U.S. patent application number 11/894438 was filed with the patent office on 2008-02-28 for game piece including a random outcome generator.
This patent application is currently assigned to Home Focus Development Limited, a corp. of the British Virgin Islands, TrustNet Chambers Limited. Invention is credited to Jacob R.S. Andersen.
Application Number | 20080048396 11/894438 |
Document ID | / |
Family ID | 39112640 |
Filed Date | 2008-02-28 |
United States Patent
Application |
20080048396 |
Kind Code |
A1 |
Andersen; Jacob R.S. |
February 28, 2008 |
Game piece including a random outcome generator
Abstract
A game piece used in playing a game includes a depiction of a
character and a random outcome generator attached to the depiction
of the character.
Inventors: |
Andersen; Jacob R.S.; (Hong
Kong, CN) |
Correspondence
Address: |
IP GROUP OF DLA PIPER US LLP
ONE LIBERTY PLACE, 1650 MARKET ST, SUITE 4900
PHILADELPHIA
PA
19103
US
|
Assignee: |
Home Focus Development Limited, a
corp. of the British Virgin Islands, TrustNet Chambers
Limited
Tortola
VG
|
Family ID: |
39112640 |
Appl. No.: |
11/894438 |
Filed: |
August 21, 2007 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
60839160 |
Aug 22, 2006 |
|
|
|
Current U.S.
Class: |
273/288 |
Current CPC
Class: |
A63F 3/00 20130101; A63F
2003/00826 20130101; A63F 3/00697 20130101; A63F 2011/0072
20130101 |
Class at
Publication: |
273/288 |
International
Class: |
A63F 3/00 20060101
A63F003/00 |
Claims
1. A game piece, comprising: a means for representing a player
within a play environment; and a random outcome generator attached
to the means for representing a player.
2. The game piece according to claim 1, wherein the random outcome
generator in a spinner.
3. The game piece according to claim 2, wherein the spinner
comprises a disk rotatably secured to the means for representing a
player.
4. The game piece according to claim 3, wherein the spinner
comprises a second disk having indicia of random numbers.
5. The game piece according to claim 2, wherein the random outcome
generator comprises a housing having a disk rotatably mounted
therein.
6. The game piece according to claim 1, wherein the random outcome
generator is electronic.
7. The game piece according to claim 6, wherein the random outcome
generator includes a means for including a previously generated
random outcome in a calculation of a random outcome.
8. The game piece according to claim 7, wherein the previously
generated random outcome is a random outcome generated by the same
game piece.
9. The game piece according to claim 7, wherein the previously
generated random outcome is a random outcome that is generated by
another game piece.
10. The game piece according to claim 6, wherein the random outcome
generator includes means for including a position on a playmat in a
calculation of a random outcome.
11. The game piece according to claim 6, wherein the random outcome
generator includes a means for transmitting a random outcome to an
internet website.
12. The game piece according to claim 11, wherein the means for
transmitting the random outcome to an Internet website includes a
webcam.
13. The game piece according to claim 1, wherein the means for
representing a player within the play environment include a
statue.
14. The game piece according to claim 13, wherein the statue
depicts a character or a vehicle.
15. The game piece according to claim 1, further comprising a
speaker operatively connected to the random outcome generator for
communicating a random outcome.
16. The game piece according to claim 1, further comprising a
visual display operatively connected to the random outcome
generator for communicating a random outcome.
17. The game piece according to claim 1, wherein the random outcome
generator is structured to generate a random number.
18. The game piece according to claim 1, wherein the random outcome
generator is structured to generate a set of instructions.
19. A method of playing a game, comprising: providing at least one
game piece having a random outcome generator disposed therein or
thereon; generating a random outcome; and manipulating the game
piece according to the random outcome.
20. The method according to claim 19, wherein generating a random
outcome includes basing the random outcome on a previously
generated random outcome.
21. The method according to claim 20, wherein the previously
generated random outcome was generated by the same game piece.
