Title:
U-DA-MAN
Kind Code:
A1


Abstract:
Herein is described an ability transformation golf game that transforms a golfer's skills through the use of mulligans (second chance shots) and automatic shots to mimic the skills of the real or fictional player identified on the game card. The game can be played in skins or scoring play, in two-some to four-some play, and multi-group and outing play.



Inventors:
Eubanks, Robert Alfanso (Columbus, OH, US)
Application Number:
11/891832
Publication Date:
02/19/2009
Filing Date:
08/14/2007
Primary Class:
International Classes:
A63B57/00
View Patent Images:
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Primary Examiner:
NICONOVICH, ALEXANDER R
Attorney, Agent or Firm:
Robert Alfanso Eubanks Jr. (Columbus, OH, US)
Claims:
What is claimed is:

1. A method of playing an ability transformation golf game, wherein a golfing group ranging from two persons to an entire outing or tournament of persons play to acquire the lowest score, the most skins, or a combination of the two, comprising the steps of: a) providing game cards, wherein each card has the name of a fictional character or real person, each card is numbered one through four, and each card has play instructions b) determining the order in which members of the golf group will tee off; c) determining which players in the group receive which game cards; and d) determining who won the skin and/or match play game;

2. The method of playing an ability transformation golf game, as recited in claim 1, further disclosing wherein said name of fictional character indicates the improved skills a golfer will gain through playing with the subject U-DA-MAN card;

3. The method of playing an ability transformation golf game, as recited in claim 1, further disclosing wherein said name of real person indicates the real golfer the card will allow a golfer to emulate through playing with the subject U-DA-MAN card;

4. The method of playing an ability transformation golf game, as recited in claim 1, further disclosing wherein said instructions on a U-DA-MAN card outlines the situations under which the golfer can take a mulligan or claim an automatic shot;

5. The method of playing an ability transformation golf game, as recited in claim 1, further disclosing wherein said ability transformation is accomplished through the use of situational mulligans and situational automatic shots;

6. The method of playing an ability transformation golf game, as recited in claim 1, further disclosing wherein said determining said order in which members of the golf group will tee off includes flipping a tee;

7. The method of playing an ability transformation golf game, as recited in claim 1, further disclosing wherein said determining which players in the group receives which game cards in 2 to 4-some “Heads Up” play, multi-group play, and skins play includes matching the order the player tee off with the number (1 thru 4) displayed on the cards from a single 4-card U-DA-MAN package, or, alternatively, includes allowing each member of the 2 to 4-some to buy their own 4-card package of U-DA-MAN cards and then have each individual member choose a card to play from their individual U-DA-MAN packages;

8. The method of playing an ability transformation golf game, as recited in claim 1, further disclosing wherein said determining which players in the group receives which game cards in tournament play includes matching the order that the player tee off with the number (1 thru 4) displayed on the U-DA-MAN cards each player has included in their four card collection brought to the tournament.

9. The method of playing an ability transformation golf game, as recited in claim 1, further disclosing wherein said determining what holes each player is eligible to use their game card includes determining what players are behind after each hole in 2 to 4-some “Catch the Leader” play;

10. The method of playing an ability transformation golf game, as recited in claim 1, further disclosing wherein said determining what holes each player is eligible to use their game card includes allowing for game cards to be played once per hole by each golfer in 2 to 4-some “Heads Up” play, multi-group play, tournament play, and skins play;

11. The method of playing an ability transformation golf game, as recited in claim 1, further disclosing wherein said determining what holes each player is eligible to use their game card includes allowing games cards to be played once per hole per team and, at most, only four times by each player in a best ball outing;

12. The method of playing an ability transformation golf game, as recited in claim 5, further disclosing wherein placement of the ball for said situational mulligan must be played from the same circumstances that the original ball was played from (whether it be from a hazard, from a waste bunker, from the fairway, from the first cut of the green, from the green, or from an environmental area).

13. The method of playing an ability transformation golf game, as recited in claim 12, further disclosing wherein said placement of the ball for a situational mulligan from a hazard, from a waste bunker, from the fairway, from the first cut of the green or from an environmental area must be played within one club length of the original ball and no closer to the hole than the original ball; and a situation mulligan played from the green must be played from the same spot as the original ball.

Description:

BRIEF DESCRIPTION OF THE DIAGRAMS

Diagram 1 is an example of a game card with the fiction golfer Fairway Freddy named at the top of the card and the rules for mulligan and/or automatic shot play below.

