U.S. patent application number 10/684949 was filed with the patent office on 2005-04-14 for simulated baseball game and method of play.
This patent application is currently assigned to WizKids, LLC. Invention is credited to Little, Jason P., Long, James D. JR..
Application Number | 20050077676 10/684949 |
Document ID | / |
Family ID | 34423059 |
Filed Date | 2005-04-14 |
United States Patent
Application |
20050077676 |
Kind Code |
A1 |
Long, James D. JR. ; et
al. |
April 14, 2005 |
Simulated baseball game and method of play
Abstract
A sports simulation game, such as a baseball game, includes a
play mat or game board having a general appearance of the sports
field. In a baseball field, demarcations are provided to subdivide
the field into a plurality of zones. Collectable game piece
characters have self-contained, record-keeping components that
describe the characteristics of the player. In operation, players
are positioned around the field and a simulated interaction between
teams occurs with the operation of symbol-generating devices, such
as dice. One die is rolled by each player to generate a combination
of symbols that corresponds to symbol combinations on game pieces
to determine an outcome. Some outcomes require additional steps,
such as rolling additional dice and comparing game play values on
selected ones of the game pieces. During the game play simulation,
activities occur that enhance or detract from a player's
performance. The self-contained record-keeping device is adjusted
to reflect changes in the players' performance thus changing game
play values for subsequent operations.
Inventors: |
Long, James D. JR.;
(Redmond, WA) ; Little, Jason P.; (St. Louis,
MO) |
Correspondence
Address: |
DAVIS WRIGHT TREMAINE, LLP
2600 CENTURY SQUARE
1501 FOURTH AVENUE
SEATTLE
WA
98101-1688
US
|
Assignee: |
WizKids, LLC
Bellevue
WA
|
Family ID: |
34423059 |
Appl. No.: |
10/684949 |
Filed: |
October 14, 2003 |
Current U.S.
Class: |
273/244 ;
273/244.1 |
Current CPC
Class: |
A63F 2003/00034
20130101; A63F 2011/0062 20130101; A63F 3/00031 20130101; A63F
2011/0072 20130101; A63F 2009/0486 20130101; A63F 3/00697
20130101 |
Class at
Publication: |
273/244 ;
273/244.1 |
International
Class: |
A63F 003/00 |
Claims
The invention claimed is:
1. A sport simulation game comprising: a playing surface
representative of a game field, the playing surface having
demarcations indicated thereon; and a game piece comprising a
self-contained record-keeping device that displays variable
information relating to the performance characteristics of the game
piece in the game, the information being arranged in a plurality of
groupings of game play indicia and being expressed as game play
values with at least one of the plurality of game play indicia
corresponding to the demarcations of the playing surface for
interaction using the demarcations during game play.
2. The game of claim 1., further comprising first and second
pluralities of game pieces, each of the first and second
pluralities of game pieces being assigned to one of two competing
teams, each game piece comprising a self-contained record-keeping
device that displays variable information relating to the
performance characteristics of the respective game piece in the
game, the information being arranged in a plurality of groupings of
game play indicia and being expressed as game play values with at
least one of the plurality of game play indicia corresponding to
demarcations of the playing surface for interaction with the
demarcations during game play, the game play indicia of selected
ones of the plurality of game pieces on each of the two competing
teams being compared in a simulated interaction according to the
game rules to determine an outcome.
3. The game of claim 1, further comprising a symbol generating
device for operation by a player of the game to generate symbols,
the generated symbols being usable in conjunction with selected
ones of the game play indicia to alter the game play values of the
selected game play indicia.
4. The game of claim 3 wherein the symbol generating device is a
cube with each side containing a non-numeric symbol indicative of a
game play value, the game play value being usable in conjunction
with the game piece to determine a simulated game activity.
5. The game of claim 3 wherein the symbol generating device is a
cube with each side containing a symbol indicative of a numeric
game play value, the game play value being usable in conjunction
with the game piece to determine a simulated game activity.
6. The game of claim 1, further comprising a plurality of symbol
generating devices for operation by a plurality of players of the
game, a selected one of the symbol generating devices being
selected by each player for a simulated interaction according to
game rules with generated symbols being used in conjunction with
selected ones of the game play indicia to alter the game play
values of the selected game play indicia.
7. The game of claim 1 for use in a simulated baseball game,
further comprising a sequence indicator removably coupled to the
game piece to indicate a batting order of the game piece with
respect to other game pieces.
8. The game of claim 1 wherein the game simulation is a baseball
game wherein the playing surface is representative of a baseball
field and the demarcations of the playing surface define boundaries
of portions of the baseball field for interaction with the game
piece during game play.
9. The game of claim 8, further comprising a plurality of game
pieces assigned to two competing baseball teams, each game piece
comprising a self-contained record-keeping device that displays
variable information relating to the performance characteristics of
the respective game piece in the baseball game, the information
being arranged in a plurality of groupings of game play indicia and
being expressed as game play values with at least one of the
plurality of game play indicia corresponding to the portions of the
baseball field defined by the demarcations of the playing surface
and usable in conjunction with the portions of the baseball field
during game play, the game play indicia of selected ones of the
plurality of game pieces on each of the two competing teams being
compared in a simulated interaction according to the game rules to
determine an outcome.
10. The game of claim 9, further comprising first and second symbol
generating devices for operation by first and second players of the
baseball game, each player managing the play of one of the two
competing baseball teams, the competing baseball teams taking
alternating turns at-bat and in the field, for each at-bat turn the
player managing the team in the field controlling a game piece
representative of a pitcher of the team in the field and the player
managing the team at-bat controlling a game piece representative of
a batter of the team at-bat, the first and second symbol generating
devices being operable by the players for a simulated interaction
according"to game rules with generated symbols being used in
conjunction with selected ones of the game play indicia to alter
the game play values of the selected game play indicia and generate
an outcome in accordance with the game rules.
11. The game of claim 10 wherein the first and second symbol
generating devices are a pair of dice.
12. The game of claim 9, further comprising a sequence indicator
removably coupled to at least a portion of the plurality of game
pieces to indicate a batting order of the game pieces in the
baseball game simulation.
13. The game of claim 1 wherein the game piece represents an actual
player and at least a portion of the game play indicia is derived
from actual player statistics for the actual player.
14. The game piece of claim 1 wherein the variable information
includes an enhancement game play value that, when indicated on the
game piece, alters at least one other game play value.
15. A method for playing a sport simulation game according to a set
of game rules, the method comprising the acts of: placing first and
second movable game pieces on a playing surface for use by first
and second game players, respectively, in playing a game based on
simulated interactions of the first and second game pieces
according to the set of game rules, the playing surface having
demarcations indicated thereon, each of the first and second game
pieces including a self-contained record-keeping device having a
plurality of alterable game values indicative of the operational
characteristics of the first and second game pieces, respectively,
with at least a portion of the operational characteristics used in
conjunction with the demarcations on the playing surface; each
player operating a symbol generating device to generate first and
second symbols; using the first and second symbols to determine a
game play value; and determining an outcome of the simulated
interaction between the first and second game pieces using the game
play value according to the set of game rules.
16. The method of claim 15 wherein combinations of the first and
second symbols indicate a symbol combination on one of the first
and second game pieces, the symbol combinations being associated
with the game play value.
17. The method of claim 15 wherein the game play value indicates a
determinant outcome of simulated interaction between the first and
second game pieces thereby resolving the simulated interaction
based solely on the game play value.
18. The method of claim 15 wherein the game play value indicates an
indeterminate outcome of simulated interaction between the first
and second game pieces thereby requiring additional action to
resolve the simulated interaction.
19. The method of claim 18 wherein the game play value indicates an
indeterminate outcome of simulated interaction between the first
and second game pieces, the method further comprising operating an
additional symbol generating device operated by the second player,
the additional generated symbol indicating a zone on the playing
surface, indicated by the demarcations, in which the outcome of
simulated interaction will be resolved.
20. The method of claim 19 wherein a determinant outcome is
achieved if the zone indicated by the additional generated symbol
is occupied by a third game piece, the third game piece being a
teammate of the first game piece.
21. The method of claim 19 wherein an indeterminate outcome is
achieved if the zone indicated by the additional generated symbol
is not occupied by a third game piece, the third game piece being a
teammate of the first game piece and positioned in a zone adjacent
to the zone indicated by the additional generated symbol, the
outcome of the simulated interaction being further determined by
the first player operating a symbol generating device and using the
further generated symbols in conjunction with game play values of
the third game piece.
22. The method of claim 15 wherein the alterable game play values
include an enhancement game play value that, when indicated on the
game piece, alters at least one other game play value.
23. The method of claim 15, further comprising moving the first or
second game piece on the playing surface in response to the
determined outcome.
24. The method of claim 15, further comprising selectively
adjusting at least one of the first and second game pieces in
response to the determined outcome to hereby alter game play values
of the least one of the first and second game piece for subsequent
simulated interactions.
25. The method of claim 15 wherein sport simulation game is a
baseball simulation game and the first and second game pieces
represent a pitcher of a first team and a batter of a second team,
respectively, and operation of the symbol generating devices
correspond to an at-bat.
26. The method of claim 25 wherein the first and second generated
symbols comprise a symbol combination and wherein determining the
outcome of the simulated interaction comprises comparing the symbol
combination to a corresponding symbol combination on the pitcher
game piece or the batter game piece to determine a game play value
and thereby determine the outcome of the at-bat.
27. The method of claim 26 wherein the outcome of the at-bat is
determined based only on the game play value for the corresponding
symbol combination on one of the pitcher game piece or the batter
game piece.
28. The method of claim 27, further including determining as the
outcome of the at-bat that the batter is safe based on the game
play value for the corresponding symbol combination on one of the
pitcher game piece or the batter game piece.
29. The method of claim 27, further including determining as the
outcome of the at-bat that the batter is out based on the game play
value for the corresponding symbol combination on one of the
pitcher game piece or the batter game piece.
30. The method of claim 26, further comprising placing a third game
piece, representing a fielder on the first team, in a zone of the
playing surface indicated by the demarcations.
31. The method of claim 30 wherein the outcome of the at-bat cannot
be determined based only on the game play values for the
corresponding symbol combination on one of the pitcher game piece
or the batter game piece, the method further including additional
activities to determine the outcome of the at-bat.
32. The method of claim 31 wherein the game play value for the
corresponding symbol combination on the pitcher game piece or the
batter game piece indicate that the at-bat resulted in a ground
ball or a fly ball, and further including the second player
operating an additional symbol generating device indicating a zone
to which the ground ball or fly ball was hit and determining the
outcome of the at-bat by analyzing zone to which the ground ball or
fly ball was hit.
33. The method of claim 32, further including determining as the
outcome of the at-bat that the batter is out based on the if the
zone to which the ground ball or fly ball was hit is occupied by
the third game piece.
34. The method of claim 32, further including determining the
outcome of the at-bat by the first player, operating a symbol
generating device and using the further generated symbols in
conjunction with game play values of the third game piece if the
zone to which the ground ball or fly ball was hit is not occupied
by the third game piece, the third game piece being positioned in a
zone adjacent to the zone to which the ball was hit.
35. The method of claim 25, further comprising associating a
sequence indicator to at least a portion of the plurality of game
pieces to indicate a batting order of the game pieces in the
baseball game simulation.
