for the Giver is to join all four Human Beings 140 together, forming a pyramid, before two complete forests in Paradice are taken. In a first method of playing the game, the players choose who will play the Giver and who the Taker. To start, the Opportunity token 130 is placed on any square in the Interface 120. The game is played in rounds, each round having three parts. In part 1, one player rolls the die, and places it, rolled number up, in the Opportunity token 130. This number is the Opportunity, or the Opportunity number, for the round, to which both players respond, one as Taker and one as Giver in the second and third parts of the round, respectively. Any player moves the Opportunity token 130 clockwise around the Universe Interface 120, where the number of squares moved equals the Opportunity number. The Human Being 140 nearest the resting square of the Opportunity token 130 becomes the play piece for the Taker. A mask is placed on this play piece, thereby masking the human being 140. The “distance” from the Opportunity token 130 to a Human Being 140 is counted using only vertical and horizontal steps, not diagonals. To start the game, if the Opportunity token 130 stops equidistant between two, or three, Human Beings 140, then the Taker chooses which Human Being 140 to put the mask on, which thereby becomes the play piece of the Taker. Alternatively, the direction of moving the Opportunity token 130 can reverse upon achieving a particular event, such as a selected number on the die, or a given countdown time on a timer, among others.
In part 2, the Taker responds to the Opportunity. The Taker always plays the Human Being 140 wearing the mask. The primary objective of the Taker is to remove trees from the game board 100. Moves are taken one square horizontally or vertically, but not diagonally, for each digit of the number displayed by the die in the Opportunity token. At each move, if the Taker moves through or onto a square occupied by a tree, the Taker removes that tree from the game board 100. Each move decreases the value of the Opportunity number by one. When the player in Take mode has used up the available number of moves, as represented by the Opportunity number, the Taker is done and part 2 of the round is completed. When the square occupied by a forest spirit is no longer adjacent a square with a tree from its forest, that forest spirit is in-active and laid down on its square.
In part 3, the Giver responds to the same Opportunity as used by the Taker. As such, the Giver has the same number of moves available as did the Taker. The Giver can move any of the three un-masked Human Beings 140 or forest spirits 152, 162, 172, 182 as many moves as Opportunity provides. Moving any piece one square uses one digit of the number displayed by the die in the Opportunity token 130. As the Giver moves any piece through the forests one square at a time, trees and other playing pieces are displaced to the square from which the play piece of the Giver was moved. For example, referring to FIG. 1, if an un-masked Human Being 140 occupies square 19 and a palm tree 150 occupies square 26, and the Giver moves the Human Being 140 from square 19 to square 26, the palm tree 150 is displaced from square 26 to square 19. Moves are taken horizontally or vertically, but not diagonally, for each digit of Opportunity. The Giver achieves the ability to give trees back to their forest when any of the unmasked Human Beings 140 are moved to fit together eye-to-eye. When two Human Beings 140 see eye-to-eye, subsequent moves can be used by the Giver to replace one tree on the play area 110, and restore (re-activate) forest spirits and Human Beings 140. When three Human Beings 140 see eye-to-eye, subsequent moves can be used by the Giver to replace two trees for each move remaining from the number on the die in the Opportunity token 130. To restore a forest spirit, at least one tree from the corresponding forest must be placed into a square adjacent that forest spirit. Upon restoring such a tree, the forest spirit can be uprighted in the square where it was standing before it was laid down. Preferably, one digit of the Opportunity number is used to replace the tree, but the deactivated forest spirit and the deactivated Human Being are set upright for no extra cost. In an alternative embodiment, raising a deactivated forest spirit uses one move from the Opportunity number. In yet another alternative embodiment, raising a deactivated human being also uses one count of the die. When the Giver has used up the available number of moves, as represented by the Opportunity number, the Giver is done and part 3 is completed. At this point, a new round is started and the die is rolled again. Within each round, the Taker always plays before the Giver.
In subsequent rounds, if the Opportunity token 130 lands nearer to a different Human Being 140 than the one wearing the mask in the previous round, the mask passes to the closer Human Being 140. The closer Human Being 140, now wearing the mask, becomes the Human Being 140 playing piece that the Taker uses. If the Opportunity token 130 lands equidistant between the current Human Being 140 wearing the mask, in other words the current playing piece of the Taker, and another human being 140, then the current Human Being 140 the Taker chooses which gets the mask. If two un-masked Human Beings 140, that is two Human Beings 140 in the Giver mode, are equidistant to the Opportunity token 130, and closer to the Opportunity token 130 than the current Human Being 140 wearing the mask, the Taker chooses which one of the two un-maked Human Beings 140 will receive the mask on.
The Taker always moves the Human Being 140 wearing the mask, with the objective to take as many trees as possible and avoid being stopped by the other players, the un-masked Human Beings 140. The masked Human Being 140 must face the same direction at the end of a move as it did at the start, unless a move is used to turn the masked Human Being 140. Trees are taken off the game play area 110 by the masked Human Being 140 moving through and onto a square occupied by a tree. Moving the masked Human Being 140 onto a square occupied by an un-masked Human Being 140, or onto a square occupied by a forest spirit 152, 162, 172, 182 displaces it to the square from which the masked Human Being 140 moved from.
Since it is an objective of the Giver to stop the Taker from taking trees, the Taker can protect itself by blocking the Giver from doing this. The Taker can also protect itself from being pulled into a pyramid of Human Beings 140 by the Giver. Moves the Taker can make to protect itself include, but are not limited to, taking all the trees surrounding a forest spirit, thereby allowing the Taker to lay down the forest spirit, and also to lay down an un-masked human being 140 nearest the downed forest spirit. Another move includes chasing a forest spirit out of its supporting forest by moving the masked Human Being 140 onto the square occupied by the forest spirit, and thereby displacing the forest spirit to the square from which the masked human being 140 moved from. If after the forest spirit is displaced, there are no longer any trees of its forest touching the displaced forest spirit, than the forest spirit has been separated from its forest. This allows the Taker to lay down the displaced forest spirit and also to lay down an un-masked Human Being 140 that is nearest to the downed forest spirit. Another move available to the Taker includes breaking up groups of un-masked Human Beings 140 positioned eye-to-eye by moving the masked Human Being 140 onto a square occupied by one of the un-masked Human Beings 140, thereby displacing the un-masked Human Being 140 to the square from which the masked Human Being 140 moved from. Several un-masked Human Beings 140 can be displaced in a single turn, if a sufficient number of moves are available. The Taker can use any combination of these moves within a given turn.
Masked Human Beings 140, which are in the Taker mode, take trees. Any tree occupying a square on which the masked Human Being 140 lands is taken and removed from the play area 110. A goal of the Taker is to take trees, which in turn will deactivate forest spirits. The masked Human Beings 140 cannot directly deactivate a forest spirit. The masked Human Being 140 can only deactivate a forest spirit indirectly by stripping away the forest for that forest spirit.
