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GB2216020A - Game apparatus - Google Patents

Game apparatus Download PDF

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Publication number
GB2216020A
GB2216020A GB8806617A GB8806617A GB2216020A GB 2216020 A GB2216020 A GB 2216020A GB 8806617 A GB8806617 A GB 8806617A GB 8806617 A GB8806617 A GB 8806617A GB 2216020 A GB2216020 A GB 2216020A
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GB
United Kingdom
Prior art keywords
action
counter
cards
symbols
elements
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Withdrawn
Application number
GB8806617A
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GB8806617D0 (en
Inventor
Edmund Williams
John Henry Bleach
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Individual
Original Assignee
Individual
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Individual filed Critical Individual
Priority to GB8806617A priority Critical patent/GB2216020A/en
Publication of GB8806617D0 publication Critical patent/GB8806617D0/en
Publication of GB2216020A publication Critical patent/GB2216020A/en
Withdrawn legal-status Critical Current

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F1/00Card games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00003Types of board games
    • A63F3/00028Board games simulating indoor or outdoor sporting games, e.g. bowling, basketball, boxing, croquet, athletics, jeu de boules, darts, snooker, rodeo
    • A63F3/00041Football, soccer or rugby board games

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

Apparatus for playing a game (for example simulating soccer) comprises a pack of cards bearing two or more action symbols (for example the words "pass" and "dribble") and two or more symbols (for example the words "intercept" and "tackle") each appropriate for countering the action denoted by one of said action symbols. Each action and counter-action symbol on each card is associated with a numerical value. The range of values which appear in the pack in association with the action symbols, is identical with or overlaps the range of values associated with the counter-action symbols. <IMAGE>