36. The method of claim 25, further comprising selecting an
outfield wall position from a plurality of possible positions.
37. The method of claim 36 wherein an at-bat outcome of a fly ball
is dependent on the selected outfield wall position.
38. The method of claim 25, further comprising moving the first or
second game piece on the playing surface in response to the
determined outcome.
39. The method of claim 25, further comprising selectively
adjusting at least one of the first and second game pieces in
response to the determined outcome to hereby alter game play values
of the least one of the first and second game piece for subsequent
simulated interactions.
40. The method of claim 25 wherein the alterable game play values
include an enhancement game play value that, when indicated on the
game piece, alters at least one other game play value in the
baseball game simulation.
41. The method of claim 40 wherein alteration of at least one other
game play value in the baseball game simulation comprises
selectively adjusting the game piece displaying the enhancement
game play value to thereby alter a plurality of game play
values.
42. A method for playing a sports simulation game on a playing
surface for use by first and second game players according to a set
of game rules, the method comprising: selecting team players
represented by movable game pieces to define first and second
teams, each game piece including a self-contained record-keeping
device having a plurality of alterable game values indicative of
the operational characteristics of respective game piece, with at
least a portion of the operational characteristics used in
conjunction with a plurality of zones indicated on the playing
surface; the first game player selecting a game piece from the
first team for simulated interaction; the second game player
positioning the game pieces of the second team on the playing
surface in ones of the plurality of zones including a first game
piece for simulated interaction with the selected game piece from
the first team; the first and second game players each operating a
symbol generating device to generate first and, second symbols and
thereby form a symbol combination; determining a selected one of
the game play values of the first game piece of the first team or
the first game piece of the second team corresponding to the symbol
combination; and determining an outcome of the simulated
interaction based on the game play value determined to correspond
to the symbol combination according to the set of game rules.
43. The method of claim 42 wherein the symbol generating device
used by the first and second game players are dice, and the first
and second game players operating symbol generating devices
comprises rolling the dice.
44. The method of claim 42 wherein the outcome of the simulated
interaction is determined based only on the game play value for the
corresponding symbol combination on one of the first game piece of
the first team or the first game piece of the second team.
45. The method of claim 42 wherein the outcome of the simulated
interaction cannot be determined based only on the game play values
for the corresponding symbol combination on one of the first game
piece of the first team or the first game piece of the second team,
the method further including additional activities to determine the
outcome of the simulated interaction.
46. The method of claim 45 wherein the game play value indicates an
indeterminate outcome of simulated interaction between the first
game piece of the first team and first game piece of the second
team, the method further comprising operating an additional symbol
generating device operated by the first player, the additional
generated symbol indicating a zone on the playing surface,
indicated by the demarcations, in which the outcome of simulated
interaction will be resolved.
47. The method of claim 46 wherein a determinant outcome is
achieved if the zone indicated by the additional generated symbol
is occupied by a second game piece of the first team.
48. The method of claim 46 wherein an indeterminate outcome is
achieved if the zone indicated by the additional generated symbol
is not occupied by a second game piece of the first team,
positioned in a zone adjacent to the zone indicated by the
additional generated symbol, the outcome of the simulated
interaction being further determined by the second game player
operating a symbol generating device and using the further
generated symbols in conjunction with game play values of the
second game piece.
49. The method of claim 42, further comprising moving at least one
game piece of the second team on the playing surface in response to
the determined outcome.
50. The method of claim 42, further comprising selectively
adjusting at least one game piece of the first or second team in
response to the determined outcome to hereby alter game play values
of the at least one game piece for subsequent simulated
interactions.
51. The method of claim 42 wherein the alterable game play values
include an enhancement game play value that, when indicated on the
game piece, alters at least one other game play value.
52. The method of claim 42 wherein alteration of at least one other
game play value comprises selectively adjusting the game piece
displaying the enhancement game play value to thereby alter a
plurality of game play values.
53. The method of claim 36 wherein the sport simulation is a
baseball simulation wherein the first player of the first team is
designated as a hitter and the first player of the second team is
designated as a batter, the simulated interaction being an
at-bat.
54. The method of claim 53 wherein the outcome of the at-bat is
determined based only on the game play value for the corresponding
symbol combination on one of the first game piece of the first team
or the first game piece of the second team.
55. The method of claim 54, further including determining as the
outcome of the at-bat that the batter is safe based on the game
play value for the corresponding symbol combination on one of the
pitcher game piece or the batter game piece.
56. The method of claim 54, further including determining as the
outcome of the at-bat that the batter is out based on the game play
value for the corresponding symbol combination on one of the
pitcher game piece or the batter game piece.
57. The method of claim 53 wherein the outcome of the at-bat cannot
be determined based only on the game play values for the
corresponding symbol combination on one of the pitcher game piece
or the batter game piece, the method further including additional
activities to determine the outcome of the at-bat.
58. The method of claim 57 wherein the game play value for the
corresponding symbol combination on the pitcher game piece or the
batter game piece indicate that the at-bat resulted in a ground
ball or a fly ball, and further including the second player
operating an additional symbol generating device indicating a zone
to which the ground ball or fly ball was hit and determining the
outcome of the at-bat by analyzing zone to which the ground ball or
fly ball was hit.
59. The method of claim 58, further including determining as the
outcome of the at-bat that the batter is out based on the if the
zone to which the ground ball or fly ball was hit is occupied by
the second game piece of the second team.
60. The method of claim 58, further including determining the
outcome of the at-bat by the first player operating a symbol
generating device and using the further generated symbols in
conjunction with game play values of the second game piece of the
second team if the zone to which the ground ball or fly ball was
hit is not occupied by the second game piece of the second team,
the second game piece of the second team being positioned in a zone
adjacent to the zone to which the ball was hit.
61. The method of claim 53, further comprising associating a
sequence indicator to at least a portion of the plurality of game
pieces to indicate a batting order of the game pieces in the
baseball game simulation.
62. The method of claim 53, further comprising selecting an
outfield wall position from a plurality of possible positions.
63. The method of claim 62 wherein an at-bat outcome of a fly ball
is dependent on the selected outfield wall position.
64. The method of claim 53, further comprising moving at least one
game piece of the second team on the playing surface in response to
the determined outcome.
65. The method of claim 53, further comprising selectively
adjusting at least one game piece of the first or second team in
response to the determined outcome to hereby alter game play values
of the at least one game piece for subsequent simulated
interactions.
66. The method of claim 53 wherein the alterable game play values
include an enhancement game play value that, when indicated on the
game piece, alters at least one other game play value in the
baseball game simulation.
67. The method of claim 66 alteration of at least one other game
play value in the baseball game simulation comprises selectively
adjusting the game piece displaying the enhancement game play value
to thereby alter a plurality of game play values.
68. A sport simulation board game comprising: a playing surface
having a top side corresponding to a sports playing field, and a
plurality of demarcations on the playing surface to define the
playing area and to subdivide the playing area into a plurality of
subdivided zones, the playing surface subdivided zones being
positioned for placement of game play pieces therein for use by
first and second game players according to a set of game rules;
first and second game play pieces for use by the first and second
game players, respectively, the first and second game play pieces
each including a self-contained record-keeping device having
alterable game values indicative of the operational characteristics
of the game piece according to the set of game rules, with at least
a portion of the operational characteristics used in conjunction
with the playing surface subdivided zones; and first and second
symbol generating devices to generate first and second symbols to
govern interaction between the first and second game play pieces in
accordance with the set of game rules.
69. The board game of claim 68 wherein the game play values
comprise position indicator data indicating an operational position
of the game play piece on the playing surface.
70. The board game of claim 69 wherein at least a first game play
value is altered to indicate a decreased performance characteristic
if the game piece is placed in a position on the playing surface
other than the indicated operational position.
71. The board game of claim 68 wherein at least a portion of the
plurality of demarcations on the playing surface to define the
playing area are user-selectable.
72. The board game of claim 68 wherein the alterable game play
values include an enhancement game play value that, when indicated
on the game piece, alters at least one other game play value.
73. The board game of claim 72 wherein alteration of at least one
other game play value comprises selectively adjusting the game
piece displaying the enhancement game play value to thereby alter a
plurality of game play values.
74. The board game of claim 68 wherein the board game is a baseball
simulation board game and at least a portion of the plurality of
demarcations on the playing surface to define the baseball playing
area and subdivide the baseball playing area into zones extending
from a home plate to an outfield area.
75. The board game of claim 74 wherein the game play values
comprise position indicator data indicating one or more playing
surface subdivided zones for placement of at least one of the first
and second game play pieces on the playing surface.
76. The board game of claim 75 wherein the first and second game
pieces are a pitcher and catcher, respectively, and the first and
second generated symbols correspond to an at-bat interaction in
accordance with the set of game rules.
77. A board game comprising: a plurality of game pieces assigned to
two competing teams, each game piece comprising a self-contained
record-keeping device that displays variable information relating
to the performance characteristics of the respective game piece in
the game, the information being arranged in a plurality of
groupings of game play indicia and being expressed as game play
values with at least one of the plurality of game play indicia
corresponding to subdivided zones on the playing surface and used
for interaction with the at least one game play indicia during game
play, the game play indicia of selected ones of the plurality of
game pieces on each of the two competing teams being compared in a
simulated interaction according to the game rules to determine an
outcome.
78. The board game of claim 77 wherein the game pieces comprise
moveable members that can be altered during the game play to
thereby alter the game play values.
79. The board game of claim 77, further comprising a rotatable game
piece member having an aperture therein to expose a set of game
play values wherein rotation of the rotatable game piece member
exposes a new set of game play values.
80. The board game of claim 77 wherein the game play values include
an enhancement game play value that, when indicated on the game
piece, alters at least one other game play value of the game
piece.
81. The board game of claim 80 wherein the game pieces comprise
moveable member that can be altered during the game play to thereby
alter the game play values wherein alteration of at least one other
game play value comprises selectively adjusting the game piece game
piece moveable member to thereby alter a plurality of game play
values.
Description
BACKGROUND OF THE INVENTION
[0001] 1. Field of the Invention
[0002] The present application is directed generally to games
involving the use of miniatures to represent players of sports and,
more particularly, to a game using game pieces representing
baseball players and a method of playing a baseball game
therewith.
[0003] 2. Description of the Related Art
[0004] There are a variety of simulated sports games, such as
baseball games, in the market today. Computer software simulations,
video game consoles, and handheld games appeal to a segment of the
population. Other individuals prefer board games. There are board
games in which individuals compete against each other and in
tournaments and marquee events throughout the country.
[0005] One genre of sport board games may rely on traditional
player cards with easy-to-learn rules and simple game mechanics.
Such board games tend to sacrifice some realism and accuracy for
playability and simplicity. In a different approach, some sport
board games are known for a high degree of accuracy, especially the
area of player statistics. For example, a simulated baseball game
with a high degree of accuracy may provide player statistics for
individual players based on that player's batting average, fielding
percentage, and the like. These types of games tend to have
cumbersome rules and game mechanics and games can last for a very
long time. Such approaches sacrifice playability and simplicity for
realism and accuracy.
