Title:
Rebound-action sports board game
Kind Code:
A1


Abstract:
A game for one or more players comprising the following components: a set of tokens; a puck or ball adapted to rebound off a surface; a playing surface marked with a plurality of various indicia; a rebound surface relocatably mountable on the playing surface; a scoring zone relocatably mountable on the playing surface; the game further comprising of the following steps: each player throwing one or more tokens onto the playing surface wherein the indicium on which a token lands determines one or more of the number of scoring attempts allowed to the player, the points-value of a score and the level of difficulty of a scoring attempt in terms of the relative positions of the scoring zone and the rebound surface; placing the rebound surface and the scoring zone in their determined positions; as determined by the throwing of the tokens, each player causing the puck or ball to rebound off the rebound surface and, by that action, to strike or pass through a predetermined area on the scoring zone.



Inventors:
Newman, Michael Shane (Parkdale, AU)
Application Number:
10/415059
Publication Date:
01/15/2004
Filing Date:
04/25/2003
Assignee:
NEWMAN MICHAEL SHANE
Primary Class:
International Classes:
A63F7/06; (IPC1-7): A63B67/00
View Patent Images:
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Primary Examiner:
MENDIRATTA, VISHU K
Attorney, Agent or Firm:
Volpe Koenig (PHILADELPHIA, PA, US)
Claims:
1. A game for one or more players comprising the following components: a set of tokens; a puck or ball adapted to rebound off a surface; a playing surface marked with a plurality of various indicia; a rebound surface relocatably mountable on the playing surface; a scoring zone relocatably mountable on the playing surface; the game further comprising of the following steps: each player throwing one or more tokens onto the playing surface wherein the indicium on which a token lands determines one or more of the number of scoring attempts allowed to the player, the points-value of a score and the level of difficulty of a scoring attempt in terms of the relative positions of the scoring zone and the rebound surface.; placing the rebound surface and the scoring zone in their determined positions; as determined by the throwing of the tokens, each player causing the puck or ball to rebound off the rebound surface and, by that action, to strike or pass through a predetermined area on the scoring zone.

2. A game according to claim 1 in which scoring is attempted by using a resilient puck and is achieved by rebounding the puck from the rebound surface and causing it to roll on its edge to the scoring zone.

3. A game according to claim 1 or 2 in which rules are provided to tailor the game to one or more specific outdoor sports.

4. A game according to claim 1, 2 or 3 further according to the soccer rules as described herein.

5. A game according to claim 1, 2 or 3 further according to the rugby rules as described herein.

6. A game according to claim 1, 2 or 3 further according to the tennis rules as described herein.

Description:

FIELD OF INVENTION

[0001] This invention relates to leisure games of skill.

[0002] In particular, the invention relates to games that mimic outdoor sports, which are played on a board and involve one or more players in tests of hand-eye coordination.

BACKGROUND OF THE INVENTION

[0003] There are many games, including board games, that are based on outdoor sports.

[0004] However, almost invariably those games are dependent upon elements of chance rather than skill. For example, a player's progress through the game and/or scoring in the game is determined by factors such as the throwing of a die.

[0005] In addition, most games cannot mimic the tactics of the sports on which they are based and cannot mimic the levels of scoring that are achieved in those sports.

[0006] There is a need for a family of games that is based upon a selection of outdoor sports in which players of the games need to exhibit a significant level of physical skill, at least in terms of hand-eye coordination, and a degree of tactical understanding of the particular sport on which a given game is based. It would thus be expected that such games would minimally depend upon elements of chance and players of the games could be expected to develop expertise in the games upon the practise of those games.

[0007] The present invention seeks to, at least partly, meet the above needs

SUMMARY OF THE INVENTION

[0008] This invention accordingly provides a game for one or more players comprising the following components:

[0009] a set of tokens;

[0010] a puck or ball adapted to rebound off a surface;

[0011] a playing surface marked with a plurality of various indicia;

[0012] a rebound surface relocatably mountable on the playing surface;

[0013] a scoring zone relocatably mountable on the playing surface;

[0014] the game further comprising of the following steps:

[0015] each player throwing one or more tokens onto the playing surface wherein the indicium on which a token lands determines one or more of the number of scoring attempts allowed to the player, the points-value of a score and the level of difficulty of a scoring attempt in terms of the relative positions of the scoring zone and the rebound surface;

[0016] placing the rebound surface and the scoring zone in their determined positions;

[0017] as determined by the throwing of the tokens, each player causing the puck or ball to rebound off the rebound surface and, by that action, to strike or pass through a predetermined area on the scoring zone.