Description

Game Apparatus This invention relates to apparatus for playing a game.
According to the invention there is provided apparatus for playing a game, in which apparatus: - there is a multiplicity of playing elements each bearing on one face two or more action symbols (e.g. words) and two or more symbols (hereafter called "counter-action symbols") each denoting an action appropriate for countering the action denoted by one of said action symbols1 the action and counter-action symbols being common to all such elements; - each of said action and counter-action symbols on each element is visually associated with a numerical value; and (considering the elements collectively) each of said common symbols is associated with a variety of said numerical values distributed over a certain range, the range covered by the numerical values associated with each action symbol being identical with or overlapping the range covered by the numerical values associated with the counter-action symbol denoting an action appropriate for countering the action denoted by that action symbol.
The playing elements are preferably cards and they will hereafter be referred to as such.
Apparatus according to the invention can be used for playing a game by two players according to rules which require the players to be provided with a "hand" comprising a given number of cards (the same for both players) and to play successive rounds each comprising action and counter-action moves as follows: One player starts by playing a card face down. The other player likewise selects a card from his hand and plays it face down. The first player calls out the action identified by one of the action symbols and the players then turn over the cards which they have played. If the numerical value associated on the first player's card with the action called by that player exceeds the value appearing on the second player's card in association with the appropriate counter-action the first player is given an advantage.This advantage may e.g. be the right to initiate the next move in the game, the award of a point or points1 or the opportunity to win a point or points or points by choosing some further action identified and numerically valued on the card just turned up by the first player1 in which latter case the second player has to try to save the point by turning up a card whereon the appropriate counter-action is associated with a higher value. Once the winner of the action and counter-action moves is determined, the next round of play proceeds in the same way as the first, the round being initiated by one of the players (determined by the relevant rules) playing one of the reMaining cards in his or her hand and calling out one of the actions denoted by one of the action symbols.The rules may make it the object of the game to achieve the higher total number of points at the end of playing of the complete hand.
The foregoing rules are given merely by way of an example of a game which can be played by means of apparatus according to the invention as above defined.
The apparatus may include cards additional to those specified in the above apparatus definition. For example if the cards or some of the cards to be dealt to the players denote an action (with associated numerical value) to be taken in an attempt to score a point or points and which can be called by a player in special circumstances determined by the rules, the apparatus can include some additional cards which denote only a counter-action (associated with different numerical values on those different cards) appropriate for countering such attempt. The rules can require the other player to pick one of these additional cards in an endeavour to save the point.
The allocation of the numerical values to the actions and counter-actions denoted on the cards of different sets is preferably such that the chances of winning calls are substantially evenly balanced as between different sets of cards.
The backs of the cards may bear numbers or other distinguishing markings by reference to which the cards can readily be divided into different sets for allocating to the different players. These distinguishing markings may also serve some further purpose in the game, as hereafter exemplified.
The symbols denoting the actions and counter-actions are preferably words, but they can be symbols of other types, e.g. pictures or diagrams.
The invention is particularly well suited for embodiment in a game simulating soccer. In a preferred embodiment of the invention the apparatus comprises a multiplicity of cards each bearing on one face the action words "pass" and "dribble" and the counter-action words "intercept" and "tackle", each of said action and counter-action words being associated with a numerical value. The counter-action required for cpuntering a "pass" is to "intercept" whereas to counter a "dribble" a player must "tackle". Preferably the apparatus comprises a plurality (e.g. five or more) sets of ten such cards. Some or all of such cards also bear on that one face the action word "shoot" which is likewise visually associated with a numerical value.In addition the apparatus comprises (goal keeper cards) equal in number to the number of said sets of ten cards, each of such goal keeper cards bearing a numerical value.
Such goal-keeper cards display the counter-action word "save".
Cards according to the invention for playing a "soccer" game can bear pictures or drawings of soccer players and/or the names of soccer teams and information about such soccer players and/or teams.
A particular game apparatus according to the invention will now be described in detail with reference to the accompanying drawings in which Figs 1 and 2 are front views of two cards A and B and Fig. 3 is a front view of a third card C.
The front face of card A bears a card number: "3" in the top right-hand corner, and displays in panel g a picture of a well-known soccer player and in panel k some information about this player and his soccer career. Below panel k there are two rows of panels. The first row, designated "Defence", comprises two panels denoted "Intercept" and "Tackle" respectively bearing the numbers "3" and "1". The second row, designated "Attack" comprises three panels denoted "Pass" and "Dribble" and "Shoot" respectively bearing the numbers "1" "4" and "2". The front face of the card may also bear, e.g. in the panel c at the top of the card, the name of the team which the soccer player shown in panel n represents.
