Title:
Magnetic dice and magnetic dice games
Kind Code:
A1


Abstract:
A game of dice for multiple players comprising, at least two multi-surfaced dice, each of the at least two multi-surfaced dice having game information on at least one surface thereof relating to the initial number of lives for each of the at least two multi-surfaced dice, and having game information on at least one surface thereof for determining the number of lives to be deducted from the then current number of lives on at least one other die, the dice being flicked or thrown by the players to determine the reduction of lives of at least one other die until at least one die no longer has any lives.



Inventors:
Ozipko, David Ryan (Ottawa, CA)
Application Number:
12/154490
Publication Date:
12/11/2008
Filing Date:
05/23/2008
Primary Class:
International Classes:
A63F9/04
View Patent Images:
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Primary Examiner:
MENDIRATTA, VISHU K
Attorney, Agent or Firm:
Frank J. Bonini, Jr. (Valley Forge, PA, US)
Claims:
What is claimed is:

1. A set of at least two playing pieces in the form of dice, each die having multiple faces with insignia different from the other faces of that die, and in which each die face has a magnet, whereby each die face of said first die can attract each die face of said second die.

2. A set of dice in accordance with claim 1, wherein each die face has a single magnet set generally in its center, the magnets being surrounded by non-magnetic material.

3. . A set of dice in accordance with claim 2, wherein each die is a cube and wherein each die has a disc magnet fixed to each of the six sides of the cube, the sides of the cube and of the magnets being encapsulated in non-magnetic material.

4. A set of dice according to claim 3, in which said material is plastic.

5. A set of dice according to claim 3, in which said material is ceramic.

6. A playing piece in the form of a die having multiple faces each with insignia different from the other faces, and in which each die face has a magnet, some of the magnets having a first exposed polarity and others of the magnets having an opposite exposed polarity, whereby said die can attract another similar die when faces of opposite polarity of the two dies become adjacent to each other, the magnetic properties of each face of the die being identical apart from their polarity.

7. A die in accordance with claim 6, wherein the die face has a single magnet set generally in its center, the magnets being surrounded by non-magnetic material.

8. A die in accordance with claim 7, wherein the die has a disc magnet fixed to each of the six sides of a cube, the sides of the cube and of the magnets being encapsulated in non-magnetic material.

9. A game to be played with dice each having insignia of different values on their faces, and each having magnets set in each of the faces of each of the dice, wherein the game involves the following repeated series of steps: a) a first player places the first die on a playing surface; b) a second player propels the second die towards the first die; c) if the dice have not become magnetically engaged, the two players take turns to repeat this procedure until such time as the two dice have become magnetically engaged, whereupon; d) the insignia on the tops of the dice are compared to determine which player has improved his score.

Description:

FIELD OF THE INVENTION

The present invention relates to dice, and more particularly, relates to dice with magnets therein and games which utilize magnetic dice.

BACKGROUND OF THE INVENTION

Dice have long been used in games of chance and in a wide range of games and other activities. Although typically a die, or dice will have 6 sides of equal and identically shaped surfaces (generally squares, or slightly rounded squares) with generally straight or slightly rounded edges, it is also common to have dice with non-square surfaces (for example, an eight sided die, each side of which is an equilateral triangle), and although less common, other dice in which some of the surfaces are of a different shape or size than other of the surfaces on the dice. In some games, two or more dice are thrown simultaneously, the outcome of the game depending on, for example, the number, image or information presented on those surfaces of the thrown dice when all movement of the dice has stopped. While there may be some physical interaction between the two or more dice after they are thrown (for example, two die may collide with, and thereby affect one another), these physical interactions are limited as they depend upon an actual collision between the two or more dice, which may or may not occur on any particular throw. Additionally, some games have been developed in which the dice, rather than presenting numbers or letters to the game players, instead present images, and for example, instructions.

It is desirable to have dice that will interact with each other whether or not there is an actual physical collision between the dice. It is also desirable to have dice games in which the magnetic interaction of the dice will have an impact on the progress or outcome of the game. It is also desirable to have magnetic dice which, as a result of the magnetic attraction between magnets in two dice, may magnetically engage with one another, the engagement surfaces of the two dice providing game information from which a game of dice may progress or be determined. It is also desirable to have a battle game using magnetic dice which have a predetermined initial number of lives, and which, during the progression of the game, lose lives until one die has no more lives, thereby determining the outcome of the game.