The forest spirits are the sustaining energy for the Human Beings. When a forest spirit is deactivated, a Human Being is also deactivated. When all of the trees from a forest are taken, or a tree from its forest is no longer adjacent the square of the forest spirit, that forest spirit is deactivated, and is laid on its side. The deactivated forest spirit can be laid down in any direction. When this happens, the nearest un-masked human being, that is the nearest Human Being functioning in the Give mode, is deactivated and laid on its side too.
The Giver moves any unmasked and upright Human Beings 140, or any forest spirit 152, 162, 172, 182, with the objective of returning trees back to the play area 110 and getting all 4 Human Beings 140 together eye-to-eye to form the pyramid. The die roll displayed represents the Opportunity number, or number of squares the Giver can move un-masked and upright Human Beings 140 or forest spirits 152, 162, 172, 182 horizontally and/or vertically, but not diagonally. The un-masked Human Beings 140 must face the same direction at the end of a move as they do at the start, unless a move is used to turn the un-masked Human Being 140. Moving an un-masked Human Being 140 through or onto a square occupied by a tree displaces the tree onto the square from which the un-masked Human Being 140 moved from. Moving an un-masked Human Being 140 onto a square occupied by a Human Being 140 or a forest spirit 152, 162, 172, 182, whether upright or deactivated, displaces the playing piece to the square from which the un-masked Human Being 140 moved from. Each square moved costs one digit of the Opportunity number.
The Giver can move any un-masked Human Being 140 next to another un-masked Human Being 140 in an eye-to-eye configuration, which enables the Giver to replace trees previously removed from the play area 110. When two un-masked Human Beings 140 see eye-to-eye, the Giver can replace one tree for any remaining moves left from the Opportunity number. Preferably, a tree can be returned to any square in the play area 110 as long as the replaced tree touches another tree of its type or its forest spirit. Alternatively, a tree can be returned to any square within the quadrant of the play area 110 that the tree was originally placed in start the game. Deactivated forest spirits, that is forest spirits that have been laid down, can be restored by replacing a tree corresponding to the forest spirit, such as a palm tree 150 for the palm forest spirit 152, next to the deactivated forest spirit. When a replaced tree is placed next to the deactivated forest spirit, both the deactivated forest spirit and the Human Being that was laid down when the forest spirit was laid down are set upright.
In the preferred embodiment, trees can be replaced in any order or combination. For example, say 3 trees can be replaced. The replaced trees can be all palm trees, or one deciduous tree and two coniferous trees.
An exemplary turn for the Giver follows. On this turn the number 5 was thrown. An un-masked Human Being 140 acting in Give mode moves 3 squares to join eye-to-eye with another un-masked Human Being 140. Moving 3 squares uses 3 counts of the number thrown, leaving 2 moves left to play. Since two un-masked Human Beings 140 see eye-to-eye, two moves can be used to replace two previously removed trees. Replacing the trees uses two count of the die. If at least one of the trees replaced are placed adjacent a deactivated forest spirit, where the deactivated forest spirit corresponds to the same forest as the replaced tree, then in the preferred embodiment, the deactivated forest spirit, and the deactivated Human Being that was laid down when the forest spirit was laid down, are restored to the upright position. Restoring the deactivated forest spirit and the deactivated Human Being does not cost a move in the preferred embodiment. However, in the alternative embodiment where restoring a deactivated forest spirit does cost a move, then the deactivated forest spirit must either wait to be restored unit the next move of the Giver, or one of the previous moves to replace a tree can be used to restore the deactivated forest spirit.
Due to the possible orientations of the un-masked Human Being 140, adjacent un-masked Human Beings 140 do not necessarily see eye-to-eye. For example, if a northeast facing un-masked Human Being 140 is placed to the east (right hand side) of a northwest facing un-masked Human Being 140, then these two un-masked Human Beings 140 are not seeing eye-to-eye. They have their backs turned to each other. In order to position the two un-masked Human Beings 140 eye-to-eye, use a move to rotate one of the two un-masked Human Beings 140 by 90-degrees. Each 90-degree turn uses one move of the Opportunity number.
The Giver can also move a deactivated forest spirit next to a tree of its own forest that is still in the play area 110. Each square moved by the deactivated forest spirit uses one digit of the Opportunity number. When the deactivated forest spirit is moved to touch the tree from its forest, the deactivated forest spirit and the Human Being that was laid down with the deactivated forest spirit are set upright, at no extra cost. The Giver can use any combination of the aforementioned moves within a given turn.
In an alternative embodiment, when two un-masked Human Beings 140 see eye-to-eye, a quarter of the trees previously removed from the play area 110 by the Taker are replaced. Round down to the nearest whole number when calculating the number of trees to replace. In this alternative case, replacing a quarter of the forest uses one move from the Opportunity number. Any tree replaced adjacent a deactivated forest spirit reactivates the deactivated forest spirit, which uses one move from the Opportunity number. When three un-masked Human Beings 140 see eye-to-eye, one-half of the trees previously removed from the play area 110 are replaced, in this alternative embodiment.
An un-masked Human Being, that is a human being functioning in the Giver mode, displaces trees in its path. The displaced trees are placed in the empty square from which the un-masked Human Being 140 moved from, and the displaced tree remains there until the tree is subsequently taken by a masked Human Being 140 or displaced again by another masked Human Being 140.
The life of the human being, the forest spirit, and the forest are all dependent upon one another. The forest spirit cannot survive if there are no trees. The un-masked Human Being cannot survive if there is no forest spirit near it. The trees cannot survive if there are no Human Beings 140 seeing eye-to-eye to replant them.
To restore a forest spirit, at least one tree originally encircling the forest spirit must be replaced. The only way trees can be replaced is when two or three un-masked Human Being 140 see eye-to-eye. When there are at least two masked Human Beings joined eye-to-eye, remaining moves of the Opportunity number can be used to replace trees.
When three un-masked Human Beings 140 see eye-to-eye, the masked Human Being 140 in the Taker mode can be pulled into the three un-masked Human Beings 140 to see eye-to-eye, thereby forming a pyramid. To accomplish this move, the Opportunity number available must be equal to or greater than the number of squares necessary for the move. In the preferred embodiment, the Giver can only move the masked Human Being 140 when the three un-masked Human Beings 140 already see eye-to-eye. The Giver wins by forming the pyramid.
FIG. 3 illustrates an exemplary game pieces configuration in which the Giver wins the game. As illustrated in FIG. 3, there is at least one palm tree 150, rainforest tree 160, coniferous tree 170, and deciduous tree 180 standing from each of the four forests. Furthermore, each of the four forest spirits 152, 162, 172, 182 is touching one of the trees of its corresponding forest. As such, each of the four Human Beings 140 is also standing. Finally, the four Human Beings 140 are adjacently positioned so that each of the four pieces touches each other, and each of the four Human Beings 140 see eye-to-eye, thereby forming the pyramid.
The Taker wins by taking all seven trees of two forests. When two forests are completely removed, the two corresponding forest spirits are laid down, as are two un-masked Human Beings. Since only one un-masked human being remains upright, the Taker has effectively blocked the last upright un-masked Human Being from seeing eye-to-eye with another un-masked Human Being eye-to-eye. Therefore, the Giver is not able to restore any trees.