22. The method according to claim 20, wherein the previously
generated random outcome was generated by a different game
piece.
23. The method according to claim 19, wherein generating a random
outcome includes basing the random outcome on a position of the
game piece on a playmat.
24. The method according to claim 19, further comprising
communicating the random outcome to an Internet website.
25. The method according to claim 19, wherein the random outcome is
a random number.
26. The method according to claim 19, wherein the random outcome is
a set of instructions.
Description
RELATED APPLICATION
[0001] This patent application claims the benefit of U.S.
Provisional Application No. 60/839,160, filed Aug. 22, 2006. This
earlier provisional application is hereby incorporated by
reference.
TECHNICAL FIELD
[0002] This disclosure relates to games involving random outcomes.
More specifically, I provide a random outcome generator as part of
the game piece.
BACKGROUND
[0003] Numerous games include the use of a random outcome
generator, with manipulation of various game pieces performed
according to the outcome determined by the random outcome
generator. Examples of prior random outcome generators include
spinners, dice, and cards that must be drawn from a deck, having
instructions printed thereon. The outcome may include moving a game
piece a specified number of spaces on a playmat, imposing a penalty
on an opposing player that decreases the opposing player's chances
of winning the game, for example, moving the opposing player's game
piece back a certain number of spaces on a playmat, or reducing the
opposing player's "lives" or some other measure of ability to
survive within the game, or increasing one's own "powers," other
abilities, weapons, extra "lives" or some other measure of
increased ability to survive within the game.
[0004] Other presently available random outcome generators include
software algorithm for generating "random" numbers, which must be
run on some type of computer or microprocessor. One presently
available set of dice includes a display screen on one face and an
impact sensor on the opposing face, so that when the impact sensor
is struck, the display screen randomly displays a number of dots
corresponding to the traditional one to six dots on a traditional
die. The number of options for game play could be expanded by
including random number generators within individual game
pieces.
SUMMARY
[0005] I provide a game piece providing both a means of
representing a player within the play environment, and a random
number generator attached thereto.
[0006] I further provide a method of playing a game, wherein the
manipulation of each game piece is determined by a random outcome
generator disposed on or within the game piece.
BRIEF DESCRIPTION OF THE DRAWINGS
[0007] For the purpose of illustration, there is shown in the
drawings a form which is presently preferred; it being understood,
that my game pieces are not limited to the precise arrangements and
instrumentalities shown.
[0008] FIG. 1 is a front perspective view of a front panel of a
statue.
[0009] FIG. 2 is a side perspective view of a side panel of a
statue.
[0010] FIG. 3 is a top perspective view of a disk for a game
piece.
[0011] FIG. 4 is a top perspective view of a game piece.
[0012] FIG. 5 is an environmental, perspective view of a game
piece.
[0013] FIG. 6 is a front perspective view of another game
piece.
[0014] FIG. 7 is a partially exploded, partially schematic view of
the game piece of FIG. 6.
[0015] FIG. 8 is a front perspective view of a random outcome
generator for the game piece of FIG. 6, showing the actuator in its
rest position.
[0016] FIG. 9 is a front perspective view of a random outcome
generator for a game piece of FIG. 6, showing the actuator in its
actuation position.
[0017] FIG. 10 is an exploded view of a game piece.
[0018] FIG. 11 is a front perspective view of the game piece of
FIG. 10.
[0019] FIG. 12 is an environmental, perspective view of a game
piece of FIG. 10.
[0020] FIG. 13 is an environmental, perspective view of a game
piece of FIG. 10.
[0021] FIG. 14 is a front perspective view of another game
piece.
[0022] FIG. 15 is an environmental, perspective view of a pair of
game pieces.
[0023] FIG. 16 is an environmental, perspective view of a pair of
game pieces, being utilized for playing the game.
[0024] FIG. 17 is an environmental, perspective view of another
game piece.