On the front face of card B, which bears the card number "5" in the top right-hand corner, there is a similar display of panels. The display differers from that of card A in respect of the soccer player who is shown and written about in the picture and information panels, the team name (if any), and the display of numbers in the "Attack" and "Defence" panels. The back (not shown) of each of the cards A and B bears the card number, "3" or "5" as the case may be. It is not necessary for anything else to be shown on the backs of the cards but they may display other matter, e.g. the name of the soccer player who is shown and written about on the front of the card, provided that they do not show the numerical values assigned to the "attack" and "defence" actions on the front of the card.
Card C is a goal keeper card. This card bears the card number "1", the picture of a well-known soccer player and information about him, and the single action word: "Save" with which the number "2" is visually associated.
The complete apparatus comprises two packs of cards each composed of five "goal keeper" cards like card C, such cards all bearing the card number "1" and five sets of cards like cards A and B, each set comprising ten cards bearing card numbers 2 to 11. The different sets of cards may be distinguished by different team names in panel c on the cards and/or by colour or in some other way.
For playing a game, each player is provided with a pack of cards comprising five goal keeper cards numbered "1" and five sets of ten cards bearing numbers 2 to 11. Neither player can inspect the fronts of the cards when making this selection. From his/her pack of cards each player removes the five goal keeper cards numbered 1 and lays these face downwards on the table, as a pile. From the remaining cards of his/her pack each player selects or is dealt at random ten cards numbered 2 to 11 for use as his or her team in playing a game.
Considering the entire number of cards in the apparatus, it is very advantageous if at least some of the cards bearing the same distinguishing number on their backs differ inter se in respect of the the values associated with the action and counter-action words on their faces. The said difference as between given cards bearing the same distinguishing number may for example be such that one card bears higher action values than the other one, or such that such one cards not only bears higher action values but also lower counter-action values than such other one. Given such differences between cards bearing the same distinguishing marking, the rule that each player's team cards numbered 2 to 11 must selected at random will be very important. In the absence of that rule, each player would be able deliberately to select an optimum team.
Play starts by one of the players, selected e.g. by tossing of a coin, "kicking-off" the "first half" of the game by laying one of the cards in his or her hand face down on the table. The other player then plays a card face down. Once the two cards have been laid, the first player1 who in this "round" of the game is the attacker, calls out one of the attacking actions "pass" or "dribble". Both players then turn over their laid cards. Let it be assumed that the attacker called "pass". The attacker wins the move if the number on his or her card associated with the called action "pass" is higher than the number associated with the appropriate counter-action, i.e. "intercept", on the card laid by the defender. If the defender's number is higher, the defender wins the move.If the value of the attacker's action is equal to the value of the defender's counter-action then the attacker must attempt to win with the other attacking value on his laid card, i.e. the value associated with the action word "dribble". The attacker wins the round if the "dribble" value on the laid card is equal to or higher than the "tackle" value on the defender's card. Otherwise the defender wins the round.
The player who wins the first move now initiates the second round of the game in the role of attacker. Play proceeds as in the first round: The attacker lays down another card from his or her hand face downwards. The other player simultaneously or subsequently lays down a card face downwards. Once the two cards have been laid the attacker calls his chosen action "pass" or "dribble" and the players then turn over those cards and the winner of the round is decided according to the same rules as in the earlier round.
If, and only if, a player wins with three cards in a row he must then "shoot at goal" by using the "Shoot" value on the card which he used to win the last move. The defender tries to save the shot by picking at random one of the goal keeper cards, which he then turns face upwards. If the "Save" value is higher than or equal to the "Shoot" value the shot is saved. If the "Save" value is lower than the "Shoot" value a goal is scored. Whether or not a goal is scored, the defending player then becomes the attacker and play continues as before.
When all ten cards have been played1 they are picked up. The player who did not "kick off" the first half starts the second half and play continues as for the first half.
The winner is the player who scores the most goals in the two halves.
Another game can then be played using other teams of cards numbered 2 to 11 dealt at random to the players from the remaining cards in their respective packs.
There may be a certain relationship between the distinguishing numbers on the cards and their usefulness in winning points1 determined by their action values. For example cards bearing certain of the higher distinguishing numbers may have better attacking values than cards with lower distinguishing numbers. In these circumstances the number on the back of a card laid by one player may give some clue to the other player as to the values on the face of that card and therefore be of assistance to him in deciding which card to lay in opposition.
Various other rules may be introduced to add variety to the game.
For example the rules may allow a player after looking at a selected team to change any one or more of his cards once only with another or with others of the same number(s) taken at random from his pack. As another example, a defender may "give in" to the attacker without turning over his card. This allows the defender to keep the card secret for later use.