FIG. 4 illustrates an exemplary game pieces configuration in which the Taker wins the game. As illustrated in FIG. 4, all seven palm trees 150 are taken off the board. As such, the palm forest spirit 152 is laid down and accordingly, the nearest Human Being 140 to the deactivated palm forest spirit 152 is also laid down. Also illustrated in FIG. 4, all seven deciduous trees 180 are taken off the board. As such, the deciduous forest spirit 182 is laid down and accordingly, the nearest Human Being 140 to the deactivated deciduous forest spirit 182 is also laid down. This leaves only one un-masked human being 140 still standing. Since it requires two un-masked Human Beings 140 to see eye-to-eye and replace taken trees, it is not possible to replace any of the taken trees and therefore the Taker wins.
In a second method of playing the game, the play is the same as that described above in relation to the first method, except that the players switch modes every round. In this second method, both players try to complete the pyramid during their turn in Giver mode, and stop the other player from forming the pyramid during their turn in the Taker mode.
In a third method of playing the game, 4 players play, where each player selects a specific Human Being 140. Play is the same as that described above in relation to the first method of play, with the exception that each player can only move their selected Human Being 140. One player plays alone in the Taker mode against the other three players cooperating committee-style in the Giver mode. Players roles change, from Taker mode to Giver mode, according to the movement of the Opportunity token 130 and the Human Being 140 that wears the mask.
In a fourth method of playing the game, one player plays both modes in turn, according to the rules described above in relation to the first method of play. In this fourth method of playing, the player must abstract themselves to act out both roles in turn.
In a fifth method of playing the game, a series of games is played between two or more players, where players take turns in both the Take and the Give modes, and compete to harvest the highest number of trees. The agenda of the Taker is to score points by harvesting, or taking, as many trees as possible from the play area 110 before the Giver completes the pyramid to end the game. The Taker allows the Giver to replace trees and then takes them again, building the Taker's score as high as possible. The agenda of the Giver is to minimize the harvest of the Taker by forming the pyramid as fast as possible. The Giver does not have to replace trees for every available Opportunity move. Play continues with the beginning of the second game where players switch roles. Now the Taker assumes the Giver role, and vice versa. The player with the greatest harvest wins.
At the outer corner of each quadrant of the game board 100, there is a score counter 190 (FIG. 1). Each score counter preferably includes seven recesses that correspond to the trees of the forest near it. Counting from left to right in a counter-clockwise direction, an object is placed in a recess of the score counter 190, to denote the number of trees taken from the corresponding nearby forest. When the ball reaches the seventh recess, a ring is placed around the first recess to denote one forest of trees taken by the Taker. One ring equals one forest. As more trees are harvested, counting the trees taken continues to move the ball through the recesses again to the seventh recess, whereupon the ring is placed around the second recess denoting two forests taken. Forests, as multiples of seven trees, are recorded in this manner. At the end of each game, the forests and trees of the four score counters 190 are totaled as the score for the Taker. Any number of games can played as determined by the players. After each player has taken the same number of turns as Taker, the players compare scores of their harvests to determine the winner. The counting of harvested trees can be cumulative over a series of games or can be a single game with a highest score from that series.
FIG. 5 illustrates a preferred method of playing the board game of the present invention described above. The method starts at the step 400. At the step 410, the die is rolled. At the step 420, the Opportunity token 130 is moved around the Universe Interface 120 the number of squares rolled on the die at the step 410. In the preferred embodiment. The Opportunity token 130 is moved clockwise about the Universe Interface 120. At the step 430, it is determined which of the Human Being 140 game pieces is to function in the take mode. The Human Being 140 game piece closest to the circumstance changer is the Human Being 140 game piece that functions according to the take mode. If two or more Human Being 140 game pieces are the same distance to the circumstance changer, then the Taker determines which of the equidistant Human Being 140 game pieces is to function in the take mode. If it is a round other than the first round, and one of the Human Being 140 game pieces is the Human Being 140 game piece that functioned in the Taker mode during the previous round, then the same Human Being 140 game piece is to function in the Taker mode for the current round. At the step 440, the Taker moves the Human Being 140 game piece functioning in the take mode. The number of moves available to the Taker is equal to the number rolled in the step 410. At the step 450, the Giver makes a number of moves equal to the number rolled in the step 410. The Giver makes a move by moving any one of the three Human Beings 140 not functioning in the take mode, moving any one of the forest spirits, replacing previously taken trees onto the play area of the game board, moving the one Human Being functioning in the take mode if the other three Human Beings 140 are already seeing eye-to-eye and there are enough moves to do so, or any combination thereof.
At the step 460, it is determined if additional rounds are to be played. If at the step 440, the Taker successfully took all trees from two different forest, then the game ends at the step 470. If at the step 450, the Giver successfully positioned all four Human Being game pieces into a pyramid configuration, then the game ends at the step. Otherwise, game play continues at the step 410, where the die is rolled again. It is understood that alternative steps can be added, changed, or removed according to alternative methods of game play. For example, if two players are playing where they alternate each round from being the Taker to being the Giver, and vice versa, then as each new round begins at the step 410, the roll of Giver and Taker are switched by the two players.
In an alternative embodiment, the board game and method of playing thereof described above is configured as a computer game which is played on a computer. The game board is displayed on the computer display and one, or more, users, uses the user interface, such as the keyboard and mouse, to enter the moves. It is understood that multiple players can play using either a single computer, or via multiple computers coupled together via a conventional computer network, such as the Internet.
III. Construction of the Game Board
FIG. 6 illustrates a perspective view of a game box 300 used to store the board game of the present invention. The game box 300 includes the component pieces of the game board 100 (FIG. 1). Disassembled, the game board 100 includes four square pieces 340 (FIG. 8), each piece 340 forms a side of the game box 300, see FIG. 6. A top perspective view of one such piece 340 is illustrated in FIG. 8. A bottom perspective view of the piece 340 is illustrated in FIG. 9. Included in the bottom of each piece 340 is a recessed area 345. The recessed area 345 is shaped according to a limb of an X-lock 360, which is illustrated in FIG. 7. The X-lock 360 is preferably shaped as an X, but other shapes can also be used. The X-lock 360 preferably includes beveled edges. Each limb 365 of the X-lock 360 corresponds to the recessed area 345 of a board piece 340. In this manner, the limb 365 slides into the recessed area 345. Each board piece 340 slides onto the X-lock 360. The four pieces 340 preferably meet at the center of the X-lock 360 to create the game board 100.
The game box 300 also includes a bottom piece 320. A top perspective view of the bottom piece 320 is illustrated in FIG. 11. The bottom piece 320 includes a center hole into which an X-rod 330 fits, the X-rod 330 extending perpendicular to the bottom piece 320. The bottom piece 320 also includes four outer grooves 325 running parallel to and just inside of the outer edge of the bottom piece 320. Each one of the four board pieces 340 fits into one of the four grooves 325 to form the four sides of the game box 300.