DETAILED DESCRIPTION
[0025] In the figures, in which like reference numerals indicate
like elements, there are shown examples of embodiments of the game
piece.
[0026] I provide a game piece having a means of representing a
player within a play environment, which may be an identifying color
or shape, or which may include a depiction of a character thereon,
with a random outcome generator attached to the depiction of the
character. For the purpose of this description, a random outcome
need not be purely random, but must merely have the appearance of
randomness to a player. Random outcomes may include outcomes
selected from a limited set of possible outcomes, outcomes
generated by algorithms that are not truly random, and outcomes
generated by algorithms or procedures that give different
probabilities to different possible outcomes based on past outcomes
or otherwise based on the rules of the game. A game piece is
defined as any object depicting a fanciful representation of a
character, vehicle, or other thing that is manipulated by a player
during game play, and may include a playing card, a game card
representing a character, or a two-dimensional or three-dimensional
statue. More than one game piece may represent a single player.
[0027] A game piece can be made in any suitable shape, for example
in the shape of a stylized human being or animal, robot, military
vehicle or aircraft, spacecraft, or in a fanciful shape. The game
pieces can also be made in the likeness (including a caricature) of
an actual sports or military figures. The game pieces can also
comprise one or more colors, designs or indicia indicating the
army, team or side to which the piece belongs. Such colors, designs
or indicia can be those associated with actual armies, sports teams
or sports or military figures.
[0028] A game piece can be any suitable size which allows a person
to play the game, which can be readily determined by one skilled in
the art. For example, the game piece can be from about 20 mm to
about 45 mm in height, from about 15 mm to about 30 mm in length
(i.e., from left to right sides), and from about 10 mm to about 25
mm in depth (i.e., from front to back). An exemplary game piece can
be about 35 mm in height, about 27 mm in length, and about 21 mm in
depth. Greater or lesser values are contemplated for the height,
length and breadth of the player pieces.
[0029] The game pieces can be provided in any suitable number
depending on the activity (e.g., combat or team sport) to be
simulated, but at least two game pieces should be provided (e.g.,
one player per army, side or team). For example, soccer is played
with two sides of eleven players--traditionally a goalkeeper, two
fullbacks, three halfbacks, and five forwards. In an embodiment of
the present game which simulates soccer, two sides of at least
eleven game pieces can be provided for a total of 22 pieces,
representing two opposing soccer teams. American football also has
two sides of eleven players, and ice hockey has six players a side.
Thus, my game simulating American football would also provide two
sets of at least eleven game pieces (for a total of 22 pieces), and
my game simulating ice hockey would provide two sets of at least
six game pieces (for a total of twelve pieces). Any number of
additional game pieces can be provided in my game, where the
additional pieces can represent extra players for a given team or
side. For example, for my game simulating soccer, each team or side
could comprise about 12, about 13, about 14 or more pieces.
[0030] A plurality of game pieces constituting at least two armies,
or for example three, four, five or more armies, can also be
provided. An army can comprise any number of game pieces, for
example about 10, about 20, about 50 or about 100 or more game
pieces.
[0031] Game pieces may include characteristics such as patterns of
movement to which the game pieces are limited, strength, life
remaining within the character represented by the game piece,
weapons, spells, or other powers or abilities that may be utilized
by the character represented by the game piece, or other
capabilities of the character represented by the game piece that
must be taken into account during play of the game, and that
contribute to the advantage or lack thereof within the game.
Characteristics of the game pieces may be depicted in various
manners, for example, a picture of a character on a game card or a
two-dimensional panel, a three-dimensional statue, or by written
information provided on the game piece. Additionally,
characteristics may be taken into account within some embodiments
of the random outcome generator as explained in greater detail
below.
[0032] One example of a game piece 10 is illustrated in FIGS. 1-5.
