U.S. patent application number 12/462698 was filed with the patent office on 2010-11-25 for game machine and games.
This patent application is currently assigned to THE REUBEN B. KLAMER LIVING TRUST. Invention is credited to Reuben B. Klamer.
Application Number | 20100295245 12/462698 |
Document ID | / |
Family ID | 41663991 |
Filed Date | 2010-11-25 |
United States Patent
Application |
20100295245 |
Kind Code |
A1 |
Klamer; Reuben B. |
November 25, 2010 |
Game machine and games
Abstract
The present inventions comprise four different games. Three are
board games and one is a game of chance. All four games use a Game
Machine.TM. device which carries a plurality of chips. The
International Game of Life.TM. involves moving pieces on a board in
a manner based on the results of rotating the chips. The All or
Nothing.TM. game involves competing for a pot of chips based on the
results of rotating the chips. The Jungle Game.TM. involves
collecting chips having the images of animals thereon based on the
results of rotating the chips. The Game Machine.TM. may also be
used to play a game of chance involving placing chips on a numbered
strip based on the results of rotating the chips.
Inventors: |
Klamer; Reuben B.; (San
Diego, CA) |
Correspondence
Address: |
ORRICK, HERRINGTON & SUTCLIFFE, LLP;IP PROSECUTION DEPARTMENT
4 PARK PLAZA, SUITE 1600
IRVINE
CA
92614-2558
US
|
Assignee: |
THE REUBEN B. KLAMER LIVING
TRUST
|
Family ID: |
41663991 |
Appl. No.: |
12/462698 |
Filed: |
August 6, 2009 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
61086737 |
Aug 6, 2008 |
|
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|
Current U.S.
Class: |
273/243 |
Current CPC
Class: |
A63F 3/00157 20130101;
A63F 3/00072 20130101 |
Class at
Publication: |
273/243 |
International
Class: |
A63F 3/00 20060101
A63F003/00 |
Claims
1. A game comprising a game board having a laid-out route from
beginning to a final destination terminal thereon, the game board
having marked destinations on a marked route, a game machine placed
on the game board, a plurality of chips including destination
chips, hotel chips, money chips, and playing pieces, the game
machine having locations for certain chips, and including a spinner
for moving the chips thereon to different numbers thereon, each
game player has one or more turns to spin the game machine to see
if he or she can guess the right chip on which the spinner arrow
stops, and the destination chips have a number on the bottom which
tells the player the number of spaces to move along the route.
2. A board game as in claim 1 wherein the board has labeled
take-away spaces to designate that a chip can be taken away from
another player.
3. A board game as in claim 1 wherein the chips include rescue
chips for use by a player threatened by a take-away play.
4. A board game as in claim 1 wherein the chips include Win the
World chips which, when obtained by a player, allows the player to
take certain chips from one or two other players.
5. A board game as in claim 1 wherein if the spinner on a player's
turn points to a money chip, the player is entitled to the amount
of money on the chip from a game board bank.
6. A board game as in claim 1 including a plurality of terminals
upon which a player may stay on indefinitely until he elects to
advance his playing piece.
7. A board game as in claim 1 including career choice spaces on the
board which entitle a player to pick a new career card if he lands
on such space.
8. A board game as in claim 1 including payday spaces for which a
player collects his salary, and at least one get married space that
the player can collect money from the bank if he lands thereon.
9. A board game as in claim 1 wherein the game board has marked
spaces including buy property, lose job, and have baby.
10. An all or nothing game using a game machine, chip racks,
playing, wild, all or nothing, joker and betting chips, a game
machine having locations for certain chips, and including a spinner
for moving the chips thereon to different numbers thereon, chip
racks for holding certain chips, and wherein each player fills his
rack with a number of chips to start the game.
11. A jungle game including a circle game board, a plurality of
home zone mats and chips, a game machine having locations for
certain chips and including a spinner for moving the chips thereon
to different numbers thereon, the chips including wild animal
chips, and chips are placed in the game machine.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application claims priority to U.S. Provisional
Application Ser. No. 61/086,737 filed Aug. 6, 2008, which is fully
incorporated herein by reference.
COPYRIGHT NOTICE
[0002] A portion of the disclosure of this patent document contains
material, which is subject to copyright protection. The copyright
owner has no objection to the facsimile reproduction by any one of
the patent document or the patent disclosure, as it appears in the
Patent and Trademark Office patent file or records, but otherwise
reserves all copyright rights whatsoever.
FIELD OF THE INVENTION
[0003] This invention relates to board games of chance and methods
of playing the games for entertainment and education.
BACKGROUND OF THE INVENTION
[0004] Applicant is the inventor of the well-known Game of
Life.RTM. and is the originator and an inventor of several other
items including those disclosed in U.S. Pat. No. 4,941,665 and D
541,879, each of which is incorporated by reference herein in its
entirety.