A bottom perspective view of the bottom piece 320 and the X-rod 330 are illustrated in FIG. 10. As the X-rod 330 is placed through the center hole of the bottom piece 320, the X-rod 330 grips the bottom piece 320 by means of a flange 337 that fits into a recess 327 in the bottom side of the bottom piece 340.
A key 350 (FIG. 6) passes through a slot 335 (FIG. 11) in the X-rod 330 located at the level the X-rod 330 protrudes above a lid 310 (FIG. 6) of the game box 300. The lid 310 is locked in place by preferably sliding the key 350 in the slot 335 and then turning it, thereby securing the lid 310 to the four side pieces 340, and forming the completed game box 300. Before securing the lid into place, the game pieces and the X-lock 360 can be placed inside the box 300 for storage. The X-lock 360 preferably includes a center hole through which the X-rod 330 can pass. The X-lock 360 is placed in the game box 300 by sliding the X-lock 360 down the X-rod 330 into the game box 300. Preferable, the X-lock 360 slides to the top surface of the bottom piece 320.
The game board 100 can also be set up for easy movement. The game board 100 is pieced together using the four board pieces 340 and the X-lock 360 as described above, except the four board pieces 340 are not pushed all the way to the center of the X-lock 360. Enough space is left between the four board pieces 340 to see the center X-shaped hole in the center of the X-lock 360. Separately from the board pieces 340 and the X-lock 360, the lid 310 is aligned over the bottom portion 320 such that the X-rod 330 can be pushed through the center holes of each, aligning the flange 337 of the X-rod 330 into the recess 327 of the bottom piece 320. Lift the board set including the X-lock 360 and the four board pieces 340 over the vertical X-rod 330 and position the X-shaped hole in the center of the X-lock 360 over the X-rod 330. Slide the board set down the X-rod 330 until the board set rests on the lid 310. The X-rod 330 can now be used as a handle to pick up the game set and move it around.
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Available in a variety of gorgeous colors (see our color chart in the listing photo), "How Well Do You Know The Bride?" is a timeless bridal shower game that is always fun! A printable file will be e-mailed to you within 48 hours, and you are free to print as many copies as you need for your special event!
- Where did she meet the groom?
- What is her least favorite food?
- What is the wedding date?
1. Download the PDF (you will receive a high resolution printable 8.5" x 11" PDF file)
2. Print on your home printer, or at a local print shop
3. Trim the sheets in half (crop marks provided in the file)
This posting is for a printable game sheet (2 games per 8.5" x 11"). This sheet is for one-time use only, and is not to be distributed or re-sold. You will be sent a digital download within 48 hours of your purchase. Feel free to print it for your special event!
See our assortment of other bridal games and scratch-off cards: http://www.etsy.com/shop/InklingsPaperie?section_id=11858083
Our special BACHELORETTE NIGHT Scratch-off Game: https://www.etsy.com/listing/106052619/bachelorette-party-dare-game-12-scratch
Floral Bridal Shower Game "How Well Do You Know the Bride?" Game - Bridal Shower Activity - Pink Floral - Flowers1
Pink Bridal Shower Game "How Well Do You Know the Bride?" Game - Bridal Shower Activity - Pink Floral - Flower Printable Activity PD01

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Customer Reviews4.7 out of 5 stars704.7 out of 5 stars5 star554 star113 star22 star21 star0Falling Cloudberries: A World of Family RecipesbyTessa KirosFormat: Hardcover|ChangeYour rating(Clear)Rate this itemYour rating
Top positive reviewSee all 66 positive reviews› 76 people found this helpful
4.0 out of 5 starsThe author's personal collection of family recipes from around the world.ByKiTon 9 August 2006This delightful tome takes the reader on a worldwide journey, experiencing the cuisine of the author's best-loved places.'Finland still remains a dream; a faraway land where Father Christmas lives and glides here and there with his sleigh, ducking through falling cloudberries and past my mother ice-skating to school.....''Falling Cloudberries, A World of Family Recipes' is Tessa's second book, a personal collection of family recipes from around the world.The exquisite cover opens up to reveal a recipe mix of unusual, exotic tastes and familiar, family favourites.A family tree introduces Tessa's family members and the book is further enhanced by old family photos. This gives the recipes a sense of place and history as they have been handed down through the generations.399 thick, high quality matt pages, split over main chapters:1. Falling Cloudberries (Finland) page 142. Oregano, Oranges & Olive Groves (Greece) page 703. Cinnamon & Roses (Cyprus) page 1444. Monkeys' Weddings (South Africa) page 2185. Washing Lines & Wishing Wells (Italy) page 2766. Suitcase of Recipes (World) pages 334-385sandwiched between an introduction entitled 'Food from many Kitchens' and a concise index, concluding with a charming acknowledgment page, entitled 'from Tessa'.A thin blue satin ribbon keeps your page when you have to put this book down, a book that is arguably 'just a recipe book' but almost demands to be read like a novel, at any time in any place!The first glimpse of Tessa's unique writing style is captured in her introduction:'These are the recipes I grew up with; the recipes that have woven their way through the neighbourhoods of my mind, past indifference and into love. Those that have stayed while others might have fluttered away with a gentle spring breeze. These are the ones I choose to share; the ones that special people have taught me and that I have recorded, sometimes over a pot of coffee at my own kitchen table, and sometimes struggling to understand through the barriers of a language on a journey somewhere....I have always kept my favourite recipes in journals and I hope you will find a place for them among your own tablecloths. Here are the recipes that I love'and is present throughout at the head of each chapter and within each recipe.Recipes include:Fresh Salmon, Dill and Potato SoupMoussakaBeef Casserole with Carrots, Onions and CreamPork Schnitzels with Sautéed PotatoesCranberry SorbetSalt Baked Fish with Lemon and Parsley SaladLemon & Oregano ChickenStuffed Egg-PlantsSpinach PilafBaklava with Nuts & Dried ApricotsFilo Millefeuille with OrangesChicken Wings with Blue Cheese DressingBarbecued Spare RibsMilk TartLemon Crème BruléeChampagne RisottoVeal Loin with Mustard, Pancetta & CabbageCoffee Granita with Whipped CreamCouscous SaladCrème Caramel'I always long for those lunches that begin anywhere between noon and 5 pm and end only when the owner decides it's time to drag the tables off the beach.................On our way back we are twice blessed - with the haphazard washing lines of octopus silhouettes and a Greek sunset.'