As already indicated it is desirable for the allocation of values to the cards of different sets to be such as to afford players with substantially equal chances of winning rounds in the game. The following table gives an example of a suitable allocation of values on the cards of a pack containing five goal keeper cards (cards No.l) and five sets of ten cards numbered 2 to 11, and thus comprising five "teams" which are denoted A-E in the table: Card No.A 8 C D E (on reverse of card) 1 Save 1 2 3 4 5 2 Pass 5 1 4 1 1 Dribble 1 5 1 2 1 Intercept 5 4 4 3 3 Tackle 5 4 3 4 3 Shoot 5 4 4 5 4 3 Pass 1 5 1 2 1 Dribble 5 1 4 1 1 Intercept 5 4 3 4 3 Tackle 5 4 4 3 3 Shoot 5 5 4 4 4 4 Pass 1 5 3 1 1 Dribble 5 1 1 1 1 Intercept 5 3 5 4 3 Tackle 5 5 3 4 3 Shoot 4 4 5 4 5 5 Pass 3 4 2 3 3 Dribble 5 3 3 2 1 Intercept 3 5 1 3 3 Tackle 5 2 5 2 1 Shoot 5 3 4 3 3 6 Pass 5 4 2 3 1 Dribble 3 3 4 2 3 Intercept 5 3 5 1 1 Tackle 3 4 1 4 3 Shoot 3 5 3 4 3 7 Pass 3 3 4 2 3 Dribble 5 4 2 3 1 Intercept 5 4 1 4 1 Tackle 3 3 5 1 3 Shoot 4 3 5 3 3 8 Pass 5 3 4 2 1 Dribble 3 4 2 3 3 Intercept 3 2 5 2 3 Tackle 5 5 1 3 1 Shoot 3 4 3 3 3 9 Pass 5 5 3 4 3 Dribble 5 3 5 4 3 Intercept 5 1 1 1 1 Tackle 1 5 3 1 1 Shoot 4 3 2 3 3 10 Pass 5 4 3 4 3 Dribble 5 4 4 3 3 Intercept 1 5 1 2 1 Tackle 5 1 4 1 1 Shoot 3 2 4 3 3 11 Pass 5 4 4 3 3 Dribble 5 4 3 4 3 Intercept 5 1 4 1 1 Tackle 1 5 1 2 1 Shoot 3 4 3 2 3 Another game which can be played with apparatus according to the invention is a game simulating rugby union. The following is an example of an apparatus according to the invention which is designed for playing such a game. The apparatus comprises enough cards for providing each player with a pack comprising one or more (e.g. three) sets of fifteen cards numbered 1 to 15. The faces of these cards bear the action (attacking) words "run" and "ruck", and the counter-action (defending) worlds "tackle" and "ruck", and each of the attacking and defending words is visually associated with a numerical value. The cards also bear on their faces the words "touch kick", "throw in" and "drop kick", each of which words is also visually associated with a numerical value.
In addition the apparatus comprises a number of "kicking attempt" cards, such number being equal to the total number of said said sets of cards numbered 1 to 15. The "kicking attempt" cards bear the words "conversion attempt", "touch kick" and "drop kick". The words "conversion attempt" on each "kicking attempt" card is associated with the word "succeeds" or "fails". Each of the combinations of words "touch kick" and "drop kick" is associated with a value or values from which the success or failure of the "kick" when "made" can be determined, according to the rules of play. Each of such combinations of words can for example be visually associated with particular values together with indications of which of those values represents success and which of them represents failure.
Rules of play may provide that each player should be dealt with a team of fifteen cards numbered 1 to 15, selected at random from his/her pack, and that play should then proceed by the laying of cards from these teams and the making of calls in an analogous manner to the procedure in the soccer game hereinbefore described. If one player calls a "ruck" the other player counters with "ruck" and the ruck values on the two laid cards are compared. If the one player calls "run" the other player counters with "tackle" and the values associated with those words on the two laid cards are compared. The next round of play passes to one or the other player depending on the result of the value comparison as in the case of the soccer game. If a player retains possession for three consecutive turns, a try is scored (4 pts).After a try one of the kicking cards is dealt at random to determine if the attempt to convert "succeeds" (1 point) or fails (0 points). If a player retains possession twice he may attempt to score a drop goal.
This he does by playing one of the kicking cards, selected at random.
The success or the failure of the drop goal attempt is determined by comparison of the value associated with the words "drop kick" on the team card which the player last laid with the value necessary for success (winning the player 3 points) indicated on the selected kicking card. At any time a player, provided he has possession, can "kick for touch" by randomly selecting one of his "kicking attempt" cards and comparing the touch kick value on the card which he or she last laid with the value necessary for success indicated on that kicking card. If the attempt fails, possession passes to the other player. If the attempt succeeds, both players play a card and the one with the higher "throw-in" value wins possession. If the values are the same, the non-kicker wins. Winning the throw-in is not included when counting the number of possessions needed for a try or drop goal attempt.
Instead of words, appropriate diagrams or other symbols can be used to denote the actions and counter-actions on cards of a rugby union game as just described, just as was indicated for the previously described soccer game.
A suitable allocation of values as between the cards of a pack of 50 cards comprising fortyfive cards for composing three "teams" a, b and c, each represented by fifteen cards numbered 1 to 15, and five "kicking" cards a - e, is shown in the following table: @@@yer number:: 1 2 3 4 5 6 7 8 9 @@@rd (a - c) abc abc a b c a b c a b c a b c abc a b c abc Run 1 1 2 2 2 3 1 2 1 1 2 2 1 2 2 2 4 3 2 4 3 2 3 3 3 2 5 Tackle 1 1 4 2 1 2 2 3 1 1 2 2 1 2 2 2 4 3 2 4 3 2 4 3 4 3 5 Ruck 4 5 2 3 4 2 4 2 5 5 4 3 5 3 4 4 2 3 4 2 3 5 2 3 2 2 1 Touch Kick 2 1 1 1 1 3 1 2 1 1 2 1 1 1 2 4 1 1 4 1 1 2 1 1 4 5 3 Throw in 453 442 435 534 543 223 223 434 112 Drop Kick 212 222 221 112 121 233 233 132 452 Player number: 10 11 12 13 14 15 Card (a - c) a b c a b c a b c a b c a b c a b c Run 4 3 3 3 4 3 4 2 4 5 3 4 4 5 3 2 3 5 Tackle 4 3 3 3 5 3 5 3 3 4 3 4 4 4 3 4 4 5 Ruck 1 1 2 1 1 7 7 7 1 1 7 7 1 1 7 3 2 2 Touch Kick 343 533 354 354 435 5 4 1 Throw in 2 1 1 7 7 7 1 1 1 1 1 7 1 7 1 2 2 1 Drop Kick 3 1 5 325 243 233 223 224 Kicking Cards a b c d e Conversion Attempt Succeeds Succeeds Succeeds Fails Fails Drop Kick 5 succeeds 4,5 succeed 3-5 succeed 4,5 succeed 1,2,3 succeed Touch Kick 5 succeeds 4,5 succeed 3-5 succeed 2-5 succeed All succeed