PREFERRED ASPECTS OF THE INVENTION

[0018] For younger or less skilled players a ball may be used, however it is preferred that scoring is attempted with a resilient puck. In that case, scoring is achieved by rebounding the puck from the rebound surface and causing it to roll on its edge to the scoring zone.

[0019] It is further preferred that rules are provided to tailor the game to one or more specific outdoor sports.

BRIEF DESCRIPTION OF THE VIEWS OF THE DRAWINGS

[0020] FIG. 1 is a plan view of a playing mat for the soccer version of the game according to the invention.

[0021] FIG. 2 is a front perspective view of a combined rebound surface and scoring zone for use with the soccer version of the game.

[0022] FIG. 3 is a rear perspective view of the article of FIG. 2.

[0023] FIG. 4 is a perspective view of a rebound puck for use in the invention.

[0024] FIG. 5 is a diagrammatic representation of the position of a player and the action required to score a goal in a game according to the invention.

[0025] FIG. 6 is a diagrammatic representation of examples of different requirements for landing of tokens in target zones according to different levels of player skill.

[0026] FIG. 7 is a plan view of a playing mat for a rugby version of the game according to the invention.

[0027] FIG. 8 is a front view of a combined rebound surface and scoring zone for use with the rugby version of the game.

[0028] FIG. 9 is a plan view of a playing mat for a tennis version of the game according to the invention.

[0029] FIG. 10 is a perspective view of a net barrier for use with the tennis version of the game.

[0030] FIG. 11 is a front view of a combined rebound surface and scoring zone for use with the tennis version of the game.

DETAILED DESCRIPTION OF THE INVENTION

[0031] The rules of a soccer game are provided as an example of one embodiment of the invention.

[0032] Game contents:

[0033] One playing mat (FIG. 1)

[0034] Two combined rebound surface and goal scoring zones “goals” (FIGS. 2 and 3)

[0035] Two rebound pucks (FIG. 4)

[0036] Forty-eight coloured football tokens (24 blue & 24 red)

[0037] Two token holders

[0038] One timer

[0039] One score pad

[0040] One rule book

[0041] The playing mat is laid on a flat surface and the goals are placed at either end of the pitch where the goal markings are shown.

[0042] The game is played by two opponents, each having twenty four coloured ball tokens, a token holder and a rebound puck. A player takes position behind the goals at each end of the mat and the game begins.

[0043] Rule 1. Toss to Go First

[0044] With both players in their starting position behind the goals, count down 3-2-1. On the count of “one” both players throw, a football token into the centre circle, the closest to the centre mark will choose which end to play from and will kick off first. If the two tokens collide, a judgement is made on where they finally lie to rest. The game is played in two five-minute halves. Set the timer to five minutes to begin play.

[0045] Rule 2. Token Throwing

[0046] Throwing the football tokens accurately has a certain amount of skill involved, but is easily mastered with practice. The most effective method is to hold the token between the thumb and index finger and to throw it in a frisbee type motion.

[0047] When throwing tokens, the player's feet must remain behind the mat at all times and your elbow must not extend past the line of the goal at your end of the pitch as shown in FIG. 5. If an elbow or foot fault is made, that shot is re-played. If a player makes two faults in a row, possession is lost to the opposition player who begins their progression up the field as from 3a) below.

[0048] To determine whether the tokens are in or out, look through the hole in the centre of the token. If any yellow of the line on the mat can be seen inside the hole, the token is deemed to be in. See the example diagram of “rookie level” in FIG. 6.

[0049] If a token lands upside down, but lands in the correct position on the pitch, it is counted as in.

[0050] Rule 3. Progression Up the Field

[0051] a). The player who won the toss begins the game by attempting to throw one token into any of the octagonal shapes with a number one marked on it between the half way mark and the far end of the pitch. The octagonal shapes represent the players and the throwing of the token represents a team kicking off.

[0052] b). If successful, the same player continues by attempting to land a token in any of the shapes with a number two marked on it at the same end of the pitch. The second token represents the player carrying the ball up the pitch deep into the forward line

[0053] c). Once again, if successful with the second token, the same player will attempt to land a token into a shape marked with a number three which represents one of the five striking players. If successful, the striker is in a position to enable a shot at goal. (Rules on shooting for goal are shown later in Rule No. 7)

[0054] Rule 4. Challenge for Posession

[0055] a). First Challenge

[0056] If this first player misses any of these shots, the opposition player has an opportunity to challenge for control of the game by landing a token in the target the first player missed (first challenge). If the second player's challenge is successful, he/she then starts an attack by landing tokens in the shapes numbered one, then two then three on his or her far end of the pitch. If the second player misses any of these shots, the first player can challenge for possession in the same way.