All reviewersVerified purchase onlyAll reviewersAll stars5 star only4 star only3 star only2 star only1 star onlyAll positiveAll criticalAll starsAll formatsFormat: HardcoverAll formatsSearchThere was a problem filtering reviews right now. Please try again later.5.0 out of 5 starsFive StarsByRiley Keateson 26 March 2016Format: Hardcover|Verified PurchaseGood condition and smells like old books should!0Comment|Was this review helpful to you?YesNoReport abusePlease write at least one wordYou must purchase at least one item from Amazon to post a commentA problem occurred while submitting your comment. Please try again later.Sign in and comment
There was a problem loading the comments at the moment. Please try again later.4.0 out of 5 starsFalling CloudberriesByMargarita K. Leontiouon 21 December 2009Format: PaperbackExcellent representation of the very best of the worlwide cuisine. Recipes are correct and exact and the book is like a biography. Very human and friendly.0Comment|
There was a problem loading the comments at the moment. Please try again later.5.0 out of 5 starsFive StarsByDenis Byrneon 30 June 2015Format: Hardcover|Verified PurchaseExcellent value .Speedy service.0Comment|Was this review helpful to you?YesNoReport abusePlease write at least one wordYou must purchase at least one item from Amazon to post a commentA problem occurred while submitting your comment. Please try again later.Sign in and comment
There was a problem loading the comments at the moment. Please try again later.5.0 out of 5 starsBeautiful book.ByMR W M JOHN and E G Johnon 20 June 2015Format: Hardcover|Verified PurchasePrompt delivery. Beautiful book.0Comment|Was this review helpful to you?YesNoReport abusePlease write at least one wordYou must purchase at least one item from Amazon to post a commentA problem occurred while submitting your comment. Please try again later.Sign in and comment
There was a problem loading the comments at the moment. Please try again later.5.0 out of 5 starsFantastic book!!ByMs. C. Sharpeon 30 September 2009Format: PaperbackI bought this book on the recomendation of someone else. Tessa Kiros has had an interesting life with a diverse culinary influence from various family members. I am also a professional cook and think it's a wonderful book with beautiful pictures and some very nice recipes. Definitely one for the cook book shelf!0Comment|Was this review helpful to you?YesNoReport abusePlease write at least one wordYou must purchase at least one item from Amazon to post a commentA problem occurred while submitting your comment. Please try again later.Sign in and comment
There was a problem loading the comments at the moment. Please try again later.4.0 out of 5 starsGood recipes as well as a good readByfoodieholicon 29 September 2010Format: PaperbackI have all of tessa kiros books but this one is the best by far. Not only do the recipes work but she provides a very interesting picture of her family and background. The recipes are generally straightforward. A useful addition to the cook book library if you have a family of fussy eaters like my own.0Comment|Was this review helpful to you?YesNoReport abusePlease write at least one wordYou must purchase at least one item from Amazon to post a commentA problem occurred while submitting your comment. Please try again later.Sign in and comment
There was a problem loading the comments at the moment. Please try again later.5.0 out of 5 starsA gorgeous book and lovely different recipesByL. Beekaron 7 July 2010Format: Paperback|Verified PurchaseThis is gorgeous to look at and read. The recipes are different without being ridiculous. Buy it if you love cookery books (and travel and family history) and want to try different combinations of food. Lovely - one of my favourite cookery books and I have loads!0Comment|Was this review helpful to you?YesNoReport abusePlease write at least one wordYou must purchase at least one item from Amazon to post a commentA problem occurred while submitting your comment. Please try again later.Sign in and comment
There was a problem loading the comments at the moment. Please try again later.5.0 out of 5 starsMore than a recipe bookByKLFon 19 February 2015Format: Paperback|Verified PurchaseEasier than Ottolenghi!0Comment|Was this review helpful to you?YesNoReport abusePlease write at least one wordYou must purchase at least one item from Amazon to post a commentA problem occurred while submitting your comment. Please try again later.Sign in and comment
There was a problem loading the comments at the moment. Please try again later.5.0 out of 5 starsAmazing findByReenieon 30 August 2010Format: PaperbackI love this book so much that i've bought one as a present for most of my family!! The recipes are easy to follow. The recipes from the variety of countries are lovely & make your mouth water with anticipation. Think i'll try the souvalaki today!0Comment|Was this review helpful to you?YesNoReport abusePlease write at least one wordYou must purchase at least one item from Amazon to post a commentA problem occurred while submitting your comment. Please try again later.Sign in and comment
There was a problem loading the comments at the moment. Please try again later.4.0 out of 5 starscloudberriesBynpkon 8 July 2011Format: PaperbackWonderful cookbook with beautiful pics and lovely receipes. Especially Ludi's chicken! However also some unusual recipes I would be reluctant to try, but that is down to individual taste.0Comment|Was this review helpful to you?YesNoReport abusePlease write at least one wordYou must purchase at least one item from Amazon to post a commentA problem occurred while submitting your comment. Please try again later.Sign in and comment
Customers also viewed these itemsApples for Jam:Recipes for LifebyTessa Kiros£18.744.4 out of 5 stars59Venezia: Food and DreamsbyTessa Kiros£19.994.5 out of 5 stars59Twelve: A Tuscan CookbookbyTessa Kiros4.5 out of 5 stars19Tessa Kiros: The Recipe CollectionbyTessa Kiros£16.594.8 out of 5 stars5Need customer service? Click here‹ See all details for Falling Cloudberries: A World of Family Recipes

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Preliminary experience with Precipitating Hydrophobic Injectable Liquid (PHIL) in treating cerebral AVMs. - PubMed - NCBI
1 selected item: 26819446
J Neurointerv Surg. 2016 Dec;8(12):1253-1255. doi: 10.1136/neurintsurg-2015-012210. Epub 2016 Jan 27.
Samaniego EA1,2, Kalousek V3, Abdo G2, Ortega-Gutierrez S1.
Division of Interventional Neuroradiology/Endovascular Neurosurgery, Department of Neurology, Neurosurgery and Radiology, University of Iowa, Iowa City, USA.
Departamento de Neuroradiologia Intervencionista, Hospital Eugenio Espejo, Quito, Ecuador.
Department of Radiology, Clinical Hospital Center "Sestre Milosrdnice", Zagreb, Croatia.
To describe our early experience in treating cerebral arteriovenous malformations (AVMs) with the new Precipitating Hydrophobic Injectable Liquid (PHIL) embolic material.
Between June and August 2015 five patients with cerebral AVMs were treated at two tertiary university hospitals. PHIL was used as complementary treatment to Onyx liquid embolic material or as the sole endovascular treatment.
Five patients (average age 39 years (range 19-73)) with ruptured plexiform AVMs were treated. The group included one patient with Spetzler-Martin grade II AVMs, three grade III, and one grade IV. One grade II and two grade III AVMs were cured. A total of nine pedicles were embolized with an average of two pedicles per session. There were no procedural complications. One patient had a seizure after embolization but a brain CT scan showed no hemorrhage.
PHIL is a new embolic agent that can be used for the treatment of cerebral AVMs.
Arteriovenous Malformation; Embolic; Liquid Embolic Material
26819446
10.1136/neurintsurg-2015-012210

value: This website is part of the United States National Library of Medicine , a branch of the National Institutes of Health . It is approved and funded by the government of the United States.