[0006] Both these approaches to sports simulation games involve
tradeoffs. On approach sacrifices realism and accuracy for the sake
of simplicity and playability, while the other approach sacrifices
simplicity and playability for realism and accuracy. Therefore, it
can be appreciated that there is a need for a sport simulation game
that provides simplicity and playability, but also provides the
necessary realism and accuracy for game simulation purposes. The
present invention provides this and other advantages, as will be
apparent from the following detailed description and accompanying
figures.
BRIEF SUMMARY OF THE INVENTION
[0007] In one embodiment, the present invention is directed to a
sport simulation game comprising a playing surface representative
of the game field and a game piece comprising a self-contained
record-keeping device that displays variable information relating
to the performance characteristics of the game piece in the game.
The information is arranged in a plurality of groupings of game
play indicia and is expressed as game play values with at least of
the plurality of game play indicia corresponding to demarcations on
the playing surface for interactions using the demarcations during
game play.
[0008] In a typical implementation, a plurality of game pieces are
assigned to two competing teams with each game piece comprising a
self-contained record-keeping device that displays variable
information relating to the performance characteristics of the
respective game piece. The game play indicia of selected ones of
the game pieces on each of the competing teams being compared in
simulated interaction according to the game rules to determine an
outcome.
[0009] The game may further comprise a symbol generating device for
operation by a player of the game with selected ones of the symbols
being used in conjunction with selected ones of the game play
indicia to alter game play values of the selected game play
indicia. In one embodiment, the symbol generating device is a cube
with each side of the cube containing a symbol indicative of a game
play value. The game play value is used in conjunction with the
game piece to determine a simulated game activity. In another
example, the game comprises a plurality of symbol generating
devices for operation by a plurality of players of the game with
the selected one of the symbol generating devices being selected by
each player for simulated interaction according to the game rules
with the generated symbols being used in conjunction with selected
ones of the game play indicia to alter game play values of the
selected game play indicia.
[0010] In one embodiment, the game is a simulated baseball game and
further comprises a sequence indicator removably coupled to the
game piece to indicate a batting order of the game piece with
respect to other game pieces. In a game play simulation, the
playing surface is representative of a baseball field and the
demarcations of the playing surface define boundaries for
interaction with the game pieces during game play. The game may
further comprise a plurality of game pieces assigned to competing
baseball teams with each game piece comprising a self-contained
record-keeping device that displays variable information relating
to the performance characteristic of the respective game piece in
the baseball game.
[0011] The baseball game simulation may further comprise a
plurality of symbol generating devices for operation by two players
of the baseball game with the first of the game players controlling
a game piece representative of a pitcher and the second of the
players controlling a game piece representative of a batter. A
selected one of the symbol generating devices is selected by each
player for simulated interaction according to game rules with the
generated symbols being used in conjunction with selected ones of
the game play indicia to alter game play values of the selected
game play indicia and thereby generate an outcome in accordance
with the rules of the game.
[0012] The game piece may represent an actual player where at least
a portion of the game play indicia are derived from actual player
statistics for the actual player.
BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWING(S)
[0013] FIG. 1 is an illustration of a sports game board used for
baseball simulation.
[0014] FIG. 1A is an enlargement of a portion of FIG. 1
illustrating details of game play events and corresponding
results.
[0015] FIG. 2 is an enlarged exploded view of a game play indicia
recorder used for game simulations.
[0016] FIG. 3 is an enlarged top perspective view of a game play
indicia recorder of FIG. 2.
[0017] FIG. 4 is an enlarged perspective view of a device used to
operate the game play indicia recorder of FIG. 2.
[0018] FIG. 5 is an enlarged top plan view of one type of game play
indicia recorder used for baseball game simulation with the sports
game board of FIG. 1.
[0019] FIG. 6 is an enlarged top plan view of a second type of game
play indicia recorder used for baseball game simulation.
[0020] FIG. 7 illustrates symbols used on a custom dye to control
operation of a baseball game simulation using the sports game board
of FIG. 1.
[0021] FIG. 8 is an enlarged top plan view of a label used in one
type game play indicia recorder used for baseball game
simulation.
[0022] FIG. 9 is an enlarged top plan view of a label used in a
second type of game play indicia recorder used for baseball game
simulation.
[0023] FIG. 10 is an enlarged perspective view of a game play
indicia recorder with a mounted character.
[0024] FIGS. 11A-11E illustrate the placement of players on the
sports game board of FIG. 1 and the movement of players during a
portion of a baseball game simulation.
DETAILED DESCRIPTION OF THE INVENTION
[0025] The present invention is directed to a sports simulation
board game. The examples provided herein are related to a baseball
game simulation. However, the principles of the present invention
may be readily expanded to other sports games, such as basketball,
football, and the like. The game simulation techniques described
herein provide a high degree of accuracy and yet remain simple to
learn and use. The high degree of accuracy is provided by the game
pieces used in the simulation. The game pieces are self-contained
record-keeping devices containing information relating to the
baseball game. The data provided on the record-keeping devices vary
from one player to another based on that player's statistics. For
example, batting average, fielding percentage, home run hitting
capability, slugging percentage, and the like may be useful
statistics to help control the hitting aspect of the game.
Defensively, the record-keeping device includes game play values
that reflect statistics related to fielding percentage, speed,
errors, and the like. In addition, the record-keeping devices for a
pitcher will include game play values related to the pitcher's
accuracy, strike-out record, power, and the like. The advantage of
such self-contained record-keeping devices is that they may be
readily varied during the course of play to reflect changes in the
ebb and flow of the game. For example, a home run may tend to
demoralize a pitcher and thus reduce his effectiveness. Similarly,
a great defensive play may serve to bolster the morale of a team
and demoralize a batter, thus decreasing that batter's
effectiveness. Those individuals knowledgeable in various sporting
events will recognize that such ebb and flow in actual sporting
events is extremely important. The ability of the record-keeping
devices of the present invention is that they can be varied easily
during the course of the game to reflect such ebb and flow.
[0026] FIG. 1 illustrates a simulated baseball play mat or game
board 100 for use in the present invention. The game board 100
illustrates a series of demarcations 101 that sub-divides the
playing field into six zones (1-6) and indicate possible placement
positions for fielders. For example, the player whose team is in
the field can place each of his outfielders in two possible
alternative locations. Thus, FIG. 1 illustrates two locations for
left field (LF), two locations for center field (CF), and two
possible locations for right field (RF). Similarly, infielders may
be placed at alternative defensive locations. The six zones extend
sequentially from left field to right field and are used
extensively in game play simulation, as will be discussed in detail
below. A demarcation 103 also separates the infield and outfield.
FIG. 1 also illustrates a location for the pitcher (P) and catcher
(C).
[0027] In addition, the game board 100 includes bases 102 (i.e.,
first base, second base, and third base), as well as home plate
104. The demarcations 101 for the six zones radiate out from the
home plate 104 and each zone is a sector of the playing field. Also
illustrated in FIG. 1 is an outfield wall 106. As will be discussed
in greater detail below, the game simulation may be varied by
selecting one of three different outfield walls prior to the start
of play. FIG. 1 illustrates a short outfield wall 106s, a medium
outfield wall 106m, and a long outfield wall 106l. A scoreboard 108
tracks scores throughout the game play.
[0028] In addition to traditional game components, the game board
100 also includes a plurality of lists 1 110 that indicate
activities or actions that result in a gain or loss of offensive
morale, defensive morale, or pitcher morale. FIG. 1A illustrates
the details of actions or events that cause changes in a player's
performance characteristics. These performance variations will be
discussed in greater detail below.
[0029] A baseball simulation game is played with two entire teams
of players. Assembling a team is discussed in greater detail below.
Each player has an action figure of a major league player attached
to a base, which also functions as a record-keeping device. FIG. 2
illustrates a game piece base 120 designed to ease the complexity
of sports simulation games. Each game piece base 120 is a
self-contained record-keeping device that includes a selector disk
122, a label 124, and a base disk 126.
[0030] The selector disk 122 includes a wedge-shaped statistical
slot or aperture 128 that allows multiple columns of numbers and/or
additional data from the label 124 to be seen at a given rotational
position of the selector disk 122 relative to the base disk
126.
[0031] The selector disk 122 includes a plurality of fingers 130
mounted at the periphery of the selector disk 122. The plurality of
fingers 130 includes six short fingers 132, alternating with six
long fingers 134. In alternate embodiments, any other suitable
number or sizing of fingers 130 may be used.
[0032] As seen in FIG. 2, one of the short fingers 132 includes a
button 136 formed therewith and extends vertically downward from a
bottom surface 138 of the selector disk 122. The button 136
interacts with indentations (not shown) on the base disk 126, such
that the button 136 resides partially within an indentation when
that indentation is aligned with the button. The fingers 130 are
sufficiently flexible to allow the button 136 to snap into and out
of an indentation as the selector disk 122 is rotated relative to
the base disk 126. Such an arrangement ensures that the selector
disk 122 will only occupy a given number of discrete indexed
positions relative to the base disk 126, where the given number of
discrete positions is equal to the number of indentations, and
where each discrete position allows a player to look through the
aperture 128 to see whatever numbers, symbols, or colors may appear
on the label 124 at that location. In other words, the two disks
(i.e., the selector disk 122 and the base disk 126) are typically
aligned such that only a selected set of columns of numbers or
symbols appears in the aperture 128 at a time. In the illustrated
embodiment, there are twelve discrete indexed positions.
[0033] As seen in FIG. 2, a bottom surface 140 of the base disk 126
contains a raised pattern 142 and a raised peripheral lip 144. A
tool 148 (see FIG. 4) contains a series of protrusions or raised
pegs 150 that engage portions of the raised pattern 142 and allow
the base disk 126 to be easily rotated with respect to the selector
disk 122. The fingers 130 of the game piece base 120 provide a
gripping surface such that the player can manually rotate the
selector disk 122 relative to the base disk 126 with the tool 148.
The tool 148 illustrated in FIG. 4 is configured for use on a work
surface, such as a table, and is sized to received the game piece
base 120 and allow the raised pattern 142 of the bottom surface 140
to come into engagement with the pegs 150. However, the tool 148
may be implemented in any convenient form. For example, the tool
148 may be in the form of a ring (not shown) so that it may be
easily worn and used by a player during the game.
[0034] FIG. 3 is a top perspective view of the game piece base 120
of FIG. 2 after assembly. In a typical implementation, a character
156 (see FIG. 10) may be attached to an upper surface 152 of the
selector disk 122 to form a complete game piece. For the sake of
clarity and understanding the operation of the game piece base 120,
no character is attached.
[0035] When assembled, the label 124 is applied to the upper
surface of the base disk 126 and the base disk fits within and is
captured by the fingers 130 of the selector disk 122. A circular
depression 154 (see FIG. 2) is provided in the center of the bottom
surface of the selector disk 122 to receive a post (not shown)
extending from the upper surface of the base disk 126. This
arrangement allows the selector disk 122 to be rotated relative to
the base disk 126. A raised circular ridge 157 on the upper surface
152 of the selector disk 122 provides added mechanical strength to
the game piece base 120.
[0036] In other embodiments (not shown), the described game piece
base 120 may be any record-keeping device, such as mechanical and
electronic counters, that are suitable for recording and conveying
information. Specifically, the game piece base 120 allows for the
variation of indicia or game play values during the course of play.
The game piece base 120 may be made available in conjunction with
or separately from the character 156 to allow for
interchangeability between characters and bases 120, or to allow
one to acquire a game piece base 120 to match a character already
owned.