SUMMARY OF THE INVENTION

Accordingly, one object of the present invention is to provide dice which can, after they are thrown, interact with one another, whether or not there are any physical collisions therebetween.

Accordingly, another object of the present invention is to provide dice games in which the magnetic interaction of the dice will have an impact on the progress or outcome of the game.

Accordingly, another object of the present invention is to provide magnetic dice which, as a result of the magnetic attraction between magnets in the dice, may magnetically engage with one another, the engagement surfaces of the two dice providing game information from which a game of dice may progress or be determined.

Accordingly, another object of the present invention is to provide a battle game using magnetic dice which have a predetermined initial number of lives, and which, during the progression of the game, lose lives until one die has no more lives, thereby determining the outcome of the game.

According to one aspect of the present invention, there is provided a die comprising, at least four surfaces, and at least one magnet, wherein the at least one magnet is in secure engagement with the die and having magnetic effect which extends beyond a surface of the die.

According to another aspect of the present invention, there is provided a game of dice for multiple players comprising, at least two multi-surfaced dice, each of the at least two multi-surfaced dice having game information on at least one surface thereof relating to the initial number of lives for each of the at least two multi-surfaced dice, and having game information on at least one surface thereof for determining the number of lives to be deducted from the then current number of lives on at least one other die, the dice being flicked or thrown by the players to determine the reduction of lives of at least one other die until at least one die no longer has any lives.

The advantage of the present invention is that it provides dice which can, after they are thrown, interact with one another, whether or not there are any physical collisions therebetween.

Another advantage of the present invention is that it provides dice games in which the magnetic interaction of the dice will have an impact on the progress or outcome of the game.

Another advantage of the present invention is that it provides magnetic dice which, as a result of the magnetic attraction between magnets in the dice, may magnetically engage with one another, the engagement surfaces of the two dice providing game information from which a game of dice may progress or be determined.

Another advantage of the present invention is that it provides a battle game using magnetic dice which have a predetermined initial number of lives, and which, during the progression of the game, lose lives until one die has no more lives, thereby determining the outcome of the game.

BRIEF DESCRIPTION OF THE DRAWINGS

A preferred embodiment of the present invention is described below with reference to the accompanying drawings, in which:

FIG. 1A is a view of one embodiment of the arrangement of 6 magnets used on a partially completed six sided die of one embodiment of the present invention;

FIG. 1B is a view of one embodiment of the unmarked die of FIG. 1A where the die surfaces have been completed;

FIG. 2A is an alternative embodiment of the arrangement of 6 of the 6 magnets used on a partially completed six sided die of one embodiment of the present invention;

FIG. 2B is a view of a magnet for use in the six sided die of FIG. 2A;

FIG. 2C is a view of the magnets positioned within the six sided die of FIG. 2A;

FIG. 3 is a view of a die of one embodiment of the present invention with battle game markings thereon;

FIG. 4A is a view of a die of one embodiment of the present invention with alternative battle game markings thereon;

FIG. 4B is a view of a die of one embodiment of the present invention with further alternative battle game markings thereon;

FIG. 4C is a view of a die of one embodiment of the present invention with further alternative battle game markings thereon;

FIG. 4D is a view of a die of one embodiment of the present invention with further alternative battle game markings thereon;

FIG. 5 is a playing surface for a battle game of one embodiment of the present invention;

FIG. 6 is a sample scoring sheet for one embodiment of the battle game of one embodiment of the present invention.

DESCRIPTION OF THE PREFERRED EMBODIMENT

In a preferred embodiment of the present invention, dice are provided which have permanent magnets (hereinafter “magnets”) securely positioned therewithin, such as, for example as illustrated in the embodiment shown in FIG. 1B, or alternatively in the embodiment shown in FIG. 2C, in the preferred embodiment, the magnets being positioned so that one surface of the magnet is at or near the surface of the die, the magnetic effect of the magnets extending beyond the surface of the die (it being understood, that for example, in alternative embodiments of the present invention, the magnets may not extend to the surface of the dice, but may nevertheless have sufficient strength to extend their magnetic effect to and beyond the surface of the die). For example, as illustrated in FIG. 1A, six disc-shaped magnets 2, 4, 6, 8, 10 and 12 are securely attached to a solid six sided cube 14, and thereafter plastic 16, ceramic or other non-magnetic non-conducting material is positioned around the magnets and shaped to provide a rounded six-sided cube such as is illustrated in FIG. 1B, the height, width and depth of the cube preferably being 30 mm, it being understood that alternatively sized cubes may be used in alternative embodiments of the present invention. In an alternative embodiment as illustrated in FIGS. 2A and 2C, holes 14, 16, 18, 20, 22 and 24 are provided in the surfaces 2, 4, 6, 8, 10, and 12 respectively, into which holes 14, 16, 18, 20, 22 and 24 are securely positioned magnets 28, 30, 32, 34, 36, and 38 (such as the one illustrated in FIG. 2B) respectively. It is understood that in alternative embodiments of the present invention, dice having fewer than six sides, or more than six sides may be provided. Furthermore, it is understood that in alternative embodiments of the present invention, various different methods may be used to securely position magnets within, or in relation to the dice, so that magnets are securely positioned, and the magnetic effect of the magnets extends beyond the surface of the dice. The non-magnetic portions of the dice may be made of plastic, wood, acrylic, vinyl or such other non-magnetic, non-conducting material as would be known to a person skilled in the art.