SUMMARY OF THE INVENTION
[0005] The present inventions comprise new, different and
innovative board games in which a modified version of the Game
Machine device disclosed in U.S. Pat. No. 4,941,665 is used. In
brief, these inventions comprise an International Game of Life.TM.,
an All or Nothing.TM. game in which the object is to win a "pot" of
chips and a Jungle Game.TM. in which the object is to collect all
of a predetermined number, e.g., six, chips having the images of
different animals thereon. The Game Machine of the present
invention may also be used to play a Game Machine Game.
DESCRIPTION OF THE DRAWINGS
[0006] FIG. 1A illustrates the board and playing pieces for the
International Game of Life.TM.
[0007] FIG. 1B is the board without game pieces.
[0008] FIG. 2A illustrates one form of a Game Machine device which
may be used in conjunction with the foregoing game boards or in a
Game Machine Game, and FIG. 2B illustrates one useful in the Game
Machine.TM. Game.
[0009] FIGS. 3A-3E are detailed views of a preferred Game
Machine.TM.
[0010] FIGS. 4A-4B further illustrate additional playing pieces
which may be used in the International Game of Life..TM.
[0011] FIGS. 5A-5B show playing pieces, and the terminal with the
jet airliner pieces parked next to it, and with FIG. 5B showing a
larger view of final terminal.
[0012] FIGS. 6A-6C show destination pieces.
[0013] FIG. 7 shows rescue chips.
[0014] FIGS. 8A-8D show college, career, property and property deed
cards.
[0015] FIG. 9A illustrates the board and playing pieces for the All
for Nothing.TM. game, and FIG. 9B shows a joker chip.
[0016] FIG. 10A illustrates the board and playing pieces for the
Jungle Game.TM., and FIG. 10B shows them in more detail.
[0017] FIGS. 10C-10F show close-ups of the circle game board.
DETAILED DESCRIPTION OF THE INVENTION
International Game of Life.TM.
[0018] The following equipment is used in playing the game:
[0019] Equipment: [0020] 1 Game board [0021] 1 Game Machine.TM.
[0022] 22 or more Destination Chips [0023] 8 International Hotel
Chips [0024] 7 Money Chips [0025] 3 Rescue Chips [0026] 3 Win the
World.TM. Chips [0027] 1 Pouch to hold Chips [0028] 4 Jet Airliners
(Red, Green, Blue, and Yellow) [0029] People Pegs (Pink and Blue)
to be placed on each Player's Jet Airliner playing piece. [0030] 40
Commuter Planes (10 ea. Red, Green, Blue, and Yellow) [0031] 9 or
more Career Cards [0032] 9 Property Deed Cards [0033] 9 Passport
Cards [0034] 1 Terminal 1 [0035] 1 Terminal 2 [0036] 1 Terminal 3
[0037] 1 Final Destination Terminal [0038] Play Money
[0039] The object of the game is for all Players, typically 2 to 4,
to reach the final destination terminal on the board shown in FIG.
1 with their Jet Airliner pieces, at which point the game ends. The
Player with the greatest amount of money wins. The money can be
tabulated on any predetermined basis, e.g., $100,000 each for
Destination Chips, $10,000 each for Hotels, etc. Money, as
explained in more detail below, also includes money won during
play, e.g., by reason of spaces on the game track, Pay Day chips,
Inheritance Money chips and earnings from Spin to Win.TM..
[0040] The following exemplary playing method may be used.
Bank
[0041] One Player is designated to be a "banker" and deals out
$2,000.00 to each Player after separating play money by
denomination.
Career Cards, Property Deed Cards
[0042] Each deck of Career Cards and Property Cards is placed face
down next to game board.
Jet Airliner and Commuter Planes Playing Pieces
[0043] Each Player chooses a Jet Airliner (either Red, Green, Blue,
and Yellow). These are Playing Pieces to advance on the game board.
Each Player also selects 10 Commuter Planes of corresponding color
(Red, Green, Blue, and Yellow) and places them by his or her side.
Commuter Planes should be placed on Destination Chips to signify
ownership.
Hotels, Destinations and Terminals
[0044] Hotels are valued at $100,000. Destinations are valued at
$100,000. The 4 Terminals are placed on designated locations on the
game board. They may be freestanding and not attached. The 8 hotels
are to be placed at random on any international symbol for Hotel on
the game board. The international symbol for Hotel is a figure
lying on a bed (note FIG. 1B).
Passport Cards
[0045] Each Player has the option to buy a Passport for $10,000
each. However, a Passport is required before the Player can win a
Destination Chip.