The game piece 10 includes a statue 12 depicting a character that
is used within the game. The statue includes a front panel 14
defining a slot 16 therein. In the illustrated example, the slot 16
extends from the bottom of the panel 14 about half way of the
length of the panel 14. The statue 12 also includes a side panel
18, defining a slot 29 therein. The slot 20 in the illustrated
example extends from the top of the side panel 20 down about half
the length of the side panel 20. The side panel 18 further includes
a dart 22 extending from its bottom end 34, having a point 24 and a
pair of barbs 26.
[0033] A disk 28 includes an aperture 30 structured to receive the
dart 22. The disk includes indicia 32 corresponding to various
possible random outcomes, which in the illustrated example are
random numbers. The disk 28 further includes a straight side edge
33 corresponding to each of the indicia 32.
[0034] The game piece 10 may be provided in the form of three
pop-out sections of a single piece of paperboard, and is assembled
by first positioning the bottom end of the slot 16 adjacent to the
top end of the slot 20, and then pushing the front panel 14 down
over the side panel 18, until the top and bottom of each of the
front panel 14 and side panel 18 are substantially in registry with
each other. The dart 22 may then be pushed through the aperture 30
until the barbs 26 engage the disk 28. In use, the game piece 10
may be spun on the point 24 of the dart 22, essentially like a top.
When the game piece 10 loses its rotational momentum to the point
where it falls, it will fall on one of the sides 33, corresponding
to one of the indicia 32. The game piece 10 may then be manipulated
according to the randomly selected indicia 32 upon which it
lands.
[0035] Another example of a game piece 36 is illustrated in FIGS.
6-9. The game piece 36 includes a statue 38 which in the
illustrated example is a three-dimensional statue representing a
character. The statue is disposed upon a base 40, having a
substantially flat top wall 42 and bottom wall 44, and a
substantially cylindrical side wall 46. A window 48 is defined
within the top wall 42, and a slot 50 is defined within the side
wall 46, for receiving an actuator 52 therein.
[0036] A disk 54 is disposed within the base 40. The disk 54
includes indicia 56 indicating various random outcomes, which in
the illustrated example are random numbers. The disk 54 is
structured so that sliding the actuator 52 from one end of the slot
50 to the other will rotate the disk 54. When the disk 54 stops
rotating, one of the indicia 56 disposed about the periphery of the
top surface 42 may be displayed through the window 48. The game
piece 36 may then be manipulated according to this random
outcome.
[0037] Yet another example of the game piece 58 is illustrated in
FIGS. 10-13. The game piece 58 includes a statue 60 which, in the
illustrated example, is a two-dimensional panel having a picture of
a character thereon. A peg 62 extends from the bottom of the statue
60, where it may be received from the hole 64 defined within the
base 66. The base 66 is substantially disk-shaped, and includes
indicia 68 about the periphery of its top surface. The indicia 68
correspond to various random outcomes, which in the illustrated
example are random numbers. In the illustrated example, the peg 62
and hole 64 are rectangular, thereby resisting rotation between the
base 66 and statue 60.
[0038] A spinner 70 is rotatably secured between the statue 60 and
the base 66 by a hole 72 through which the peg 62 passes. The base
further includes a pointer 74, which in the illustrated example
includes a pair of projections defining a v-shape therebetween. In
use, a player may spin the spinner 70, causing the spinner 70 to
spin until friction brings it to a stop, at which point one of the
indicia 68 will typically be disposed within the v-shape defined by
the pointer 74. The game piece 58 may then be manipulated according
to this random outcome.
[0039] The player game piece can be fabricated from any suitably
rigid material, such as heavy gauge paper or cardboard, woods,
metals, plastics, rubbers or synthetic resins, as are known in the
art, by standard techniques for producing toy game pieces or
figures. For example, the player game piece can be fabricated by
injection molding from material such as
acrylonitrile-butadiene-styrene terpolymer (ABS), or a
polycarbonate and acrylonitrile-butadiene-styrene terpolymer blend
(PC/ABS).