[0037] Each game piece is designed to be a collectible item and
includes a replica of a real baseball player, illustrated by the
fictional character 156 in FIG. 10, mounted to the selector disk
122 of the game piece base 120. The selector disk 122 also includes
game play indicia related to various aspects of that player's game.
That is, the game play indicia are related to offensive, defensive
and running ability aspects for the player. The game play indicia
are based on actual statistics for the individual players. For
example, a particular baseball player may have great speed that
permits the player to take an extra base in base running
situations. The speed may also come into play in a defensive
situation to permit the player to make a defensive play. Other
aspects of the game play indicia are discussed below.
[0038] As is described in more detail below, the design of the game
piece base 120 means that each game piece base carries with it a
complex, two-dimensional table that reflects a character's
performance statistics at up to 12 different stages of performances
where each of the twelve discrete indexed positions of the selector
disk 122 with respect to the base disk 126 represents a state of
the character's performance. In alternate embodiments, other
numbers of discrete locations can indicate other stages of
character performance. Thus, the game piece base 120 provides both
the table and the current performance of the character, eliminating
voluminous rule books and record-keeping required by other such
sports simulation games.
[0039] In addition to the data provided on the label 124 and
visible through the aperture 128, the upper surface 152 of the
selector disk 122 contains additional data 158 about the particular
player and the character's operational capabilities as illustrated
in FIG. 5. For example, the additional data 158 may indicate a
player's offensive and/or defensive capabilities in performance.
Details of the additional data 158 are provided below and are best
understood in the context of game simulation operation.
[0040] FIG. 5 is a top plan view of the game piece base 120 for a
pitcher and FIG. 6 is a top plan view of the game piece base for a
non-pitcher. Many of the game play indicia are operationally
identical for pitchers and non-pitchers (i.e., fielders) and may be
described together. FIGS. 5 and 6 illustrate the additional data
158 as well as examples of the game play values on the label 124
visible through the aperture 128. The additional data 158 includes
a spray chart 160, which indicates the most likely areas where the
batter will hit the ball. The spray chart 160 is divided into six
sections or hitting zones corresponding to the demarcations 101
that sub-divides the playing field into six zones, all originating
at home plate. A hit in zone 1 of the spray chart 160 for a game
piece will correspond to a hit into zone 1 of the field (shown in
FIG. 1) corresponding to the far left sector of the playing field
along the third base line and extending to left field. A hit in
zone 6 of the spray chart 160 corresponds to a hit into zone 6 of
the field at the far right of the field and extending through first
base into right field. Zones 2-5 of the spray chart correspond to
the intermediate zones illustrated on FIG. 1 extending from left
field to right field.
[0041] The spray chart 160 on the game piece base 120 contains six
sections corresponding to the six zones of the field, respectively.
The numbers 1-6 appear in at least some of the sections of the
spray chart 160. In the example illustrated in FIG. 6, the number 1
appears in section 1 of the spray chart While the numbers 2-3
appear in section 2, the numbers 4-5 appear in section 3 and the
number 6 appears in section 5. No numbers are shown in sections 4
and 6. These numbers correspond to numbers on a die that will be
rolled during game play. If the batter makes contact with the ball,
the die indicates the zone of the field to which the ball is
directed. The particular hitter whose game piece base 120 is
illustrated in FIG. 6 is more likely to hit to zones 2 or 3 of the
field and will never hit to zones 4 or 6. As will be discussed in
greater detail below, the fielding team's manager can move his
players to the zones of the field where the batter is more likely
to hit the ball prior to the roll of the die that determines the
zone to which the batter hits. Infielders must stay in the infield
and outfielders must stay in the outfield. It may not be possible
to cover all of a batter's possible hitting zones.
[0042] The game piece base 120 also includes additional data 158
appearing on the upper surface 152 of the selector disk 122 in the
form of a fixed defense value 162, illustrated in FIG. 6, and a
fixed speed value 164. The baseball glove icon indicates the
defense value 162 while the athletic shoe icon indicates the speed
value 164.
[0043] Numerical play values on the label 124 visible through the
aperture 128 are associated with these two game play indicia
(defense value and speed value) during game simulation, as will be
described below. In the example illustrated in FIG. 6, the player
has a defense value of 5 and a speed value of 13. The game play
simulation using these values will be discussed in greater detail
below. The game piece base 120 for the pitcher, illustrated in FIG.
5, does not contain a defense value, but includes a fixed stamina
value 166 in addition to the speed value 164. The stamina value 166
is indicative of the endurance ability of the pitcher and his
ability to last a number of innings. In the example of FIG. 5, the
stamina value 166 has a numeric value of 7, which indicates that
the particular starting pitcher can go seven innings before there
is any loss of performance due to fatigue. After that time, fatigue
may adversely affect performance, as will be described below.
[0044] Also shown in FIG. 6 is a batting order clip or sequence
indicator 168. Each team is supplied with sequence indicators 168,
labeled 1-9, to indicate the batting order of those game pieces
selected to be in the lineup. One of the 9 sequence indicators for
the team is attached to the game piece base 120 for each game piece
selected to be in the lineup.
[0045] The sequence indicators 168 have a radius of curvature that
is slightly smaller than the radius of curvature of the game piece
base 120. A pair of inward tabs 168i and outward tabs 168o help
secure the sequence indicator 168 to the game piece base 120. The
sequence indicator 168 is made from a resilient material, such as
plastic. When pressed against the game piece base 120, the sequence
indicator 168 flexes and allows inward and outward tabs 168i and
168o to engage the game piece base, and retain the sequence
indicator in position.
[0046] While there are fixed values such as defense value 162,
speed value 164 and stamina value 166 appearing on the selector
disk 122, the game play is also controlled by game play values on
the label 124 visible through the aperture 128 that change during
the course of the game as a player gets "hot" or "cold." Thus, the
game piece base 120 may be thought of as a performance dial that
dynamically changes during the course of game play simulation.
Additional details of the game play values associated with the
defense value 162 and the speed value 164 are provided below. The
stamina value 166 affects the performance characteristics of the
pitcher. As will be discussed in greater detail below, the
performance of the pitcher decreases if he pitches beyond his
stamina limits indicated by the stamina value 166.
[0047] FIGS. 8 and 9 illustrate sample labels 124 for a pitcher and
a fielder, respectively. As the selector disk 122 (see FIG. 5) is
rotated with respect to the base disk 126, different sets of game
play values become visible through the aperture 128. A dashed
outline 128a illustrates one set of game play values in FIGS. 8 and
9.
[0048] As will be described in greater detail below, the additional
data 158 also includes a combination of batting outcomes based on
the role of customized dice as well as the game play values on the
label 124 seen through the aperture 128.
[0049] FIG. 7 illustrates the custom dice for both teams. The dice
are made in the same fashion as conventional dice as a six-sided
cube, but have printed icons rather than numeric values on the six
sides of each die. The custom dice are illustrated in FIG. 7 in an
unfolded configuration so that all sides of each die may be viewed
at the same time. The first custom die (Custom Die 1 in FIG. 7) is
a red velocity die 170 for use by the pitcher. Four of the six
sides on the custom velocity die 170 contain a baseball icon, which
is indicative of good ball movement or speed during the, pitch. One
side of the custom velocity die 170 has a cross-hairs target icon,
which is indicative of good control during the pitch. The sixth
side of the custom velocity die 170 contains a baseball bat icon,
which is indicative of ball contact by the batter. The second
custom die for use by the pitcher (Custom Die 2 in FIG. 7) is a
white control die 172. Four of the six sides of the custom control
die 172 contain the cross-hairs icon indicative of good ball
control. One of the six sides of the custom control die 172
contains a baseball icon, which is indicative of good ball
movement, as previously discussed. The sixth side of the custom
control die 172 contains a power icon indicative of a power hit by
the batter.
[0050] The batter's custom dice comprise a black power die 174
(Custom Die 3 in FIG. 7) and a blue contact die 176 (Custom Die 4
in FIG. 7). The custom black power die 174 contains four power
icons indicative of a power hit by the batter. One side of the
custom power die 174 contains a baseball bat icon indicative of
contact by the batter. The sixth side of the custom power die 174
contains a cross-hairs icon indicative of good control by the
pitcher. The custom contact die 176 has a baseball bat icon on four
sides of the die to indicate contact by the hitter. One side of the
custom contact die 176 contains a power icon indicative of a power
hit by the batter. The sixth side of the custom contact die 176
contains a baseball icon indicative of good ball movement by the
pitcher.
[0051] To enhance the realism of the game, the manager of the
fielding team may secretly select one of the two custom dice for
use in pitching (i.e., the red velocity die 170 or the white
control die 172). The selection of the custom red velocity die 170
provides a series of outcomes depending on the icon that is visible
when the die is rolled. Alternatively, the manager of the fielding
team may select the custom white control die 172, which has a
different set of outcomes depending on the icon that is rolled. At
the same time, the manager of the batting team may secretly select
one of the two custom die that is rolled simultaneously with the
pitcher's die. The batting team manager may choose an aggressive
approach by selecting the custom power die 174, which has a
selected set of outcomes for aggressive power hitting.
Alternatively, the batting team manager may select the more
conservative custom contact die 176, with a different set of
outcomes based on the batter attempting to make contact with the
ball rather than a power hit.
[0052] In operation during a simulated baseball game, the pitcher
secretly selects either the velocity die or the control die while
the batter secretly selects either the power die or the contact
die. The pitcher and batter both roll the custom die at the same
time. The batter also rolls the standard utility die containing
from one to six dots (indicating the numbers-1-6) along with the
selected custom die. The combination of icons in the custom dice
(the selected die rolled by the pitcher and the selected die rolled
by the batter) are compared with the combination of outcomes on the
game piece base 120 for the batter (see FIG. 6) or the game piece
base 120 for the pitcher (see FIG. 5). With two six-sided dice,
there are 36 possible outcomes. However, due to the fact that
multiple icons are present on each of the custom dice, the odds are
increased that certain combinations will v occur. For example, if
the pitcher selects the custom velocity die 170 and the batter
selects the custom contact die 176, the odds of the baseball and
baseball bat combination of icons when the dice are rolled is
17/36. Similarly, if the same two dice were rolled (i.e., the
custom velocity die 170 and the custom contact die 176), the odds
of rolling two baseball icons are 4/36.
[0053] In operation, the custom die selected by the pitcher and the
custom die selected by the batter are rolled simultaneously. As
noted above, the batter also rolls a conventional die. The
combination of outcomes is compared with outcomes on the game piece
bases 120 of the pitcher and batter, as discussed above. Returning
again to FIG. 5, a first outcome 180 is indicated by two baseball
icons on the game piece base 120 for the pitcher. A second outcome
182 is indicated by a baseball icon and a baseball bat icon, while
a third outcome 184 is indicated by a target icon and a power icon.
A fourth outcome 186 is indicated by two target icons.
[0054] Another four additional outcomes are indicated on the game
piece base 120 for the batter, illustrated in the example of FIG.
6. A fifth outcome 188 is indicated by two power icons, a sixth
outcome 190 is indicated by a power icon and a baseball icon, a
seventh outcome 192 is indicated by a baseball bat icon and a
target icon while the eighth outcome 194 is indicated by two
baseball bat icons.