Within a particular die, the north-south orientation of the magnets may be varied, from all magnets oriented to expose outwardly a north pole, to all magnets oriented to expose outwardly a south pole, or any combination of pole orientations within that range. Furthermore, each die in a set of dice may either have the same combination of pole orientations as the other dice within the set, or it may also vary across a wide range of possible combinations of orientations. In this way, depending upon the orientation of the poles of the magnets within the dice, the dice (or any surface thereof) may attract or repel each other (or any surface thereof), depending upon the proximity and orientation of the dice relative to each other, and of the orientation of the poles of the magnets within one die which are proximate to the other dice.

In the preferred embodiment, relatively strong magnets are used, the magnets being in disk form, with a diameter of 12.7 mm and a thickness of 3.2 mm. In an alternative embodiment, less strong magnets are used, the magnets also being in disk form, with a diameter of 20 mm and a thickness of 5 mm it being understood that differently shaped and differently sized magnets may used in different embodiments of the invention.

In a preferred embodiment of the present invention, magnetic dice of the present invention have preferably painted or printed on or otherwise affixed to one or more surfaces thereof, graphical information and/or game information and/or game data and/or game instruction for use by the game users.

Battle Game Using Magnetic Dice

A wide variety of different games may be played utilizing the dice of the present invention. In one game, hereinafter referred to as the “Battle Game”, each surface of each of the dice used in the Battle Game preferably has graphical information and/or game information and/or game data and/or game instruction thereon specifically related to the Battle Game such as is illustrated in FIG. 3 (the various surfaces of the die preferably having a variety of different graphical information and/or game information and/or game data and/or game instruction thereon). For the purposes of the description of the Battle Game as described herein, each die having graphical information and/or game information and/or game data and/or game instruction thereon specifically related to the Battle Game will be referred to herein as a “block”. In the preferred embodiment of the Battle Game of the present invention (it being understood that various different versions or modification may be made to this game as may be desired), the preferred rules and gameplay of which are hereinafter provided, each player uses a single block, which block will have a predetermined initial number of “Lives” with which to start the game (the initial number of lives for each block is identified on each block, such as is illustrated in FIG. 3 at 32 where on that block the indicia “LIFE 10” indicates that that block will start the game with 10 lives). In this embodiment of the game, game information provided on the surfaces of the block is used in the context of the game and includes, for example, an “Attack Number” (as illustrated in FIG. 3, in the preferred embodiment, the Attack Numbers 31 and 34 are preceded by the letter “A”, the Attack Numbers 31 and 34 in respect of the block illustrated in FIG. 3 being “4” and “3” respectively), and a “Defense Number” (in the preferred embodiment, the Defense Numbers 30, 33 and 37 are preceded by the letter “D”, the “Defense Numbers 30, 33 and 37 in respect of the block illustrated in FIG. 3 being “2”, “1” and “2” respectively) are provided. In some cases, additional or alternative numbers, such as “Special Attack Numbers” (the Special Attack Numbers 35 are preceded by the letters “SPA” (the Special Attack Number 35 in respect of the block illustrated in FIG. 3 being “5”), “Reverse Attack Numbers” (the reverse attack numbers 114, for example, may be preceded by the letter “R” as illustrated in FIG. 4D) and/or other information is also provided.