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Sasol CFO Says Oil Price No Threat to Bonds as Hedge Considered - Bloomberg
Bloomberg Anywhere Remote LoginDownload SoftwareService Center MENU Homepage Markets Stocks Currencies Commodities Rates + Bonds Economics Magazine Benchmark Watchlist Economic Calendar Tech U.S. Global Startups Cybersecurity Digital Media Bloomberg Technology TV Hello World Studio 1.0 Pursuits Cars & Bikes Style & Grooming Spend Watches & Gadgets Food & Drinks Travel Real Estate Art & Design Politics With All Due Respect Poll Decoder Culture Caucus Podcast Masters In Politics Podcast Ad Tracker Battlegrounds 2016 Opinion View Gadfly Businessweek Subscribe Cover Stories Opening Remarks Etc Features 85th Anniversary Issue Behind The Cover More Science + Energy Graphics Game Plan Small Business Personal Finance Inspire GO The David Rubenstein Show Sponsored Content Bloomberg About The Company Sign In Sign In Subscribe Sasol CFO Says Oil Price No Threat to Bonds as Hedge Considered
November 24, 2014, 7:34 AM EST
Sasol Ltd. is considering hedges to protect against lower oil prices even as the decline to the weakest in four years poses no threat to debt of the world’s biggest producer of motor fuel from coal.
“The presently lower oil price does not pose a risk for investors in Sasol’s bond,” Acting Chief Financial Officer Paul Victor said in an e-mail response to questions today. “We have not hedged during the last few years as shareholders want exposure to oil-price movements, our gearing is negligible and we have substantial surplus cash.” The company is “currently considering an oil hedge for downside risk protection,” he said.
A global glut of oil has contributed to a 22 percent decline in the price since the start of September. Borrowing costs for Johannesburg-based Sasol, whose revenue is linked to the dollar price of crude, have increased, with yields on its dollar debt due November 2022 rising 26 basis points to 4.39 percent.
Sasol uses proprietary Fischer-Tropsch technology to make gasoline, diesel and jet fuel from the coal it mines in South Africa and from gas extracted below the ocean floor near Qatar.
Sasol expects the Impumelelo and Shondoni coal mines, part of a 14 billion-rand ($1.3 billion) mine-replacement program in the country, to become operational next year. It has arranged a term loan with FirstRand Ltd.’s Rand Merchant Bank at market-related terms, Victor said.

value: This website is an international news agency headquartered in New York City and a division of Bloomberg L.P. Content produced by Bloomberg News is disseminated through Bloomberg Terminals, Bloomberg Television, Bloomberg Radio, Bloomberg Businessweek, Bloomberg Markets, Bloomberg.com, and Bloomberg's mobile platforms. Since 2015, John Micklethwait has served as editor-in-chief.


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Eight surreal world-famous natural wonders you must visit in France | travel | photos | Hindustan Times
Eight surreal world-famous natural wonders you must visit in France
Aug 10, 2016 14:18 IST
France isn’t just museums, food, and wine. Why not go au naturel with some of its most unspoilt spots at mountain ranges, canyons and startling stretches of coast? (AFP)
Let’s start with Bonifacio. This clifftop town never fails to amaze visitors with the steep precipices that made it famous. The vestiges of the past give it an added attraction. Perched at the very southern end of Corsica, this citadel is stormed by visitors every summer.
On the Côte d’Albâtre (literally Alabaster Coast) in Normandy, chalky cliffs provide a stunning backdrop to a 140 km-long road. The area has been immortalized in an Arsène Lupin novel by Maurice Leblanc. (iStockphoto)
If you’re vacationing on the Côte d’Azur, the steep rocky coasts known as the Calanques are well worth a visit. The wildness of this natural spot set against turquoise waters can be discovered via a 24 km road trip from Marseilles to Cassis. It’s also possible to take a boat trip out to get a closer look. (iStockphoto)
The highest mountain in the Alps and the highest peak in Europe outside of the Caucasus range, Mont Blanc rises 4,810 meters above sea level. It is located in a range called Graian Alps, between the regions of Aosta Valley, Italy and Haute-Savoie, France. This has been a popular spot for mountaineering, hiking, skiing, and snowboarding. (iStockphoto)
If you want to see a masterpiece of nature, head to Illes-sur-Têt, in the Pyrénées-Orientales region of France, where stunning rock formations known as “fairy chimneys” can be seen. Water has slowly carved the rock into dramatic peaks pointing towards the sky. This unique landscape has been created over five million years. (iStockphoto)
In the Vaucluse region of France, they call it the Colorado of Provence. The village of Rustrel does warrant comparison with the typical ochre tones of the western US. Tourists can take a walk from the 16th-century castle to the arid landscape carved out by sandstone, and discover a breath-taking panorama sweeping across 30 kilometers. (iStockphoto)
This is the largest dune in Europe, measuring 2.9 km long, 616 meters wide, and 110 meters high, and consisting of 60 million cubic meters of sand. Located at Teste de la Buch in the Arcachon bay area, the Dune of Pilat moves each year by one to five meters, pushed along by the wind and the tides. The gentle slope on the ocean side is easier to climb; the other side plunges steeply towards a forest. (iStockphoto)
This UNESCO World Heritage site and this marvel of the western world attracts some 2.5 million visitors every year. It is the only site on our list that is not 100% natural, but nature makes it a must-see destination as when the tide comes in, it temporarily makes Mont-Saint-Michel an island. (iStockphoto)

value: This website is an Indian English-language daily newspaper introduced and founded in 1924 by Sunder Singh Lyallpuri, founder-father of the Akali movement and the Shiromani Akali Dal in the Punjab Province. It played integral roles in the Indian independence movement as a nationalist daily.


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Patent US8196666 - Flexible riser and method for pulling-in and hanging up thereof - Google PatentsSearch Images Maps Play YouTube News Gmail Drive More »Sign inAdvanced Patent SearchPatentsFlexible riser, comprising a length of a flexible pipe with an upper end, a bend restrictor and a termination for hanging up on a vessel, a floating installation or a platform, distinguished in that the bend restrictor in the upper end is connected to an adapter pipe extending from a lower end at the...http://www.google.com/patents/US8196666?utm_source=gb-gplus-sharePatent US8196666 - Flexible riser and method for pulling-in and hanging up thereofAdvanced Patent SearchPublication numberUS8196666 B2Publication typeGrantApplication numberUS 11/912,276PCT numberPCT/NO2006/000149Publication dateJun 12, 2012Filing dateApr 24, 2006Priority dateApr 22, 2005Also published asEP1871973A1, EP1871973A4, US20080283248, WO2006112730A1Publication number11912276, 912276, PCT/2006/149, PCT/NO/2006/000149, PCT/NO/2006/00149, PCT/NO/6/000149, PCT/NO/6/00149, PCT/NO2006/000149, PCT/NO2006/00149, PCT/NO2006000149, PCT/NO200600149, PCT/NO6/000149, PCT/NO6/00149, PCT/NO6000149, PCT/NO600149, US 8196666 B2, US 8196666B2, US-B2-8196666, US8196666 B2, US8196666B2InventorsSigmund AskestadOriginal AssigneeAdvanced Production And Loading AsExport CitationBiBTeX, EndNote, RefManPatent Citations (14), Referenced by (1), Classifications (15), Legal Events (1) External Links: USPTO, USPTO Assignment, EspacenetFlexible riser and method for pulling-in and hanging up thereofUS 8196666 B2Abstract Flexible riser, comprising
a length of a flexible pipe with an upper end, a bend restrictor and a termination for hanging up on a vessel, a floating installation or a platform, distinguished in that the bend restrictor in the upper end is connected to
an adapter pipe extending from a lower end at the bend restrictor to an upper end, to an end coupling to which the upper ends of both the flexible pipe and the adapter pipe are fastened, the flexible riser extending through the bend restrictor and the adapter pipe and the end connection comprising a means for hanging up at deck level of the vessel, the installation or the platform. Method for pulling-in and hanging up of the flexible riser.