[0055] Given the combination of symbols on the custom dice 170,
172, 174 and 176, illustrated in FIG. 7, there are ten possible
different outcomes. Eight of the ten outcomes are shown on the game
piece base 120 for the pitcher (see FIG. 5) or the game piece base
120 for the batter (see FIG. 6). That is, the game piece base for
the pitcher contains the first-fourth outcomes 180-186,
respectively, while the game piece base 120 for the hitter contains
the fifth-eighth outcomes 188-194, respectively. The two
combinations that are not contained on the game piece bases are the
combination of a baseball icon and target icon and the combination
of a bat icon and power icon. The significance of these
combinations of icons will be discussed below.
[0056] If the combination of custom dice rolled indicates one of
these first through eighth outcomes 180-194, respectively, the
batter moves in accordance with the data adjacent to the icon
combination for the outcome indicated on the label 124 of the
appropriate game piece base 120 viewed through the aperture 128.
For example, the combination of two baseball icons matches the
first outcome 180 on the pitcher's game piece base 120. The outcome
of an at-bat in which the first outcome 180 (i.e., two baseball
icons) resulted is determined by examining the game play value
associated with that outcome. In this example, the managers would
look to the outcome shown on the label 124 visible through the
aperture 128 on the pitcher's game piece base 120, illustrated in
the example of FIG. 5 as 2B.
[0057] In the example of FIG. 5, this combination results in a
double (2B indicating a two base hit). Any runners on base would
also advance by two bases. Similarly, using the custom velocity die
170 for the pitcher and the custom contact die 176 for the batter,
the odds of rolling a baseball icon and a baseball bat icon is
17/36. This combination corresponds to the second outcome 182,
which, in the example of FIG. 5, results in a fly ball (FB) for the
batter. The outcome of a fly ball (FB) at-bat is described
below.
[0058] Table 1 below lists the various at-bat results.
1TABLE 1 At-bat Results (W) Walk The batter is walked and advances
to First Base. Any player on First Base advances to Second Base. If
this occurs, if there is a player on Second Base, that player
advances to Third Base. If this occurs, if there is a player on
Third Base, that player advances to Home and scores. The standard
utility die is not consulted. (1B) Single The batter advances to
First Base. All other runners advance one base. (2B) Double The
batter advances to Second Base. All other runners advance two
bases. (3B) Triple The batter advances to Third Base. All other
runners advance to Home Plate and score. (HR) Home The batter
advances to Home Plate. The batters and all Run runners advance to
Home Plate and score. (K) Strikeout The batter is out. No runners
advance. The standard utility die is not consulted. (GB) Ground The
batter hits a ground ball that is handled by an infielder Ball for
a possible out. If the infielder is in the same zone indicated by
the standard utility die, the batter is automatically out. If an
infielder must move into the zone to field the ball, it is not an
automatic out, and the infielder's manager must make a fielding
attempt. Fielding attempts are described in greater detail below.
If there are already runners on the bases, the fielding team's
manager decides who will be out on the play. Fielder's choice plays
are discussed in greater detail below. (FB) Fly The batter hits a
fly ball that is handled by an outfielder Ball for a possible out.
If the outfielder is in the same zone indicated by the standard
utility die, the batter is automatically out. If an outfielder must
move into a zone to make the catch, the outfielder's manager must
make a fielding attempt.
[0059] When the batter hits a ground ball or a fly ball to a zone
(i.e., zones 1-6 as indicated by comparing the standard utility die
with the spray chart 160) in which there is a defensive player
present, the batter is out. In other situations where the ball is
hit to a zone where no infielder or outfielder is present, it is
necessary to make a fielding attempt. To make a fielding attempt,
the fielding team's manager must move a player into that zone to
field the ball. The fielding team manager can move a player only
one zone (e.g., zone 3 to zone 4) in this manner. In order to field
the ball, the fielding team manager must make a fielding attempt.
To make a fielding attempt, the manager rolls two standard utility
six-sided dice and adds the result to the defensive value 162 (see
FIG. 6) of the player moving into the zone to field the ball. The
combination of the rolled dice value and defensive value is called
the "fielding total." If the fielding total equals 11 or more, the
player fields the ball and the batter is out. If the ball is a
ground ball or fly ball, the normal rules discussed above would
apply. If the fielding total equals 10 or less, the fielding
attempt fails, and the batter advances to First Base. Other runners
advance in the manner described above. Referring now to FIG. 6, the
defensive value is 5. That value is added to the value of the
standard utility dice rolled by the fielding team manager to
determine the outcome of the fielding attempt.
[0060] In other game situations, the fielding team manager must
make a throwing attempt against a runner. To make a throwing
attempt, the manager rolls the two standard utility six-sided dice
and adds the result to the defensive value of the fielding player
with the ball. This total is called the "throwing total." In order
for the throwing attempt to succeed, the throwing total must be
greater than the speed value of the runner. The defense value has
been discussed above with respect to FIG. 6. The speed value is the
numeric value appearing on the upper surface 152 in association
with the speed value icon 164. FIG. 6 also illustrates a defense
value associated with the icon 162. However, those skilled in the
art will appreciate that in an actual game play simulation, the
speed value of the runner is compared against the defense value of
the fielding player. Thus, the game play values of the game piece
base 120 of an offensive player is compared against the game play
values of the game piece base 120 of a defensive player. The game
play value of the defensive player may be added to the value of the
standard utility dice, as described above.
[0061] As noted above, two special icon combinations do not appear
on bases. These results mean that one of the players has total
control of the at-bat--either the pitcher (indicated by
the,baseball icon and the target icon combination) or the batter
(indicated by the baseball bat icon and the power icon
combination). Whichever player has total control of the at-bat
immediately gains 1 click of performance (i.e., rotation to the
next discrete indexed position in a direction making increased
performance data viewable in the aperture 128), and that player's
manager gets to choose the at-bat result he wants from any of the
four new results showing in the player's stat slot (i.e., the
aperture 128). Certain activities can be used to alter a runner's
speed value. In normal baseball play, a long throw gives a runner
extra opportunities to advance on the base. In the simulated
baseball game of the present invention, a throw crossing more than
three hitting zones, indicated by the line demarcations 101
extending from home plate 104 to the outfield, to reach the base to
which the runner is attempting to reach, the runner gets a value of
+1 to his speed value. In addition, if the throw is to home plate,
the runner has a value of +1 to his speed value. Finally, if the
throw is made after a deep fly catch, described below, the runner
gets a value of +1 added to his speed value. All such modifiers are
cumulative. For example, if the runner is attempting to reach home
plate after a deep fly, a value of +2 is added to the runner's
speed value. Selected other features may be used to add to the
unpredictability of any sporting event and thereby increase the
level of excitement in game play simulation. For example, a roll of
12 (i.e., two sixes on the two standard utility 6-sided dice) on a
fielding or throwing attempt automatically succeeds and indicates a
"Highlight Play." The player making such an attempt receives one
click of performance on the game piece base 120 to indicate a boost
in performance. In addition, the player currently pitching also
gets an increased click of performance.
[0062] Similarly, a role of two (i.e., two ones on the standard
utility 6-sided dice) on a fielding or throwing attempt indicates a
"Blooper Play." The attempts automatically fails and the player
making the attempt loses one click of performance as does the
player currently pitching (i.e., rotation to the next discrete
indexed position in a direction making reduced performance data
viewable in the aperture 128). The loss in performance value
indicates a lowering of morale and performance.
[0063] If the two dice for a fielding or throwing attempt, doubles
(i.e., the same number showing on each of the standard utility
6-sided die) other than two sixes or two ones, the game players
must first determine if the attempt succeeds. If it does succeed,
the play is considered a "Great Play" and the player making the
attempt gains one click of performance. If the attempt does not
succeed, the play is an "error" and the player making the attempt
loses one click of performance. In addition, every runner advances
one base on an error.
[0064] There are certain special plays that may be made when an
at-bat is resolved. A special play is indicated by a colored square
behind the at-bat result. That is, certain at-bat results are shown
on the label 124 visible through the aperture 128 with a colored
square behind the result. FIG. 5 illustrates a fly ball (FB) is one
possible at-bat result (corresponding to the baseball icon and
baseball bat icon combination--the second outcome 182). In some
situations, the FB result is shown on a green square background, a
yellow square background, or a red square background. This
indicates a deep fly ball. A deep fly is a fly ball hit to the
deepest part of the park. The at-bat is resolved depending on the
depth of the zone it was hit to and the color of the square on the
performance dial. As previously discussed with respect to FIG. 1,
the players may select the depth of the outfield wall 106 to be a
short wall 106s, a medium wall 106m, or a long wall 106l. These
various wall depths may be indicated on the game board 100 by
different colors. In an exemplary embodiment, the short wall 106s
is indicated by a green colored line in the outfield. The medium
wall 106m is indicated by a yellow line in the outfield, while the
long wall 106l is indicated by a red line in the outfield.:. To
resolve a deep fly at-bat, the players first determine the zone to
which the ball was hit and the depth of the outfield wall 106 in
that zone. The players compare the color of the square on the
performance dial to the color of the outfield wall depth. Square
colors are equivalent to fence colors. That is, the green square in
a FB at-bat result indicates that the ball is a shallow deep fly
while a yellow FB at-bat result is a mid-deep fly. A red square
with an FB at-bat result indicates a deep-deep fly. If the outfield
wall 106 is less than the deep fly, the hit is a homerun. For
example, if the medium outfield wall 106m (i.e., the yellow
outfield wall) has been selected and a deep-deep fly (i.e., the
combination of a red square FB at-bat result) is indicated, the hit
is a homerun.
[0065] If the outfield wall 106 is deeper than the deep fly and
there is a player in that zone, the at-bat is resolved with a
fielding attempt. If the fielding attempt succeeds, the batter is
out. If the attempt fails, the batter hits a double. If a player
has to move into the zone, the fielding total must equal 12 or more
to succeed.
[0066] If the outfield wall 106 is as deep as the deep fly (e.g., a
medium fence 106m indicated by a yellow line and a yellow square FB
at-bat game play value) and there is a player in that zone, the
at-bat is resolved with a fielding attempt. If the attempt
succeeds, the batter is out. If the attempt fails, the batter hits
a homerun. If a player must move into the zone, the fielding
attempt must equal 13 or more to succeed. Thus, the simulated
baseball game includes a degree of luck and uncertainty as well as
proper planning by placement of the defensive players, as is often
the case in real game play.
[0067] Other special at-bat outcomes include a "Big-Play"
potential. A Big-Play potential is indicated by a purple square
along with the game play value shown on the label 124 visible
through the aperture 128. In certain selected game play bases 120,
purple squares may be combined with a 1B and a 2B. If the
combination of outcomes provided by the rolled custom dice indicate
an outcome} with a Big-Play potential, the batter automatically
advances to the base indicated by the hit, but can try to advance
one extra base if his manager chooses. If the batter tries for the
extra base, the manager of the fielding team can attempt to tag the
batter out at the extra base. To do so, the fielding team's manager
makes a throwing attempt, using the defensive value of the
outfielder in the zone indicated by the standard utility die. If
the attempt succeeds, the runner is out at the extra base. If the
attempt fails, the runner is safe at the extra base. For example,
if the combination of the custom die indicates an at-bat outcome of
2B combined with a purple square, the batter may try to get to
third base. The throwing attempt process has been described above.