Peg People
[0046] Each Player may take on Peg (Pink or Blue) to start
according to his or her gender, and place it in one of the holes on
top of his or her Jet Airliner. This designates a passenger.
Pouch
[0047] The Banker takes the Chips from the Pouch and inserts them
in the Game Machine.TM. The selection of these Chips must be
random.
Game Machine.TM. Chips Pouch
[0048] All 22 Destination Chips, 8 International Hotel Chips, 7
Money Chips, 3 Rescue Chips and 3 Win the World.TM. Chips are
placed in the Pouch and must be mixed well.
Game Machine.TM.
[0049] After placing the Game Machine.TM. on a designated location
on the game board, fill the Game Machine.TM. with 6 Chips (face up)
drawn without looking from the Pouch. Each Player takes a turn to
spin the Game Machine.TM.. The Player that spins the highest number
(which is located underneath the Chip to which the arrow points)
goes first. Other Players take turns in the game play, clockwise
following the first Player.
Step 1 First Player
[0050] For example, the Game Machine.TM. could contain the
following Chips: Buy the Hilton Hotel, Go to Switzerland, Go to
London, Go to Japan, Go to Brazil, Go to Rome.
[0051] Note: Each Player has 3 turns to spin the Game Machine.TM.
to see if he can guess the right Chip on which the arrow stops.
Each Player may spin the Game Machine.TM. up to 3 times on his
turn.
[0052] If a Player does not guess by correctly calling out the Chip
to which the arrow points after spinning before he spins, he loses
the spin.
First Spin
[0053] For example: The 1st Player guesses a Destination Chip that
he wants, e.g., Go to Brazil. If the arrow on the spinner does not
point to Go to Brazil, then the Player spins again.
Second Spin
[0054] On the 2nd spin, the Player can guess the same or another
Destination Chip before the spin. If the arrow does not point to Go
to Brazil or any other Destination Chip which the Player guesses on
his turn, then the Player spins again.
Third Spin
[0055] On the 3rd spin, the Player gets the Chip to which the arrow
points, regardless of whether the Player guesses this spin or
not.
[0056] If the Chip is a Destination Chip he places the Chip on the
corresponding Destination space encircled in black on the game
track. The Player then places one of his corresponding color
Commuter Planes on top of this Destination Chip, which indicates it
is his exclusive possession.
[0057] If the arrow points to a Hotel Chip instead, then the Player
can take a Hotel Playing Piece off the game board and take it into
his possession.
[0058] Whenever a Destination Chip or a Hotel Chip is taken from
the Game Machine and put on the game board, then take another Chip
out of the Pouch and place it in the Game Machine.
[0059] Note: The Player does not necessarily have to take 3 turns
on the spinner. He may spin the spinner up to 3 times if he hasn't
already guessed a Chip in previous spins.
Number Advances on Track Underneath the "Chip" Track
[0060] Underneath the I want to go to Brazil Chip, for example,
there would appear a number which gives the Player the number of
spaces his Jet Airliner is to move on the winding game track. For
example, after the Destination Chip removed from the Game
Machine,.TM. if the number is #6, then the Player advances his Jet
Airliner 6 spaces on the winding game track. This completes the
first Player's turn.
SECOND, THIRD, AND FOURTH PLAYER SPINS follow the same procedure as
outlined in above Step 1. This procedure continues until all of the
Players have reached the Final Destination Terminal. Play ends, and
account is made of the money held by each Player.
Destination Chips
[0061] When Chips are placed in the Game Machine.TM. the Player
must first guess which Chip the arrow will point to before he/she
spins the Game Machine. When the arrow points to any given
Destination Chip that the Player has guessed, then that Chip is
taken out of the Game Machine.TM. and placed on the game board
where there is a corresponding picture replica of that particular
Destination Chip. The Player puts his color Commuter Plane on top
of the Chip, which designates that this Destination is a personal
possession of the Player.
[0062] In addition to taking a Chip which as been guessed out of
the Game Machine.TM., the Player may take the following Bonus Move
(for guessing the right Chip):
[0063] The Player may take a second Destination Chip from the Game
Machine.TM. or from another Player.
[0064] When a Player lands on a Destination Chip with a Commuter
Plane on it, then he must pay the Player who owns that Destination
a $50,000 fee.
International Hotel Chips
[0065] The Hotels are won by spinning the Game Machine.TM.. The
Player attempts to guess if the arrow in the Game Machine will
point to a Hotel Chip. When the Game Machine.TM. arrow points to a
Hotel Chip that the Player has guessed, then the Player removes the
Hotel Playing Piece from the game board and places it in his
possession, off the game board.