Diagram 2 is an example of a game card with the fiction golfer Sand Wedge Sandy named at the top of the card and the rules for mulligan and/or automatic shot play below.

Diagram 3 is an example of a game card with the fiction golfer Putting Peter named at the top of the card and the rules for mulligan and/or automatic shot play below.

Diagram 4 is an example of a game card with the fiction golfer Scramblin Eggy named at the top of the card and the rules for mulligan and/or automatic shot play below.

GAME RULES

General Statement About The Game: U-DA-MAN is the ability transformation golf game that transforms a player's skills to mimic the skills of the real or fictional player identified on the U-DA-MAN card. The game can be played in skins or scoring play in two-some to four-some, multi-groups and outings. You can even become a collector of U-DA-MAN cards and play in official U-DA-MAN tournament or in your own U-DA-MAN collectors' tournaments with friends.

Card Selection: Every U-DA-MAN card is numbered with a 1,2,3, or 4 in its top right corner. Except for in U-DA-MAN Collectors' Tournaments, to select a card for members of a 2 to 4-some, just flip a tee or perform whatever ritual is needed to determine the order the group will tee off. Whoever tees off first gets the card numbered 1, the second person gets the card numbered 2, and so forth. If there are less than four persons, follow the same procedure and ignore the left over cards (i.e. only use the cards numbered 1 and 2 for a 2-some). The extra cards are given to the person who wins the skins or scoring match (players decide which before teeing off).

Alternatively, each player in the group buys their own pack of U-DA-MAN cards and selects the card from their packet with which they would like to play. This alternative method assures that everyone gets a card that is most helpful for a particular golf course. After all, having a card that makes you a sand specialist on a course with little or no sand bunkers is not that helpful. Conversely, if you are playing on a course lined with regular sand bunker, pot bunkers, and waste sand bunkers, the sand specialist card might be golden.

Card Selection is accomplished differently in a collectors' match. A collectors' match is when the individuals playing in a match or tournament brings four of their own U-DA-MAN Cards that they have collected. Each card in the person collection must still be numbered 1 thru 4. Determine the Order of each group teeing off by flipping a tee. Each person selects the card in their personal collection which matches the order in which they tee off of the first tee.

When to Play U-DA-MAN Cards: U-DA-MAN Cards can only be used when one of the circumstances spelled out on the cards come into existence. Furthermore, each numbered situational mulligan or automatic shot on a particular U-DA-MAN card can only be used once per nine holes. Otherwise, the special rules for use of a U-DA-MAN card are specific to the type of golf match being played.

    • 2 to 4-Somes Rules: In groups of 2 to 4 persons, two games can be played with U-DA-MAN cards—Heads-Up or Catch the Leader. In Heads-Up each person in the group can use their U-DA-MAN cards once per hole. In Catch the Leader, everyone can use their U-DA-MAN Card on the first hole of play. After the first hole is completed, U-DA-MAN Cards are played on the second hole only by those persons not leading the group or tied for the lead. This process is repeated every hole. Cards should only be used once per hole.
    • Multiple Separate Groups or Tournaments: Same as the rules for Heads-Up Play for 2 to 4-some groups. Each person in the group can use their U-DA-MAN cards once per hole.
    • Best Ball Outings: During best ball outings a U-DA-MAN can be used in accordance with the Rules set by the Outing Coordinator. We suggest, however, that one person per group can use their card once on the particular hole. For instance, say there is a group of four, and the person in the group with a U-DA-MAN card for a wood specialist (say “Longball Larry”) uses his card to tie off again for the group. In this case, no one could use a U-DA-MAN card in the group again until the next hole. Further, no one in the group can use their card more than four times during the outing.
    • Skin Games: Same as the rules for Heads-Up Play for 2 to 4-some groups. Each person in the group can use their U-DA-MAN cards once per hole.

Ball Placement: When using a U-DA-MAN card, a situational mulligan must be played from the same circumstances from which your original shot was played. Accordingly, when the original ball is in the hazard, in a waste area, in an environmental area, in the rough, on the first cut of the green, on the green, or in the fairway, the U-DA-MAN ball must be played from the same place, respectively. Further, for all U-DA-MAN balls played anywhere other than on the green, the U-DA-MAN ball can be no more than one club length from the placement of the original ball. Balls already on the green must be played from the same spot as the original ball. Otherwise, the U-DA-MAN ball can be hand placed or otherwise placed as desired in a proper position by the U-DA-MAN player.