1. A flexible riser structure, comprising:
a flexible riser with an upper end and a lower end,
a bend restrictor with a lower end and an upper end,
a guiding pipe, and
a termination for hanging up on a vessel, a floating installation or a platform,
wherein the upper end of the bend restrictor is connected to a lower end of an adapter pipe, the upper end of the flexible riser and an upper end of the adapter pipe are fastened to an end coupling of the termination, the lower end of the adaptor pipe is located higher than the upper end of the bend restrictor, the flexible riser extends through the bend restrictor and the adapter pipe, and a clamp surrounds an outer circumference of the end coupling of the termination for hanging up at a deck level on the vessel, the installation or the platform,
wherein the guiding pipe surrounds the adapter pipe, the flexible riser is pullable through the guiding pipe, and the bend restrictor is slidable relative to the guiding pipe, and
wherein the flexible riser is clamped by the clamp with bolts, the clamp is engaged with an external groove on the termination, a fastening is engaged with the upper end of the adapter pipe and an inner groove of the clamp, and the clamp is releasable from the flexible riser when the bolts are removed.
2. The flexible riser according to claim 1, wherein the bend restrictor with the adapter pipe is slidable relative to the flexible riser with the end coupling.
3. The flexible riser according to claim 1, wherein the end coupling comprises a lifting eye, for use during pull-in and hanging up.
4. The flexible riser according to claim 1, wherein the adapter pipe is rigid.
5. The flexible riser according to claim 4, wherein the adapter pipe in the upper end comprises an internal collar for hanging up in the end coupling.
6. A method for pulling-in and hanging up on the vessel or the floating installation of the flexible riser according to claim 1, comprising:
arranging a line from a winch on the vessel or installation to the upper end of the flexible riser,
pulling-in the flexible riser by the winch through the guiding pipe in a turret arranged on the vessel or the installation,
pulling-in the flexible riser to a position for fastening with the fastening at the deck level on the vessel or the installation,
fastening the flexible riser by use of the fastening, thereby being hanged up.
7. The flexible riser according to claim 1, wherein the upper end of the adaptor pipe is spaced apart from the upper end of the bend restrictor.
8. The flexible riser according to claim 1, wherein the entire adaptor pipe is located higher than the entire bend restrictor. Description
FIELD OF THE INVENTION The present invention relates to flexible risers and hanging up thereof on a vessel, a floating installation or a platform.
BACKGROUND OF THE INVENTION AND PRIOR ART Pull-in and hanging up of flexible risers to for example an FPSO (a vessel for floating production, storage and offloading) is a comprehensive and time consuming operation.
At arrival to the field the risers will normally have been laid down on the sea bed. The risers are pulled up to the vessel by use of a winch, optionally by assistance of an installation vessel. In the case with a FPSO it is usual practice to use a turret, through which the risers are pulled in through dedicated guiding pipes by use of a winch. Preferably a guiding sheave is used, which can be positioned along a runway on the turret, and a wire arranged between the winch, over the guiding sheave and to the upper end of the flexible riser. There are two dominating methods for hanging up of the risers. By the first method, the risers are brought up through a guiding pipe in the turret to deck level, where it is hanged up on a flange connection or similar, and can be connected to other equipment, for example a process plant. By the other method both the riser and the bend restrictor is brought up to the lower edge of the turret, where a connection to a dedicated coupling at the lower end of a stiff pipe extending through the guiding pipe in the turret is made. By both methods a bend restrictor is fastened to the lower end of the guiding pipe. The first method has advantage by the hanging up of the riser being made at deck level of the vessel, compared to the other method for which the hanging up of both the riser and the bend restrictor is made at the lower end of the guiding pipe. All work under the turret and hull is difficult, and is usually undertaken in a difficult working position under water, which is the case also for the first method, more specifically, fastening of the bend restrictor. However, coupling mechanisms exist to facilitate the assembly, but the mechanisms take up a substantial space and are susceptible to damage. The methods results in two working operations, of which the hanging up of risers, and mounting of bend restrictors, are undertaken successively.
The bend restrictor transfers large forces from the riser to the fastening in the lower end of a stiff guiding pipe. The torques and stresses become very high compared to the capacity of flexible risers.
The constructions according to the above-mentioned methods results in some difficult working operations, they are complicated and clumpy, and are not feasible for hanging up by working operations undertaken only at deck level, and results in a high mechanical load level.
There is a demand for a construction of an upper termination for flexible pipes, which results in that all work can be undertaken at a deck level, with less torque and stresses on the flexible pipe as hanged up, with larger extent of pre-assembly, with less and simpler working operations to hang up the riser, with more compact construction to facilitate pull-in, and with construction such that the forces are taken up in the longitudinal direction of the pipe with respect to the fastening means at deck level.
SUMMARY OF THE INVENTION The above mentioned demand is met by the present invention providing a flexible riser, comprising
a length of a flexible pipe with
an upper end, a bend restrictor and a termination for hanging up on a vessel, a floating installation or a platform,
distinguished in that the bend restrictor in an upper end is connected to
an adapter pipe extending from a lower end at the bend restrictor to an upper end, to
an end coupling to which the upper ends of both the flexible pipe and the adapter pipe are fastened, the flexible riser extending through the bend restrictor and adapter pipe and the end coupling comprising a fastening for hanging up at deck level on the vessel, the installation or the platform.
With the flexible riser according to the invention the upper end termination can be assembled beforehand, and the flexible riser can be pulled up with the end coupling to deck level and fastened there by use of for example a fastening clamp that is secured by one or two bolts. The working operation is relatively simple and can be undertaken in its entirety at deck level. The forces applied to the flexible riser by current and waves distribute over a larger area because the flexible riser is moveable in the length within the adapter pipe, above the bend restrictor, such that the stresses are reduced and the service life of the riser is extended.
The bend restrictor with the adapter pipe is preferably slidable relative to the flexible riser and end coupling, which is beneficial with respect to assembly beforehand and gives better possibility for adaptions during installation and replacement at maintenance.
The end coupling preferably comprises an external groove to fasten the riser with a fastening clamp. The end coupling preferably comprises a lifting eye (pad eye), for use during pull-in and hanging up. The adapter pipe between the end coupling and bend restrictor, outside of the flexible pipe, is preferably a stiff, rigid pipe, for example a steel pipe, which preferably in its upper end comprises an internal groove (collar, collet, flange) for fastening on the end coupling. The upper part of the adapter pipe, optionally the whole adapter pipe, preferably consists of half segments that provide a compact connection between the adapter pipe and end coupling, such that a complete riser with bend restrictor, adapter pipe and end coupling easily can be passed through a guiding pipe in a turret. Preferably, an external conical groove is arranged in the upper end of the adapter pipe, for self-centering of the riser. It is preferably arranged an external conical groove in the lower end of the end coupling, for self-centering when hanging up.