In this embodiment of the present invention, the Battle Game is played on a playing surface 201 made of cardboard or plastic or other suitable material such as is illustrated in FIG. 5, having two sides 198 and 199, one side for each player, each player's side having an Attack Line 200 and 202 marked thereon (it being understood that in alternative embodiments of the present invention, the markings such as those illustrated in FIG. 5 may be painted, or marked with chalk, or with other marking devices (such as one or more flags, coloured or uncoloured strings (which can be weighted or not as needed), painted markings, the chalk markings, the flags and strings being marked to indicate the attack lines and defense line) on a wide range of surfaces, such as concrete, wood, asphalt, or other suitable surface as would be known to a person skilled in the art). A Defense Line 204 is marked at a position equally distant from the Attack Lines 200 and 202. In the preferred embodiment of the present invention, the distance between the Attack Lines and the Defense Line is approximately 40 inches, it being understood that a range of different distances may be used in alternative embodiments of the present invention. In an alternative embodiment of the present invention, a surface of pre-determined size, shape and materials is provided for the purposes of formalizing and regularizing gameplay. In this embodiment of the invention, one or more attack lines may be printed or otherwise displayed on the game surface, permitting the players to choose from between a range of different attack lines.

In normal play, in the preferred embodiment of the Battle Game, the two players chose their Attack Line and position themselves behind their respective Attack Lines, and roll their block to determine which player will start the game in Attack Mode and which player will start the game in Defense Mode, the player (hereinafter the “First Player”) rolling the highest Attack Number (as that term is more fully described herein) starts first in Attack Mode and the other player (hereinafter the “Second Player”) starts first in Defense Mode, the players subsequently alternating between being in Attack Mode and Defense Mode as more fully described herein. The Second Player positions his/her block (hereinafter the “Second Player's Block”) on the Defense Line, and the First Player thereafter flicks his/her block (hereinafter the “First Player's Block”) (a flick of a block in the preferred embodiment of the game of the present invention being the act of positioning the block on the game surface on or behind the flicker's Attack Line, the flicker cocking his/her index or middle finger with his/her thumb behind the block and thereafter releasing the cocked finger in the direction of, and to impact with the block to thereby move the block away from the flicker's hand) in the direction of the Defense Line. In the event that after the flick of the First Player's Block, the First Player's Block and the Second Player's Block are not in magnetic engagement with one another, the Second Player's Block is removed from the playing surface, and the First Player's Block is positioned on the Defense Line in the same orientation as that Block came to rest after the flick. The First Player switches to Defense Mode, and Second Player switches to switches to Attack Mode, the Second Player thereafter flicking his/her Block in the manner as described above. This flicking and alternating process repeats until such time as the First Player's Block and Second Player's Block are in magnetic engagement with one another.

In the event that a flick results in the First Player's Block and Second Player's Block being in magnetic engagement with one another, an examination is made of the two surfaces of the Blocks which became magneticly engaged with one another. In the event that there is no “Reverse Attack” 116 indicated on the engaged surface of the Block of the player then in Defense Mode, then if the Attack Number on the engaged surface of the Block of the player then in Attack Mode (or in the event that a Special Attack Number appears on the engaged surface of the Block of the player in Attack Mode, the “Special Attack Number”) exceeds the Defense Number on the engaged surface of the Block of the player then in Defense Mode, the number of lives corresponding to the difference between these values is removed from the current number of lives on the Block of the player then in Defense Mode. If this does not result in that Block having zero or fewer lives, the players switch modes (unless the Special Attack directs the player then in Attack Mode to “Roll Again” 35 such as is illustrated on the surface of the Block illustrated in FIG. 3, in which case the person then in Attack Mode remains in Attack Mode for another flick and the person in Defense Mode continues in Defense Mode for another flick) and the game continues as described above. In the event that there is a “Reverse Attack” indicated on the engaged surface of the Block of the player then in Defense Mode, then if the Reverse Attack Number on the engaged surface of the Block of the player then in Defense Mode exceeds the Defense Value on the engaged surface of the Block of the player then in Attack Mode, the number of lives corresponding to the difference between these values is removed from the current number of lives on the Block of the player then in Attack Mode. If this does not result in that Block having zero or fewer lives, the players switch modes and the game continues as described above.

In the event that the Attack Number on the surface of the Block of the player then in Attack Mode does not exceed the Defense Number on the surface of the Block of the player then in Defense Mode, then no lives are removed from the current number of lives on the Block of the player then in Defense Mode, the Block of the player then in Attack Mode is then positioned on the Defense Line in the same orientation as that Block came to rest after the flick, the players switch modes, and the game continues as described above.