[0040] Referring to FIG. 14, another embodiment of the game piece
76 is illustrated. The game piece 76 includes a statue 78, which in
the illustrated example is a three-dimensional representation of a
character. The statue 78 is disposed upon a random outcome
generator 80. The random outcome generator 80 includes a
microprocessor with a structure to execute a random number
generating algorithm, and then to display a random outcome based on
the random number generated. The outcome may be the random number
itself, or alternatively, may be instructions that are selected
based on the random number that is generated. The random outcome
generator 80 includes an actuator 82, which activates the random
number generator 80 when depressed or otherwise manipulated. The
random outcome generator 80 may further include a display 84,
and/or a speaker 86, for communicating the randomly generated
outcome.
[0041] The game piece can further comprise at least one sound
generating mechanism supported by the housing. The sound generating
mechanism can comprise any electronic or non-electronic sound
generator, such as are known in the art. Suitable sound generators
include devices comprising a printed circuit board ("PCB")
connected to a speaker, in which the PCB controls the type,
loudness, and frequency of the generated sound, such as are known
in the art. It is contemplated that the electronic sound generating
device can be programmable or capable of transmitting and receiving
and/or storing electronic data, such as computer program code for
generating sounds. Non-electronic sound generating mechanisms
include horns, buttons or other noisemakers which rely, for
example, on the expulsion of air through a hole or narrow channel,
or the movement or air across a reed, membrane or the like.
[0042] Electronics suitable for use in the sound generating
mechanism can include a power source box or battery box supported
by the housing, for containing batteries or other suitable power
source. Suitable wires can be used to couple operable components
such as switches, PCB and speaker. These components can be
supported by the housing. Some or all of the power source can
optionally be removable, so that the consumer can replace or renew
the power source when desired. The generated random number or the
instructions that result from a random number, may therefore be
communicated either visually or audibly, depending on the nature of
the game. The game piece 76 may then be manipulated based on the
randomly generated outcome.
[0043] The random number generator 80 may, in generating a specific
random outcome, take into account a previously generated random
outcome. For example, if a previously generated random outcome
resulted in the acquisition of a weapon, extra lives, or other
advantage within the game, a subsequent generation of a random
outcome may take this advantage into account by increasing the
probability of a more favorable outcome upon a subsequent random
outcome generation.
[0044] Referring to FIG. 15, a pair of game pieces 76 are
illustrated. Each of the game pieces 88 includes a statue 90, which
in the illustrated example is a three-dimensional representation of
a character. The statue 90 is disposed on a random outcome
generator 92, having an actuator 94 and a display 96 and/or a
speaker 98.
[0045] As before, the random outcome generator 92 includes a
microprocessor that is structured to generate a random number, and
then to generate a random outcome based on the random number that
is generated. The random outcome may be the random number itself,
or may be alternatively a set of instructions that is communicated
visually or audibly, and which is selected based on the random
number generated. The random outcome generator 92 further includes
a means for communicating with the random outcome generator 92 of
the other game piece 88. Such communication rules are well-known in
the art, and may include, for example, radio frequency or infrared
communication. Communication between the two random outcome
generators allows one of the random outcome generators 92 to use as
one of the inputs to its random number generating algorithm the
randomly generated outcome that was previously generated by the
other of the two random outcome generators. For example, if one of
the game pieces 88 is played in a manner that comprises striking a
blow to the other game piece 88, and the random outcome generator
92 of the first game piece 88 indicates that the blow was
successful, then the random outcome generator 92 of the other game
piece 88 may decrease the probability of a successful counter
attack, thereby simulating decreased strength of the second game
piece 88. Alternatively, if the random outcome generator 92 of the
first game piece 88 indicates that the blow missed its intended
target, then the random outcome generator 92 of the second game
piece 88 may increase the probability of a successful counter
attack based on the opportunity created by the initial attack.
[0046] Referring to FIG. 16, a pair of game pieces 88 are
illustrated in play on a playmat 100. The playmat 100 may include
spaces 102 wherein the game piece 88 may be placed, and/or various
other characteristics of the simulated play environment such as
obstacles 104. The image of the game pieces 88 on the playmat 100
may be recorded by an imaging device 106 connected to a computer
108.