[0057] b). Second Challenge

[0058] If the first challenge was unsuccessful by the second player, the first player has a chance at regaining control by landing a token in that same target (second challenge). If this shot is successful this player resumes progression up the field from that point. If the player regains control by landing a token in a target marked with a number three, that player then has a shot at goal.

[0059] c). Third Challenge

[0060] If the second challenge by the first player is unsuccessful, the second player may attempt a third challenge by landing a token in any other target marked with the same number as the target which was missed in the first two challenges, and at the same end of the field. The game then continues as from 4a) above.

[0061] Rule 5. Time Out

[0062] On occasion during the game one or both players may run out of token balls. If this occurs, the players call for time out and the timer is stopped while both players retrieve their ball tokens.

[0063] The last token thrown should remain on the pitch to show where the game stopped when time out was called.

[0064] The timer is then re-started and play is resumed for the balance of the time remaining.

[0065] Rule 6. Corner Penalties

[0066] If, at any stage, a token is thrown and goes through the goal mouth, a corner penalty is awarded against that player and the opposition player has a free shot at goal. Whether or not a goal is scored, possession of the ball stays with the player the penalty was awarded to, and that player begins a forward move by starting at the target marked with a number one. If the token lands on the goal line, the major portion of it must be over the line to have a penalty awarded. If any of the white goal line can be seen through the hole in the centre of the token, a penalty is not awarded.

[0067] Once a player has successfully landed three consecutive tokens in the targets marked one, then two, then three, they have one chance to score a goal.

[0068] Rule 7. Shooting for Goal

[0069] Before shooting for goal a player may move two tokens lying in the path of the rebound puck.

[0070] The player's feet may be on the mat, but must be behind the line of the goals, and the elbow must not extend past the line of the goal (see FIG. 5). If the elbow extends past the line of the goal, this is deemed to be an elbow fault and the shot should be replayed. If a player faults twice in a row, no score is recorded and possession goes to the opposition player who continues play as from point 3a.

[0071] To score a goal, the rebound puck is thrown at the rebound action backboard at the far end of the pitch. The puck should then roll back towards the player and through the goal-mouth at the centre of the rebound goal face board at the players feet (see FIG. 5). If the shot is not successful, the player does not score.

[0072] The puck must land entirely over the white goal line to score.

[0073] If the puck rolls past the goal line and then hits the support rib and rolls back out, a goal is deemed to have been scored.

[0074] Once the shot for goal has been made, the puck should be retrieved from the playing field.

[0075] Whether or not a goal is scored, control of the game then goes back to the opposition player who goes through the process of throwing the tokens as from point 3a.

[0076] When the siren goes signifying the end of the first or second half, no more tokens may be thrown. If, however, the siren goes when a player is about to have a shot on goal, the shot may be taken after the siren.

[0077] Once the siren goes for the finish of the first half, the players collect their ball tokens from the field, change ends, re-set the timer and continue play for the second half starting with the player who lost the toss at the beginning of the game.

[0078] On completion of both halves, the score is added up and the player with the most goals wins.

[0079] Rule 8. Drawn Game Shoot Out

[0080] If the game is drawn at the final siren, opponents have a play off to determine the winner.

[0081] The last player to score i.e. the person who drew the game, goes first and attempts to score a goal. If the shot is successful, the second player must then score a goal to stay in the game. If the first player's shot missed, but the second player scores, the game goes to the second player.

[0082] Both players continue shooting for goal until a clear winner is determined by tracking the progression of shots scored and missed to determine the winner.

[0083] All goals scored in the shoot out are added to the match score.

[0084] Advanced Rules—Handicapping Methods

[0085] Once players have mastered the basic game, which is at a “Rookie” level of play, the degree of difficulty can be increased by imposing handicaps on more advanced players. The game can also be made easier for less accomplished players to make the game more competitive between players of different levels. The various handicaps can be used alone or in conjunction with one or more of the others.

[0086] Method One

[0087] A “beginner” playing a more advanced player need only have a token land in a position where it has any contact with the outside of the target.

[0088] A player at “rookie” level needs to at least land the token half way across the line with any of the yellow line on the mat visible through the hole in the centre of the ball token.

[0089] An “advanced” player must land the token inside the target. It may land partly on the line, as long as it does not break it.

[0090] The “champion” player must land the token entirely within the octagonal shape, with no contact with the yellow line.