If at any time during the game, a Block comes to have zero or fewer lives, the game is over, and the player whose Block still has lives is victorious in the game.

In one embodiment of the Battle Game of the present invention, in the event that the attacking Block comes to rest on top of the defending Block, the defending Block automatically loses all of its lives, and the game is over, the player then having the attacking Block being victorious in the game.

It is understood that in various embodiments of the present invention, a wide range of game information and graphical information may be displayed in various forms and styles on the surfaces of the blocks, several examples of which are illustrated in FIGS. 4A, 4B, 4C and 4D, which blocks also provide Attack Numbers 44, 52, 58 (in the case of the block of FIG. 4A), 66, 68, 74 (in the case of the block of FIG. 4B), 80, 90, 94 (in the case of the block of FIG. 4C) and 102, 104, 110 (in the case of the block of FIG. 4D), Defense Numbers 46, 54, 56 (in the case of the block of FIG. 4A), 64, 70, 76 (in the case of the block of FIG. 4B), 84, 88, 96 (in the case of the block of FIG. 4C), which latter block also includes the notation “Roll Again” 82, and 98, 108 (in the case of the block of FIG. 4D), which latter block also includes the notation “Reverse Attack” 112 and provides a Reverse Attack Number “4” 114.

In one embodiment of the present invention, using a scoresheet such as illustrated in FIG. 6, the players can record the current number of lives that their block has at any given time, until such time as one of the blocks no longer has any lives, whereupon the game is concluded. In the embodiment of the scoresheet of FIG. 6, two columns 300 and 302 are provided, one for each player, into the first row of which the player's name (for example “Jonny” 301 and “Anne” 303) is recorded, and thereafter, in the next row of each column, the initial number of lives (for example “11”304 and “8” 306) of the block being used by that player is recorded. In this embodiment of the scoresheet, as the game progresses, whenever a player's block loses one or more lives, the number of lives lost is recorded in the upper left corner of the next unused cell in that player's column (for example, if Jonny's block were to lose 4 lives, the number “4” 308 is recorded in the upper left corner of the cell) and the remaining number of lives for that block is also recorded in the center of that cell (in this example, the number “7” 310 is recorded in the center of that cell). This continues until the block of one of the players has no lives remaining, in which case, in this embodiment of the invention, the number “0312 is recorded in the appropriate cell for that player, and the word “WIN” entered in the adjacent cell for the winning player. In this embodiment of the invention, a line 316 may be drawn on the scorecard, and the next game can be recorded in a similar manner in the unused portions of the columns below the line 316 in a manner known to a person skilled in the art. It is understood that a wide range of different score sheets and mechanisms may be used to record the progress and outcome of the Battle Game of the present invention, as would be known to a person skilled in the art. In an alternative embodiment of the present invention, each of the blocks has contained therewithin, a small movable click wheel upon which a series of numbers is printed or displayed (the numbers corresponding to the number of lives remaining for that block), the click wheel being positioned so that it can be rotated manually by the players to outwardly display the then current number of lives of their block.

In an alternative embodiment of the present invention, an electronic battle surface is provided, in which embodiment the battle surface will electronically keep track of the current number of lives of the blocks. In one embodiment of the present invention, sensors are positioned to determine whether one block comes into contact with the other block, which sensors will trigger a pre-determined sound to be played to provide auditory emphasis to the contact between the blocks.

In an alternative embodiment of the present invention, each block has a power supply, such as a battery or other similar device embedded therewithin, and each side of each of the blocks has a button thereon used to connect to an electronic circuit, which button will be temporarily depressed as a result of two blocks becoming magnetically engaged with one another, and which button, when depressed, will activate the electronic circuit, which circuit will electronically communicate the Attack Number, Defense Number and other data and information to an electronic score/life tracking display, thereby permitting the current number of lives of each block to be recorded and displayed electronically. In a further alternative embodiment, a Light Emitting Diode or other light source is embedded in each corner of the block, a micro processor also embedded within the block providing control to the Light Emitting Diodes to thereby provide various lighting effects for the block. It is understood that a wide range of different electronic score/life recording and displaying and appearance altering mechanisms can be provided in accordance with the present invention.

It is understood that the dice of the present invention may be varied and utilized in the context of playing a wide variety of different games as would be known to a person skilled in the art.

The present invention has been described herein with regard to preferred embodiments. However, it will be obvious to persons skilled in the art that a number of variations and modifications can be made without departing from the scope of the invention as described herein.