[0047] My game can be played on any generally planar playing
surface, such as a floor, table top, desktop, and the like. The
playing surface is preferably smooth enough so that the toys can
move unimpeded during game play. Alternatively, the playing surface
can be uneven or multi-leveled.
[0048] My game optionally comprises one or more game boards which
are marked or otherwise carry indicia which simulate, for example,
battle fields or fields of play for one or more team sports. It is
understood that the markings or indicia which simulate a battle
field or field of play on a game board can include rear areas,
sideline areas or other areas where individuals not actively
participating in the group activity would be located. One skilled
in the art is familiar with the relative dimensions and
configurations of fields of play for team sports, and can readily
adapt such dimensions and configurations into a game board.
[0049] In addition to any markings or indicia which indicate the
field of play, a game board can also comprise regular markings
which indicate spaces or distances through which a toy can be moved
in a given turn during game play, or obstacles impeding the
movement of toys. For example, a game board can comprise a grid of
regular squares or hash marks which dictate the extent to which a
toy can be moved during game play. My game board (e.g.,
representing a battle field) can comprise mobile or
random-appearing obstacle or target. For example, such a game board
can comprise flat "pop-up" targets representing opponents, which
appear at random intervals and/or locations during game play. Such
"pop-up" targets can be controlled by electronics such as are
described above, as is known in the art.
[0050] A game board can be fabricated from any suitably smooth and
rigid material, such as heavy gauge paper or cardboard, woods,
metals, plastics, rubbers or synthetic resins, as are known in the
art, by standard techniques. A game board can comprise colors,
designs or indicia in addition to those which mark the field of
play, for example which are associated with a particular army, team
or league that engages in the group activity being simulated. A
game board can also comprise structures which can be attached to or
placed on the game board, representing obstacles, geographic
features, seats, score boards, goals or goal posts and the like. A
game board may be placed on any flat surface, or may be supported
by a frame or by legs, during play.
[0051] The game can also comprise other items, such as a foldable
housing to contain the playing pieces and game board (if present)
when not in use, scorecards or other devices to record game
statistics and results, candy or gum, electronic devices (such as
for producing light and sound effects or play-by-play announcements
during game play), a timing device, stickers or the like for
decorating the game pieces and/or game board, and promotional items
such as contests or lotteries and team or league paraphernalia.
[0052] An imaging device 106 may be used to capture information
such as the location of each game piece 88 on the playmate 100,
and/or the random outcomes generated by each game piece 88. The
imaging device 106 can comprise any device which is capable of
capturing and transmitting information to a computer network in a
form that the network can receive, optionally decode, and process.
It is contemplated that both digital and analog images can be
transmitted by the imaging device. Suitable imaging devices include
digital cameras adapted for connection to personal computers (e.g.,
through a USB or similar data transmission port or by wireless
communication), such as are commonly called "webcams." Typically,
the computer and/or webcam comprises software which periodically or
continually acquires video images (e.g., still frames) from the
webcam and converts the images into a JPG, TIFF or other similar
type image file.
[0053] Suitable software for acquiring and transmitting images from
a webcam to a computer are known in the art, and can generally be
found on the Internet. For example, software called "Webcam32" is
available online from Surveyor Corporation.
[0054] Generally, webcams and other suitable imaging devices can be
connected to a computer by a cable, such as through a USB or other
data transmission port, or by a wireless connection such as a radio
frequency link, infra-red, "blue-tooth," and the like.
[0055] Suitable webcams include Intel PC Camera Pro Pack (USB)
available from Intel Corp., the CAM-330L Cute Mini Web Camera with
32 MB RAM available from Comix International Co. Ltd. (Taipei,
Taiwan), and the KS-608 Compact Web Camera with Image Sensors
available from Techmakers Electronics Ltd. (Kowloon, Hong
Kong).