It is important to keep in mind that the runner may achieve extra
speed values through modifiers, such as a long throw modifier,
which may add a value of +1 to the runner's speed value.
[0068] The symbols on the game piece base 120 may affect at-bat
outcomes in a number of different ways, as noted below.
[0069] 1. Paint the Corner
[0070] An orange square with a K in it on the pitcher's game piece
base 120 provides the potential for a strike out. The pitcher's
manager rolls the red velocity die. If the baseball icon comes up,
the result is a strike out. If any other icon comes up, it's a
walk.
[0071] 2. Work the Count
[0072] A blue square with a W in it on the pitcher's game piece
base 120 provides the potential for a walk. The batter's manager
rolls the custom contact die 176. If the baseball bat icon comes
up, the result is a walk. If any other icon comes up, it's a strike
out.
[0073] 3. Scorcher
[0074] There are two kinds of Scorchers. A gray square with GB in
it and gray square with FB in it. The GB indicates a Ground Ball
Scorcher. An out on this result requires fielding attempt,
regardless of the infielder's position. If an infielder is in the
zone where the ball is hit, use normal fielding attempt rules. If
the infielder has to move into the zone, the fielding total must
equal 12 or more to succeed.
[0075] The FB indicates a Fly Ball Scorcher. An out on this result
requires fielding attempt, regardless of the outfielder's position.
If an outfielder is in the zone where the ball is hit, use normal
throwing attempt rules. If the outfielder has to move into the
zone, the batter gets +1 to his speed value.
[0076] As previously indicated, the game has an increase level of
realism by altering player's performance characteristics. Real
players have hot and cold streaks. The streaks may be caused by
performance of the players, by fatigue or by other factors. These
streaks may improve or worsen the players performance depending on
the cause of the streak. For example, a great defensive play may
enhance the performance of the fielding player or the pitcher. This
enhanced performance may carry over to batting when the player
comes to bat next time. Conversely, a mistake may cause a decrease
in performance. For example, an error in the field may decrease a
player's performance characteristics. This decrease may also carry
over to batting.
[0077] Once a play has resolved, the managers determine if any
players are on a hot or cold streak. The streaks are automatically
indicated in the player's game piece base 120 by rotating the
selector disk 122 with respect to the base disk 126 to thereby
expose a new set of symbols or values in the aperture 128. Each
rotation of the game piece base is referred to as a "click." A
click of the selector disk 122 in the counterclockwise direction
increases the player's performance while a click in the clockwise
direction decreases a player's performance. The selector disk 122
is set to a predetermined marked location on the label 124 at the
start of the game.
[0078] A player can gain or lose up to 3 clicks of performance
during any at-bat. A section entitled "Gains and Losses," listed
below, indicates which game situations can cause a player to gain
or lose performance. The lists 110 are also conveniently printed on
the game board 100 (see FIG. 1). Each time one of these players is
part of a play that causes him to gain performance, his performance
dial is clicked once counterclockwise. You will see red numbers
increasing on the dial. Each time one of these players is
responsible for a play that causes him to lose performance, his
performance dial is clicked once clockwise. You will see blue
numbers increasing on the dial.
[0079] The following is a partial list of the activities that can
result in an alteration of the player's performance
characteristics.
[0080] Gains and Losses
[0081] 1. Pitcher Gains
[0082] Getting three outs from the first three batters, a
teammate's Highlight Play or total control of the at-bat results in
1 click of increased performance for the pitcher.
[0083] 2. Pitcher Losses
[0084] A teammate makes a Blooper Play, giving up more than two
runs in an inning, each run allowed past 5 runs and each inning
pitched over his endurance value results in 1 click of lost
performance for the pitcher.
[0085] The endurance or stamina value 166 on a pitcher's base
indicates the number of innings the pitcher can pitch without
getting tired. For example, a pitcher with a stamina value of 5 can
pitch five innings without getting tired. For every inning a
pitcher pitches past his stamina value, he loses 1 click of
performance. This is a cumulative effect, so that if the pitcher
stays in the game two innings past his stamina value, he loses 1
click of performance for the first inning and 2 clicks for the
second inning. This performance loss is taken as soon as the
pitcher begins to pitch an inning past his stamina value.
[0086] 3. Defense Gains
[0087] Making a Highlight Play or making a Great Play both result
in 1 click of increased performance for a fielder.
[0088] 4. Defense Losses
[0089] Making a Blooper Play or making an Error both result in 1
click of decreased performance for a fielder.
[0090] 5. Offense Gains
[0091] Getting a hit, driving in a run or total control of the
at-bat results in 1 click of increased performance for a batter.
Note: Pitchers do not gain performance when they are batting.
[0092] 6. Offense Losses
[0093] Being the final out of an inning with a runner on second or
third or hitting into a double play both result in 1 click of
decreased performance for a batter.
[0094] 7. Player Removal
[0095] If you click a player's performance dial and only baseball
icons appear, the player has injured himself and must be removed
from the game. This player must be replaced. Replacing Players is
described below.
[0096] Continuing the Game
[0097] Once an at-bat is resolved, move the game pieces to indicate
any change in outs or score. The game piece bases 120 may be
adjusted to reflect any hot and/or cold streaks and then the next
batter is up. Batters bat according to their batting order clips
(i.e., the sequence indicators 168) 1 to 9 in order. Once Batter 9
has batted, the order begins again at Batter 1 again.
[0098] When the third out is made at the top or bottom of any
inning, turn upside-down the batting clip on the player who was the
third out. The next time it's your team's turn to bat, you'll start
with the player in the order who is after the player whose batting
clip is upside-down.
[0099] The team on the field is replaced by the team that just
batted, and the team that was in the field gets to bat.
[0100] If it was the top of an inning, flip over an inning token so
that it shows "bottom." If it was the bottom of an inning, flip
over the inning token so that it shows "top," and move it to the
next inning on the innings track on the scoreboard 108 of the game
board 100. Then follow the at-bat rules for the new batting team as
previously described.
[0101] Ending the Game
[0102] The game ends at nine innings if one team has scored more
runs than the other team. The home team does not bat in the bottom
of the ninth inning if they are already leading the game. If the
score is tied after nine innings, both teams continue playing, one
inning at a time, until one team leads at the end of any
inning.
[0103] Basic Baseball Options
[0104] There are many elements of baseball that come to into play
once players begin to get on base. The rules in the following
section cover the most common occurrences. They expand on the core
rules presented earlier, and they should be tried only after those
core rules are understood.,
[0105] 1. Advancing Runners
[0106] Once the at-bat dice are rolled and the zone and type of hit
are known, the batting team's manager decides what happens to any
runner already on the bases. The manager has four choices for each
runner:
[0107] a. Force him to a new base. Only one player can be on one
base at the same time. So if Player A is on a base toward which
Player B is advancing, Player A must advance to the next base.
Runners are never forced to advance to a new base when a fly ball
or Deep Fly is the at-bat result. They can be the target of a force
out or tag out (see "Fielder's Choice," below).
[0108] b. Send him to a new base. Once it is determined where the
ball is hit, the batting team's manager can decide to advance a
runner to a new base. This runner can be the target of a tag
out.
[0109] c. Tag him up. A tag-up can occur only on fly ball or Deep
Fly at-bat results. A runner can try to advance to the next base
after the out is recorded. He can be the target of a tag out.
[0110] d. Keep him safely on base. If it's not a force situation,
the manager can choose not to advance any runners. These runners
cannot be the targets of force outs or tag outs.
[0111] 2. Fielder's Choice
[0112] If runners are already on base, the rules allow the fielding
team's manager to decide which runner will be out on a ground ball
at-bat result. This is called fielder's choice. There are two kinds
of fielder's choice in the game: force outs and tag outs. All
throwing attempt rules apply to fielder's choice.
[0113] a. Force Outs
[0114] If a runner is forced to advance to another base when a
ground ball is hit, the fielding team's manager can choose that
runner to be out instead of the batter. In this case, the batter
does not gain the click of performance for the hit.
[0115] b. Tag Outs
[0116] If a runner advances to a new base on a nonforce, the
fielding team's manager has two options:
[0117] 1. Go for the automatic out. In this case, the fielding
team's manager allows the runner to advance to the next base, and
takes the automatic out at any base at which there is a force
out.
[0118] 2. Go for the tag out. A tag out is when the fielding team
actually has to tag a runner rather than make a force out by
stepping on the base. To make a tag out, a throwing attempt must be
made against the speed value of the runner going to the base, and
there must be an infielder in the player position of the base to
which the runner is advancing. In addition to the rules for
throwing attempts, the following rules govern tag outs:
[0119] A catcher is always in the catcher player position.
[0120] Second base has two player positions, and first and third
bases have only one.
[0121] If, when the ball is caught, an infielder must move to cover
the base to which the runner is advancing, the runner gets +1 to
his speed value.
[0122] In some instances, the infielder might be making a throwing
attempt to himself. In this case, the attempt actually represents
the foot race between the infielder and the runner.
[0123] 3. Double Plays
[0124] Using the rules for fielder's choice, the fielding team's
manager can attempt a double play. Once the batting team's manager
has declared which runners are advancing to new bases, the fielding
team's manager can use the force out or tag out rules to try to get
an automatic out. To get the second out to complete the double
play, the fielding team's manager makes a throwing attempt against
the batter. In addition to the rules for throwing attempts, the
following additional rules apply to double plays:
[0125] a) The forced out or tagged out runner is the first out.
[0126] b) To get a second out, the fielding team must have an
infielder in the player position of the base at which the fielder's
choice was made.: If an infielder had to move into the zone to get
the first out, he has to make a fielding attempt in addition to
making a throwing attempt; in this case, the runner against which
the second out is attempted gets +1 to his speed value against the
throwing attempt.
[0127] c) A manager can attempt two force outs and not throw to
first base. In this case, the fielding team must have an infielder
in the player position of the base at which the second out will be
attempted.
[0128] d) Triple plays are possible; all the above rules apply. The
runner against which the third out is attempted gets +2 to his
speed value against the throwing attempt.
[0129] e) For any out that is a tag out, the next runner against
which a throwing attempt is made gets +2 to his speed value.
[0130] 4. Tagging UP
[0131] When a fly ball is hit, the runners do not have to move. A
runner, however, can attempt to tag-up; that is, attempt to advance
to the next base (if no other runner currently occupies that base)
after the catch is made, testing the outfielder's ability to beat
the runner's speed value with a throwing attempt.
[0132] The batting team's manager simply declares which, if any,
runners are going tag-up. The fielding team's manager can either
have the outfielder that caught the fly ball make a throwing
attempt, or decline to make a throwing attempt, allowing the
tag-out runner to advance one base. All other runners remain where
they are.
[0133] To resolve the play, the outfielder who caught the ball
makes a throwing attempt. Use the rules for tag outs to resolve a
tag-up.
[0134] In addition to the rules for throwing attempts, the
following additional rules apply to tagging up:
[0135] a) If a throwing roll is made to stop a runner advancing to
home plate, all other runners successfully advance one base.
[0136] b) More than one runner can tag-up on the same play. It is
the fielding team's manager's job to determine where throwing
attempts, if any, will be directed.
[0137] c) If a runner is attempting to tag-up to second base from
first base, the outfielder gets +1 to his defense value.