With the invention also a method for pulling-in and hanging up on a floating installation or a vessel of a flexible riser according to the present invention is provided, distinguished in that
a line is arranged from a winch on the vessel or installation to the upper end on the riser,
the riser is pulled in by the winch through a guiding pipe in a turret arranged on the vessel or the installation,
the riser is pulled in to a position for fastening with a fastening means at deck level on the vessel or the installation,
the riser is fastened by use of the fastening means and thereby hanged up.
The riser is preferably fastened by a clamp that preferably is locked by one or two bolts.
DRAWINGS The present invention is illustrated with figures, of which
FIG. 1 illustrates the termination of a flexible riser according to the invention,
FIG. 2 illustrates in further detail the riser with end coupling as illustrated on FIG. 1, and
FIG. 3 illustrates pull-in of a flexible riser according to the invention.
DETAILED DESCRIPTION Reference is first made to FIG. 1 that illustrates an embodiment of a flexible riser according to the invention, in the upper terminated end thereof. More specifically, it is illustrated a length of a flexible riser 1 with a bend restrictor 2 and an upper termination 3 for hanging up on a vessel, a rig or a platform, and coupling to equipment or plants on board. The bend restrictor 2 is in the upper end connected to an adapter pipe 4 that extends from a lower end 4 a at the bend restrictor to an upper end 4 b. The flexible riser 1 extends through the adapter pipe, to an end coupling 3 (termination) where it is fastened. The end coupling 3 comprises a fastening 5 for the adapter pipe and a fastening 6 for hanging up the end coupling at deck level on the vessel, the rig or the platform. On FIG. 1 the flexible riser is pulled through a guiding pipe 7 in a turret, where the deck level 8 on the turret is indicated.
Reference is made to FIG. 2 that illustrates further details of the end coupling 3 and the upper part of the flexible riser. The end coupling 3 appears more clearly, and the adapter pipe 4 is fastened to the end coupling in a dedicated fastening 5, arranged as a groove in the end coupling. It is illustrated a clamp 6 a for fastening of the riser to the turret at deck level. The clamp is secured by two bolts 6 b and 6 c. In a more preferred embodiment the groove for fastening of the clamp, for hanging up at deck level, is located on the end coupling above the groove for fastening of the adapter pipe 4. This is preferable because it provides increased flexibility and greater independency for the fastenings.
FIG. 3 illustrates how the riser is pulled in through dedicated openings in form of guiding pipes through the turret. The pulling-in takes place by use of a wire pulled by a winch (not illustrated), the wire being brought over a movable guiding sheave. When the riser is pulled in to the correct position it is fastened by use of a fastening clamp or similar, which is secured by use of one or two bolts, for example.
The fastening between the adapter pipe and end coupling and bend restrictor can in principle be any known embodiment, for example flange coupling, clamp coupling and different collet- and sleeve couplings. This is also the case for the fastening or means for fastening of the end coupling for hanging up at deck level. The different elements in the termination are preferably formed such that they can be taken off for replacement or maintenance at demand.
The adapter pipe can preferably have a length such that the lower end of the adapter pipe extends down into the sea, preferably to a level below the wave impact zone. This will reduce the dynamical impact on the riser substantially, and thereby prolong the service life. For hanging up on platforms or installations without a turret, said embodiment is particularly preferable.
Between the bend restrictor and adaptor pipe an intermediate section can optionally be arranged. On FIG. 1 such an intermediate section 9 is illustrated, at level 10 at the bottom of the turret.
The guiding pipe 7 in the turret preferably has a funnel shaped lower end, to facilitate the pulling-in, and the guide pipe must have an inner diameter allowing that the terminated upper end of the flexible riser can be pulled through.
Patent CitationsCited PatentFiling datePublication dateApplicantTitleUS4633801 *May 9, 1985Jan 6, 1987Shell Oil CompanyStress reduction connection apparatus for cylindrical tethersUS4808034 *Jan 6, 1988Feb 28, 1989Shell Oil CompanySystem and method for securing a marine riser to a floating structureUS5947642 *Nov 21, 1997Sep 7, 1999Petroleo Brasileiro S.A. - PetrobrasMethod and apparatus for connecting an underwater flexible riser to a structure on the surfaceUS6155193 *Feb 19, 1998Dec 5, 2000Den Norske Stats Oljeselskap A.S.Vessel for use in the production and/or storage of hydrocarbonsUS6220303 *Feb 25, 1998Apr 24, 2001CoflexipDevice for limiting the bending radius of a flexible ductUS6352115 *Jun 24, 1999Mar 5, 2002CoflexipDevice for fitting an oil pipe stiffening sleeve on a support structureUS6558084 *Apr 10, 2001May 6, 2003TechlamDevice for connecting a submerged fluid-transporting lineUS7293940 *Oct 15, 2004Nov 13, 2007Technip FranceGuide tube for a flexible pipe for transporting hydrocarbonsUS7387469 *Feb 25, 2005Jun 17, 2008Trelleborg Crp Ltd.Bend stiffenerUS7575254 *Aug 31, 2004Aug 18, 2009Technip FranceStiffener fixation assembly for a protective assembly that protects a flexible tube against wear due to frictionUS7690434 *Sep 30, 2005Apr 6, 2010Stanwell Consulting LimitedOffshore vessel mooring and riser inboarding systemUS20060177273 *Nov 11, 2003Aug 10, 2006Statoil AsaDeep water flexible riser protectionWO1993024733A1May 25, 1993Dec 9, 1993Knut Harry FjellA system for use in offshore petroleum productionWO2005095198A1Mar 30, 2005Oct 13, 2005Joergen DybvikA connector for releasable connection between an anchorage in the form of a female part arranged on a floating means and a male part formed at the end of a retrievable umbilical* Cited by examinerReferenced byCiting PatentFiling datePublication dateApplicantTitleUS20130168103 *Dec 31, 2012Jul 4, 2013Petroleo Brasileiro S.A. -PetrobrasDamping sleeve and anchoring method* Cited by examinerClassifications U.S. Classification166/367, 166/338, 166/341, 405/168.1, 405/158, 405/224.2, 166/352, 166/343International ClassificationE21B19/00, B63B, E21B17/01Cooperative ClassificationE21B19/004, E21B17/017European ClassificationE21B17/01R, E21B19/00A2Legal EventsDateCodeEventDescriptionJan 10, 2008ASAssignmentOwner name: ADVANCED PRODUCTION AND LOADING AS, NORWAYFree format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNOR:ASKESTAD, SIGMUND;REEL/FRAME:020349/0200Effective date: 20071212RotateOriginal ImageGoogle Home - Sitemap - USPTO Bulk Downloads - Privacy Policy - Terms of Service - About Google Patents - Send FeedbackData provided by IFI CLAIMS Patent Services©2012 Google