[0056] Webcams for use with the present method can have any
suitable memory, resolution, optics, video format, focus range,
power supply, connectivity and the like to allow the webcam to
capture and transmit images to a computer. For example, a suitable
webcam can have a 300-350k pixel CMOS sensor, a USB interface
connection with PC/notebook host, video mode up to 30 fps at CIF,
and an adjustable plastic lens to control the clarity of the image.
The webcam can also be any size, but is generally dimensioned to
easily fit within a typical retail food, candy or toy package. For
example, the webcam can be about 50 mm wide, about 70 mm in height
and about 60 mm in depth, and may include a stand. Webcams of
greater and lesser dimensions can also be used.
[0057] The imaging device can also comprise stand-alone digital
still or video cameras, or digital still or video cameras contained
in cellular telephones or other electronic devices. For example,
game information can be captured by a digital camera in a cellular
telephone, and transmitted to a computer via wireless communication
from the telephone (such as by e-mail).
[0058] The imaging device can also comprise an apparatus, component
or other means for reading game information which is not
necessarily visible to the unaided human eye. For example, the
imaging device can be equipped to read infra-red or ultraviolet
light, or the like, which is emitted or reflected from a substrate
holding the game information. The substrate holding the game
information can contain an apparatus, component or other means for
emitting signals such as infra-red or ultraviolet light, or the
like so that Alternatively, the imaging device can comprise an
apparatus, component or other means for emitting signals such as
infra-red or ultraviolet light, or the like so that such signals
are reflected from the game information in a manner which can be
detected by the imaging device. For example, the imaging device can
emit ultra-violet or "black" light, which is reflected from certain
material comprising the game information. The reflected ultraviolet
light can then be recorded and transmitted by the imaging
device.
[0059] During play, the imaging device may read the position of the
game pieces 88 on the playmat 100, along with the specific
characteristics of the game pieces 88. The imaging device 106 may
be structured to capture information about the random outcomes
generated by the random outcome generators 92 of each of the game
pieces 88, possibly by structuring the display 96 of each game
piece 88 so that it may easily be read by the imaging device 106.
The information read by the imaging device 106 may then be
transmitted to a computer 108 or a set of instructions for
continued game play may be generated, and/or various
characteristics resulting in an advantage during game play may be
added to or subtracted from the game pieces 88. Information about
the status of the game may be stored on the computer 108 or on the
internet website, so that play may be stopped and resumed at the
same point.
[0060] Referring to FIG. 17, yet another embodiment of the game
piece 110 is illustrated. The game piece 110 includes a pressure
sensor 112, and an output device such as the illustrated speaker
114, or alternatively a visual display. When the device is thrown
against a hard surface, the pressure sensor 112 will register the
impact, causing a random outcome generator therein to generate a
random outcome, which is transmitted by the speaker 114. The random
outcome generator of the game piece 110 may be similar to the
random outcome generator 92 described above. The game piece 110 may
include memory for remembering the random outcome generated by a
previous throw, using this outcome to determine the probabilities
of various other outcomes upon the next subsequent throw.
[0061] A game piece therefore provides an individual random outcome
generator attached to each individual game piece. Different random
outcome generators, with different sets of outcomes and different
probabilities assigned to each outcome, may therefore be included
with game pieces having different characteristics. Additionally,
the random outcome generator may utilize previously generated
random outcomes, either from the same piece or from other pieces,
to determine the probabilities associated with each possible
outcome in the next subsequent random outcome generation. These
capabilities provide for significantly greater options in the
manner in which various games may be played.
[0062] A variety of modifications to the embodiments described will
be apparent to those skilled in the art from the disclosure
provided herein. Thus, the game piece may be embodied in other
specific forms without departing from the spirit or essential
attributes thereof and, accordingly, reference should be made to
the appended claims, rather than to the foregoing specification, as
indicating the scope of the game piece.
* * * * *