[0138] 5. Advancing Extra Bases
[0139] Players advancing extra bases using the Big-Play potential
(discussed above) special play risk getting caught. In addition to
the rules for throwing attempts, the following rules apply to
advancing extra bases:
[0140] a) More than one runner can attempt to advance an extra base
on the same play. The fielding team's manager decides where to make
the throwing attempt, if any.
[0141] b) Runners can attempt to advance extra bases only on single
and double results or on a failed fielding attempt on a Deep Fly
double.
[0142] c) A runner can try to advance only one extra base. The
fielding team's manager must decide whether he will attempt to
throw the runner out.
[0143] d) In all cases, if a throwing attempt to stop an extra base
advancement is made to home plate, all other runners automatically
advance one base.
[0144] 6. Replacing Players
[0145] At any time during a game, a manager can replace one of his
players. A replaced player is removed from the game board 100 and
the game, and cannot return to the game. A new player begins the
game with the starting marker showing on his performance dial.
[0146] If a player is replaced at bat, on base, or in the field,
move the replaced player's batting order clip to the new player. A
player replaced at-bat does not have to take the field, but if he
doesn't he must be replaced, and cannot return to the game.
[0147] Starting pitchers can be replaced only by relief
pitchers.
[0148] 7. Players in Wrong Positions
[0149] With player replacements, some players might be put into
positions they don't normally play. The position normally played is
indicated on the game piece base 120. The following rules describe
what happens when players at some positions are forced to play at
other positions.
[0150] a) Starting Pitcher as Relief Pitcher--Begins play with 2
clicks of lost performance (blue 2 showing on his performance
dial).
[0151] b) Relief Pitcher as Starting Pitcher--Loses 1 click of
performance for each inning he pitches after the first. This is not
a cumulative loss. A, relief pitcher cannot pitch more than five
innings as a starting pitcher no matter how hot he is.
[0152] c) Utility Infielder--Can play all infield positions except
for catcher and pitcher with no initial loss of performance.
[0153] d) Playing First Base--All positions, except starting
pitchers and relief pitchers, can play first base. If a player is
at first base and doesn't have "1B" (indicating a first base as the
normally played position) on his game piece base 120, all fielding
attempts he makes must equal 12 or more to succeed. In addition, a
designated hitter playing first base must make a fielding attempt
on each ball he fields, whether or not he moves into the zone to
field the ball.
[0154] e) Playing the Infield--The pitcher and catcher positions
can be played only by pitchers and catchers, respectively. Any
other infield position (1B, 2B, 3B, SS) can played by any
infielder. If an infielder plays out of position, all fielding
attempts he makes must equal 12 or more to succeed.
[0155] f) Playing the Outfield--An outfielder (RF, CF, LF) can play
any other outfield position. If an outfielder plays out of
position, all fielding attempts he makes must equal 12 or more to
succeed.
[0156] g) Designated Hitter--Any player can be a designated
hitter.
[0157] h) Other Replacement Combinations--If a player is forced to
play a position not described in this section, an outfielder
playing shortstop, for example, he not only must make a fielding
attempt on all balls he fields, but his fielding attempt also must
equal 13 or more to succeed. In addition, a runner gets +2 to his
speed value to overcome any throwing attempt made by this
player.
[0158] Advanced Managerial Decisions
[0159] The following rules describe more advanced baseball tactics
that you might want to incorporate into games.
[0160] 1. Stealing Bases
[0161] A runner can attempt to steal a base (advance one base by
running during an at-bat). Managers declare stolen base attempts
after they choose dice, but before they roll them.
[0162] Once a stolen base attempt is declared, the fielding team's
manager can make a throwing attempt using the catcher's defense
value against the runner's speed value. If the throwing attempt
succeeds, the runner is out and the catcher gains 1 click of
performance. If the throwing attempt fails, the runner steals the
base and gains 1 click of performance.
[0163] The following additional rules apply to stealing bases:
[0164] a) To reduce the odds of a base being successfully stolen,
the fielding team's manager can keep an infielder in the same
player position as the base the runner occupies. This is called
holding the runner. In this case, the catcher gets +2 to his
defense value to throw out the runner at second base and +3 to his
defense value to throw out the runner at third base.
[0165] b) The batting team's manager can declare a double steal;
that is, two runners can each attempt to steal bases. In this case,
if the fielding team's manager gets only one throwing attempt; he
must decide which runner to attempt to throw out.
[0166] c) Players cannot steal home plate.
[0167] 2. Sacrifice Bunting
[0168] Bunting is when a batter tries to lightly tap a pitch so
that the ball falls in the area between the catcher and pitcher.
The sacrifice bunt is used to try to move runners from base to base
and stop the fielder's choice option. In the simulated game you
cannot bunt for a base hit.
[0169] Before rolling dice, the batting team's manager declares a
sacrifice bunt attempt and rolls the custom contact die 176; the
standard utility die, is not rolled. The fielding team's manager
does not roll a die. If the baseball bat icon comes up, the
sacrifice bunt succeeds. The batter is out, but all other runners
advance one base.
[0170] If any other icon comes up, the pitcher can choose to roll
either the custom control die 172 or custom velocity die 170.
Follow the rules for whichever combination results. Sacrifice bunts
cannot be attempted when there are already two outs, and cannot
advance a runner from third base to home plate.
[0171] 3. Intentional Walks
[0172] Sometimes it is in the best interest of the fielding team
not to pitch to the batter, either because he's hot or because the
fielding team's manager wants to try to set up a double play or
forced out situation. Without rolling any dice, this manager simply
declares an intentional walk, and the batter advances to first
base. All walk rules apply.
[0173] 4. Streaks
[0174] As previously discussed, players can go on hot or cold
streaks, and managers can use these streaks in the game if they
wish. To replicate this in a single game, once both managers have
determined their lineups, roll the standard utility die once for
each player. If the result is 6, that player is on a hot streak.
That player gains 1 click of performance (so that the red 1 shows
on his performance dial) to start the game. If the result is 1,
that player is on a cold streak. That player loses 1 click of
performance (so that the blue 1 shows on his performance dial) to
start the game. On any other result, a player begin's the game with
the starting marker showing on his performance dial.
[0175] Team-Building Strategies
[0176] Each manager must initially build a team to begin the game
playing simulation. The players for each team may be selected from
a collection of game pieces representing player characters selected
by each player. Different characters have different point values
based on the desirability of the player characteristics. For
example, a power hitter may have a greater point value than an
average hitter. Each player character has a predetermined point
value printed on the game piece base 120.
[0177] In operation, the players agree in advance that a team value
will not exceed a predetermined point value. For example, the
players may agree that a team must be assembled for no more than
300 points. It is necessary to have at least 11 players, including
infielders, outfielders, a, starting pitcher and at least one
relief pitcher. The game players must each use selected strategy in
assembling their respective teams. The following team building
strategies may be provided guidance in assembling a team.
[0178] The game players may select one of the three team building
options listed below:
[0179] 1. Point Value Maximum one league only;
[0180] 2. Point Value Maximum all players; or
[0181] 3. Full team v. Full Team (all Mariners vs. all White
Sox).
[0182] For example, the game players may agree to build their teams
having a total point value not to exceed 300 (or some other total
point value). This approach may be used with either option 1 or 2
above. Alternatively, the game players may simply play one team
against another by selecting option 3. Total point value is not
consider when using this option.
[0183] Intangibles
[0184] Some players have innate talent and ability that just can't
be taught. These special qualities are called intangibles. If a
player has an intangible, it will appear in his stat slot (i.e.,
the aperture 128). As long as an intangible appears in a player's
stat slot, he gains the benefit of that intangible's effect. A
player can have only one intangible at a time. Some intangible
examples are provided below.
[0185] 1. Leadership--(Indicated by a black circle visible through
the aperture 128.) If this player gets +1 click of performance,
choose another player on the team to gain +1 click of performance
instead.
[0186] 2. Intimidation--(Indicated by a gray circle visible through
the aperture 128.) If this player gets total control of the at-bat,
the opposing player (batter or pitcher) loses one click of
performance instead of this player gaining one click of
performance. Choose the at-bat result from this player's style.
[0187] 3. Speed Demon--(Indicated by a red circle visible through
the aperture 128.) This player gets a +1 to his speed value
whenever he attempts to steal a base or advance an extra base. If
the at-bat result is a GB or GB Scorcher special play, the fielding
player must make a throwing attempt (in addition to the fielding
attempt, as normal) to get him out.
[0188] 4. Specialist--(Indicated by a golden circle visible through
the aperture 128.) If this player is pitching, and his throwing
hand is the same as the batter's batting stance, each defensive
player gets +1 to his defense value for all fielding and throwing
attempts. Note: switch hitters (batters with the "S" batting
stance) automatically bat opposite the pitcher's throwing hand.
[0189] 5. Flame Thrower--(Indicated by an orange circle visible
through the aperture 128.) If the at-bat result is an SB or a GB
(including a Scorcher Special Play result), roll the red velocity
dye. If the baseball icon comes up, the result is a strike out
instead. This player loses one click of performance.
[0190] 6. Double Play Wizard--(Indicated by a yellow circle visible
through the aperture 128.) Increase this player's Defense rating by
+1 for double play throwing attempts.
[0191] 7. Clutch Batter--(Indicated by the light blue circle
visible through the aperture 128.) When this player bats, all
runners get a +1 to their speed values against any throwing
attempts. If there are two outs or a runner on second or third
base, the number needed to succeed at a fielding attempt increases
by 1.
[0192] 8. Spray Hitter--(Indicated by the dark blue circle visible
through the aperture 128.) When this player bats, add or subtract 1
from the result of the conventional green utility dye. This new
result cannot be less than 1 or more than 6. This gives the batter
the opportunity to hit to an area of the field where there are no
defenders.
[0193] 9. Cannon--(Indicated by a purple circle visible through the
aperture 128.) This player gets +1 to his defense value for all
throwing attempts.
[0194] 10. Shut 'em Down--(Indicated by a green circle visible
through the aperture 128.) If it is in the 8.sup.th or 9.sup.th
inning, and there are runners on second or third base, this
player's manager chooses and rolls the pitcher's dye after the
result of the batter's dye is known. This player loses one click of
performance.
[0195] 11. Great Range--(Indicated by a brown circle visible
through the aperture 128.) This player gets +1 to his defense value
for all Scorched special play fielding attempts. If this player
fields a Deep Fly special play that is less deep than the fence
depth of the zone to which the ball is hit, he gives up only a 1B
on a failed fielding attempt.
[0196] Preparing to Play
[0197] Lay out the play mat (i.e., the game board 100) sideways
between the managers, with one manager sitting to the left of home
plate and the other sitting to the right of home plate. A manager's
dugout is the area on the table between him and the play mat. When
batting, a manager places his players who are not batting in the
dugout.
[0198] The play mat is used to record almost everything in the
game. The scoreboard 108 area of the play mat is used to keep track
of what inning it is (the innings track), the score (the score
track), and how many outs have been recorded in the current at-bat
(the outs track). At the beginning of the game, place the baseball
tokens as described here.
[0199] One of the baseball tokens has "top" printed on one side and
"bottom" on the other; this token is the inning token. The top of
the inning is when the visiting team is hitting and the home team
is in the field. The bottom of the inning is when the home team is
hitting and the visiting team is in the field. To begin the game,
place the inning token over the "1 " on the innings track with the
"top" side up.