Claims (8)

  1. CLAIMS 1 Apparatus for playing a game, in which apparatus: - there is a multiplicity of playing elements each bearing on one face two or more action symbols (e.g. words) and two or more symbols (hereafter called "counter-action symbols") each denoting an action appropriate for countering the action denoted by one of said action symbols, the action and counter-action symbols being common to all such elements; - each of said action and counter-action symbols on each element is visually associated with a numerical value: and (considering the elements collectively) each of said common symbols is associated with a variety of said numerical values distributed over a certain range, the range covered by the numerical values associated with each action symbol being identical with or overlapping the range covered by the numerical values associated with the counter-action symbol denoting an action appropriate for countering the action denoted by that action symbol.
  2. 2. Apparatus according to claim 1, wherein in addition to said elements each bearing two or more action symbols and two or more counter-action symbols there is a plurality of other playing elements each of which displays only a counter-action symbol which is visually associated with a numerical value, there being various such values on said other playing elements collectively considered.
  3. 3. Apparatus according to claim 1 or 2, wherein back faces of said playing elements bear numbers or other distinguishing markings by reference to which the elements can readily be divided into different sets for allocating to the different players.
  4. 4. Apparatus according to any preceding claim, wherein the symbols denoting the actions and counter-actions are words.
  5. 5. Apparatus according to claim 4, wherein there is a multiplicity of elements each bearing on one face the action words "pass" and "dribble" and the counter-action words "intercept" and "tackle", each of said action and counter-action words being associated with a numerical value.
  6. 6. Apparatus according to claim 5, wherein some or all of said elements bearing the word "pass", "dribble", "intercept" and "tackle" on one face thereof also bear on that face the action word "shoot" which is likewise visually associated with a numerical value, and the apparatus includes a plurality of other playing elements each of which displays the counter-action word "save" and an associated numerical value.
  7. 7. Apparatus according to claim 6, wherein there are at least twenty said playing elements bearing said action words "pass", "dribble", "intercept" and "tackle, which elements are visually distinguished to facilitate division thereof into two teams and there are at least two said other playing elements displaying the counter-action word "save".
  8. 8. Apparatus according to the invention wherein said playing elements are in the form of cards.
GB8806617A 1988-03-21 1988-03-21 Game apparatus Withdrawn GB2216020A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
GB8806617A GB2216020A (en) 1988-03-21 1988-03-21 Game apparatus

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
GB8806617A GB2216020A (en) 1988-03-21 1988-03-21 Game apparatus

Publications (2)

Publication Number Publication Date
GB8806617D0 GB8806617D0 (en) 1988-04-20
GB2216020A true GB2216020A (en) 1989-10-04

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GB8806617A Withdrawn GB2216020A (en) 1988-03-21 1988-03-21 Game apparatus

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Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US5618043A (en) * 1995-06-07 1997-04-08 Mcglew; John J. Game based on data base of characters of different geographic regions
US5772213A (en) * 1995-06-07 1998-06-30 Mcglew; John James Game based on data base of characters of different geographic regions
WO1998032505A1 (en) * 1997-01-23 1998-07-30 Upstarts Apparatus for playing a game

Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US5618043A (en) * 1995-06-07 1997-04-08 Mcglew; John J. Game based on data base of characters of different geographic regions
US5772213A (en) * 1995-06-07 1998-06-30 Mcglew; John James Game based on data base of characters of different geographic regions
WO1998032505A1 (en) * 1997-01-23 1998-07-30 Upstarts Apparatus for playing a game
US6227544B1 (en) 1997-01-23 2001-05-08 Upstarts Card game for the simulation of a sports game

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Publication number Publication date
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