[0091] Examples are as shown in FIG. 6

[0092] Method Two

[0093] A player can be handicapped by increasing the number of tokens required to be played to earn a shot on goal. For example, an advanced player may be required to land two tokens in a target marked with a number one before going for a number two. This means that the player will have to make a total of four forward moves instead of the standard three to earn a shot at goal.

[0094] Variations can be made on this rule with different numbers of tokens required to be landed in each numbered target.

[0095] Method Three

[0096] A third method of handicapping relates to the challenge rules 4a) to 4c). A beginner would not be required to play the shot to challenge, but would automatically take possession of the game when their more advanced opponent misses a target. They would go straight to their progression up the pitch beginning with a target marked with a number 1.

[0097] Method Four

[0098] Handicapping may also be implemented when shooting for goal.

[0099] A less accomplished player may be allowed more than one attempt to shoot for goal each time they have successfully landed a token in a number three target, while their opponent may only shoot once each time.

[0100] As an alternative to a puck, which must be rebounded and rolled on its edge in order to score, a less accomplished player may be allowed to shoot for goal with a ball.

[0101] An accomplished player can be handicapped by allocating a “difficulty loading” to each of his or her number 3 targets. If a token is landed in the centre target the resulting attempt at goal is taken with the goal in its usual position parallel to the goal line. If a token lands in either of the middle targets the goal is moved to a forty-five degree angle to the goal line for the goal scoring attempt, thus reducing the apparent width of the goal-mouth. Similarly, if a token lands in either of the outer targets the goal is moved to a sixty degree angle.

[0102] Alternative embodiments of the invention are illustrated in the following draft rules for a rugby game and for a tennis game.

[0103] Rugby

[0104] Using the playing mat shown in FIG. 7, two players play, one from either end. Both players have 20 play tokens and the players share two rebound pucks. A combined rebound surface and goal (FIG. 8) is placed at each end of the mat.

[0105] Starting: The player who is to go first must land a token on the playing mat in the rectangle box one back towards himself/herself from the centre line and down the right hand side of the playing surface. The player then progresses by landing another token in the next rectangle further away than the last. Players get 5 tackles to land and when they have thrown their first five tokens successfully to get to the end zone and score a try they then need to land tokens in the oval shapes inside the rectangles until they reach the try box then they need to land a token in the circle in the try box.

[0106] If a player reaches the last box before the try box with four or less tokens, leaving one tackle in hand, they can land a token in any part of the try box to score a try. If a token touches any part of the line of the rectangular box it is deemed a loose box. When a player misses a target, the opponent attempts to land a token in the same rectangular box but on their side of the field and so on. When a player scores a try, they then get an opportunity to convert a goal by the same rebounding rules as described for soccer.

[0107] Converting goals and Timing: Players only get one shot to convert a goal. After the shot is taken, the opponent starts again with the tokens won back from the centre and progresses towards the try line up the left and side of the mat. The game is played in two halves of six (6) minutes. When a player runs out of tokens, both players collect all their tokens from the mat, leaving the last token thrown as an indicator of the position of play, and then play is continued. A token cannot be thrown after time has expired but rebounds for goal can be taken if time runs out.

[0108] Tennis

[0109] Using the playing mat shown in FIG. 9, two players play singles tennis, one from either end. Both players have 20 play tokens and the players share 2 rebound pucks. Two barriers (FIG. 10), representing a net, are placed across the centre of the mat leaving a gap in the centre through which the puck can pass. A combined rebound surface and goal (FIG. 11) is placed at each end of the mat.

[0110] Serving: The player serving attempts to rebound the puck from the rebound surface at the far end of the mat through gap in the net and thence through the hole in the backboard (in the same manner as for soccer) to ace the opponent. If successful, the server wins the point.

[0111] If the serving player rebounds the puck and does not get it through the hole but instead hits the back board and the wheel stays on the court, the serve is deemed in.

[0112] If the rebound wheel hits the net, misses the backboard or does anything other than clearly hit the target the attempt is deemed a fault. After two faults a point against the server is awarded. The scoring system of real tennis is used. The same side to serve to is the same as real tennis, start by targeting the service square at the far end of the court on the left and go to alternative sides each point.

[0113] Rallying: When a serve is deemed in, the server picks out a target in the appropriate service box to land his/her first token into and throws for that target. If successful, the opponent must follow by throwing a token into the mirror image target to keep the rally going. When a player misses a target the point is awarded to the opponent. In determining if a token is in or out if any while line of the target circle can be seen, the ball is deemed in.

[0114] It will be appreciated that, whilst the foregoing has been given by way of illustrative examples of the invention, all such modifications and variations thereto as would be apparent to persons skilled in the art are deemed to fall within the broad scope and ambit of the invention as described and claimed herein.