[0200] Place two of the generic baseball tokens on the score
track--one over the "0" for the home team and one over the "0" for
the visiting team. As teams score runs, move the tokens to indicate
the current score.
[0201] Place one generic baseball token next to each of the three
outs on the outs track. Each time a team's player is put out, cover
one of the outs with a baseball token. When all three outs have
been covered, it is the next team's turn to bat.
[0202] Determine the Home Team
[0203] Both managers roll two standard utility six-sided dice. The
team of the manager who rolls highest is the home team. If the game
players are involved in multiple game play, home team designation
can alternate or change by agreement between the game players.
[0204] Set Fence Depth
[0205] The home team manager determines the size of the ball park
by placing fence markers on the play mat. Fences (the outfield wall
106) indicate how far a batter must hit a ball in order for it to
be a home run; the farther the fences are from home plate, the
harder it is to hit home runs. There are three fence depths
(outfield walls 106s, 106m and 106l) on the play mat, represented
by colored lines in order of depth: green (shallow), yellow (mid),
and red (deep). For a quick setup, we recommend placing fence
markers in the yellow depth. In an alternative game scenario, the
home team manager may place fence markers at different depths,
making the ball park deeper in certain areas than others, such as
is known in major league ball parks.
[0206] Determine Your Lineups
[0207] Each game player determines his lineup using the following
rules:
[0208] 1. Choose a game option (see the "Game Options" discussion
below).
[0209] 2. Each team must have a minimum of nine players.
[0210] You must have one player for each position.
[0211] Your team can have more than nine players, but each team
must begin the game with the same number of players.
[0212] 3. Both managers turn their players' performance dials
(i.e., the game piece base 120 of FIGS. 1-4) so that their starting
markers shows through their stat slots (i.e., the aperture
128).
[0213] Game Options,
[0214] 1. American League.TM. Game: Both teams can use players
only, from American League.TM. teams. Pitchers do not bat. Each
team uses a designated hitter, who does not take the field. The
designated hitter can have any player position printed on his
base.
[0215] 2. National League.TM. Game: Both teams can use players only
from National League.TM. teams. Pitchers do bat. Teams do not use
designated hitters.
[0216] 3. Interleague Game: One team is an American League.TM. team
and one team is a National League.TM. team. Use the rules for each
league; the home team determines if the designated hitter is used.
If the designated hitter is not used, the American League.TM.
pitcher does bat. In National League.TM. games and in National
League.TM. stadiums during interleague play, pitchers bat. Because
pitchers do not have at-bat result combinations on their
performance dials, a generic batter's dial for pitchers is printed
on the game board 100. The at-bat is resolved as normal.
[0217] 4. Mixed-Squad Game: Teams are composed of players from both
leagues. Follow the rules for interleague games.
[0218] Set the Batting Order
[0219] Each manager places the,sequence indicators 168 (see FIG.
6), which are labeled Batter Order No. 1 through 9 on his nine
starting players to indicate the order in which the players will
bat. In American League games, the designated hitter (DH) is not in
the starting lineup because he doesn't take the field. However, the
batting order clip can be paced on the DH in the dugout.
[0220] Batting order is a key strategy in baseball, and it might
take you a few games to get your team's order right. Both managers
must set their batting orders before either team takes the field.
Hint: Many big-league managers put fast runners or solid contact
hitters toward the top of their lineup, their best power hitters in
the middle of the lineup, and the rest of their batters toward the
end of the order.
[0221] Take the Field
[0222] The home team manager places his players in their field
positions on the play mat. A player must be placed in a position
that matches the position printed on his base. If a player has more
than one position printed on his base, he can be placed at any of
those positions; once a position is chosen, however, he must remain
in that position for the duration of the game.
[0223] A player must be placed fully within the zone of his
appropriate position--not on the lines of that zone. Once the home
team has taken the field, the away team manager places his first
batter (the one with the Batter 1 batting order clip on it) on home
plate.
[0224] The At-Bat
[0225] An at-bat pits the pitcher against the batter. The selection
and use of the custom dice has already been discussed. Prior to
selection and rolling of the dice, the defensive manager may set
the defense based on the performance characteristics of the
batter.
[0226] Set the Defense
[0227] The fielding team's, manager can adjust his fielders based
on the spray chart printed on a batter's base. A batter's spray
chart tells you where he is most likely to hit the ball. There are
six zones originating at home plate, with zone 1 at the far left of
the field and zone 6 at the far right of the field. Before pitching
to the batter, the fielding team's manager can move his players to
zones where the batter is more likely to hit the ball. Infielders
must stay in the infield and outfielders must stay in the outfield.
You might not be able to cover all of a batter's hitting zones.
[0228] Choose Pitcher and Batter Tactics
[0229] Each manager then chooses which custom die he will use to
help resolve the at-bat. The pitcher's manager secretly chooses
either the white control die 172 or the red velocity die 170.
[0230] The batter's manager secretly chooses either the black power
die 174 or the blue contact die 176. The standard utility die must
also be rolled by the batter's manager. This die is used for every
at-bat, so its selection is not secret.
[0231] When deciding which die to choose, each manager can look at
the pitcher's and batter's bases and performance dials. Each base
shows a unique set. of icon combinations, and each combination
corresponds to a particular at-bat result in the stat slot.
[0232] The Ball Is in Play!
[0233] Once rolled, the dice will reveal a pair of icons and a
number on the standard utility die. The managers find this icon
combination on either the pitcher's or batter's dial. Once the icon
combination is found, look in the stat slot next to that
combination to find the result of the at-bat. See "At-Bat Results,"
above for information on what each at-bat result means. The result
of the standard utility die indicates the zone (1-6) to which the
ball is hit. It is used for all at-bat results unless otherwise
indicated.
[0234] Example Game Play
[0235] Once teams are selected and a home team is determined, the
home team takes the field and the first player in the batting order
for the hitting team (i.e., the visiting team) comes to the plate.
In the following example, home team players are designated with an
"H" and the player's position (e.g., H1B for the home team first
baseman) while the visiting team is designated with a "V" and a
batting order or base runner designation (e.g., VB1 for the first
batter or VR1 for the first base runner). Based on the values in
the spray chart 160 for the batter, the fielding team manager may
position the players defensively. In one example, the fielding team
players are positioned as illustrated in FIG. 11A based on the
spray chart 160 for a visiting team batter VB1.
[0236] As noted above, each manager then secretly selects one of
their two custom dice. The fielding team manager rolls a single
selected custom die while the hitting team manager rolls a selected
custom die and a standard utility die. In this example, the
combination of custom dice resulted in a base hit and the visiting
team batter VB1 moves to first base as a runner VR1 and the second
visiting team batter VB2 comes to the plate, as illustrated in FIG.
11B. Again, the fielding team manager may reposition defensive
players to maximize defensive possibilities for the values of the
spray chart 160 for the batter VB2.
[0237] Again, the two managers roll the selected custom dice and
compare the outcomes with the icon combinations on the game bases
120 for the pitcher HP and the batter VB2. In this example, the
combination outcome indicates a ground ball to zone 6, which is
protected by the first baseman H1B. The fielding team manager may
opt for a groundout of the batter at first base or may attempt a
double play. Double plays are processed in the manner described
above by comparing rolled dice values with speed values for the
runner VR1 and a player selected by the fielding'team manager to
cover second base. In the example illustrated in FIG. 11B, both the
second baseman H2B and'the shortstop HSS are able to cover second
base. The fielding team manager may select one of the two players
based on speed values and defensive values for that player. If the
first portion of the double play succeeds, a similar process is
repeated to determine whether'the batter VB2 is doubled up at first
base. In the present example, the double play is successfully
completed and, as shown in FIG. 11C, there are two outs (shown by
O1 and O2 tokens) and no base runners for the visiting team.
[0238] As a result of the double play, the two fielding players
each receive +1 click of confidence by adjusting the game piece
base 120 in the manner described above. In addition, the batter VB2
hitting into the double play receives a -1 click of confidence.
[0239] The third player in the visiting team batting order VB3
comes to the home plate, as illustrated in FIG. 11D and the two
managers repeat the at-bat process by positioning defensive players
and secretly selecting one of the custom dice and rolling. In this
example, the combination of icons rolled by the managers indicates
a home run. In addition to scoring a run, the batter VB3 gains +1
click of confidence while the pitcher loses -1 click of
confidence.
[0240] Batter VB4 comes to the plate, as illustrated in FIG. 11D,
and the at-bat process is repeated. In this example, the result of
the at-bat is a strike-out and the inning has ended.
[0241] Summary
[0242] Thus, the present game permits fast-paced action with a high
degree of realism that is not achievable in current sports
simulation games. While the examples presented herein are directed
to a baseball game example, those skilled in the art can appreciate
that the principles of game play and the game piece bases 120 can
readily be applied to other sporting events, such as basketball,
football, soccer, golf and the like.
[0243] The foregoing described embodiments depict different
components contained within, or connected with, different other
components. It is to be understood that such depicted architectures
are merely exemplary, and that in fact many other architectures can
be implemented which achieve the same functionality. In a
conceptual sense, any arrangement of components to achieve the same
functionality is effectively "associated" such that the desired
functionality is achieved. Hence, any two components herein
combined to achieve a particular functionality can be seen as
"associated with" each other such that the desired functionality is
achieved, irrespective of architectures or intermedial components.
Likewise, any two components so associated can also be viewed as
being "operably connected", or "operably coupled", to each other to
achieve the desired functionality.
[0244] While particular embodiments of the present invention have
been shown and described, it will be obvious to those skilled in
the art that, based upon the teachings herein, changes and
modifications may be made without departing from this invention and
its broader aspects and, therefore, the appended claims are to
encompass within their scope all such changes and modifications as
are within the true spirit and scope of this invention.
Furthermore, it is to be understood that the invention is solely
defined by the appended claims. It will be understood by those
within the art that, in general, terms used herein, and especially
in the appended claims (e.g., bodies of the appended claims) are
generally intended as "open" terms (e.g., the term "including"
should be interpreted as "including but not limited to," the term
"having" should be interpreted as "having at least," the term
"includes" should be interpreted as "includes but is not limited
to," etc.). It will be further understood by those within the art
that if a specific number of an introduced claim recitation is
intended, such an intent will be explicitly recited in the claim,
and in the absence of such recitation no such intent is present.
For example, as an aid to understanding, the following appended
claims may contain usage of the introductory phrases "at least one"
and "one or more" to introduce claim recitations. However, the use
of such phrases should not be construed to imply that the
introduction of a claim recitation by the indefinite articles "a"
or "an" limits any particular claim containing such introduced
claim recitation to inventions containing only one such recitation,
even when the same claim includes the introductory phrases "one or
more" or "at least one" and indefinite articles such as "a" or "an"
(e.g., "a" and/or "an" should typically be interpreted to mean "at
least one" or "one or more"); the same holds true for the use of
definite articles used to introduce claim recitations. In addition,
even if a specific number of an introduced claim recitation is
explicitly recited, those skilled in the art will recognize that
such recitation should typically, be interpreted to mean at least
the recited number (e.g., the bare recitation of "two recitations,"
without other modifiers, typically means at least two recitations,
or two or more recitations).
* * * * *