[0066] If the Player guesses correctly that the arrow in the Game
Machine.TM. will point to a Hotel Chip, then the Player has the
following Bonus move (for guessing the right Chip):
[0067] In addition to the Hotel Playing Piece, which the Player has
gained by guessing the right Hotel Chip, he may take another Hotel
Chip or a Destination Chip from the Game Machine.TM. or from any
other Player as a Bonus move (for guessing the right space where
the arrow points).
[0068] Note: Whenever a Destination Chip or a Hotel Chip is taken
from the Game Machine.TM. and put on the game board, then take
another Chip out of the Pouch and place it in the Game
Machine.TM..
International Hotel Playing Piece--Strategic Play
[0069] When the Hotel Playing Piece is held by a Player, the Hotel
Playing Piece may be played by placing it on the game board on any
OPEN Destination space which is unoccupied by another Player. This
move must be made by a Player before any of his/her spins. The
Player may also place the Hotel Playing Piece on his own
Destination Chip.
[0070] As a strategy move, a Hotel Playing Piece may be switched to
any unoccupied Destination space on the game board when it is
apparent that another Player's Jet Airliner playing piece
approaches. This move may be made by any Player only at the
beginning of his/her move. There is no limit to the number of times
that the Player who owns the Hotel can switch a Hotel's location on
the game board.
[0071] If any Player lands on a space where there is another
Player's Hotel Playing Piece on that space, the moving Player pays
a $50,000 fee to the Player who owns the Hotel.
Take Away Spaces
[0072] When a Player lands on a Take Away space, he can do the
following:
[0073] Take Away from another Player or from the Game Machine.TM. 1
Destination Chip or 1 Hotel playing piece.
[0074] Whenever a Destination Chip or a Hotel Chip is taken from
the Game Machine.TM. and put on the game board, then take anther
Chip out of the Pouch and place it in the Game Machine..TM.
[0075] If the Player Takes Away a Destination Chip from another
Player, he replaces it with his own color Commuter Plane. This
Destination Chip then becomes his exclusive property.
Rescue Chips
[0076] The Player does not need to guess the spin to acquire a
Rescue Chip. If during any spin in which the Player "guesses" a
chip that does not come up, and if at the end of any spin the arrow
points to a Rescue Chip, the Player may take the Rescue Chip (if
there is a Rescue Chip in the Game Machine.TM.), into his
possession instead of the Chip he had incorrectly guessed. No
further spins are allowed in that turn. The Player then keeps the
Rescue Chip until he is threatened by a Take Away play or any play
by another Player. This Rescue Chip will stop any Take Away play,
or stop any play by another Player. The Rescue Chip can only be
used once, and once it is used, the Rescue Chip is out of play.
Win the World.TM. Chips
[0077] The Player does not need to guess the spin to acquire a Win
the World Chip. If during any spin in which the Player guesses a
Chip that does not come up, and if at the end of any spin (if there
is a Win the World Chip in the Game Machine.TM.), and the arrow
points to a Win the World Chip, the Player may take the Win the
World Chip into his possession instead of the Chip he had
incorrectly guessed. No further spins are allowed in that turn.
When the arrow in the Game Machine points to a Win the World Chip,
then the Player has the following move:
[0078] The Player may take 2 Destination Chips or 1 Destination
Chip and 1 Hotel Playing Piece from one or two other Players or
from the Game Machine.TM.
[0079] Whenever a Destination Chip or a Hotel Chip is taken from
the Game Machine.TM. and put on the game board, then take another
Chip out of the Pouch and place it in the Game Machine.TM.
[0080] The Win the World Chip can only be used once, and once it is
used, the Win the World Chip is out of play.
Money Chips
[0081] When the arrow points to one of these Chips, you get the
amount on the Chip from the bank. The Chip is then set aside by the
banker, out of play.
Terminals
[0082] These Terminals are goals. Landing on a Terminal protects
the Player while he is on the Terminal from any moves made by any
Player to dispossess him of any of his Destination Circles or Hotel
Playing Pieces. The Player may stay on any Terminal indefinitely
until he elects to move his Jet Airliner Playing Piece. Any Player
can elect to go back to the nearest Terminal and place his Jet
Airliner Playing Piece on the Terminal, so long as his move is made
at the beginning of his/her turn. If a Player elects to go back to
the nearest Terminal, he then moves from that point forward.
Attention should be given to the need to keep the Jet Airliner
Playing Piece in motion to reach the Final Destination Terminal on
the game board.
Career Choice and Career Change
[0083] If a Player lands on a Career Choice space, he may pick a
Career Card. If a Player lands on a Career Change space, he picks a
new Career Card. Another Player holds the Career Cards with the
backs facing the Player making the choice. The Career Card
establishes the salary of the Player throughout the game.
Payday
[0084] There are Pay Day spaces throughout the game board. When a
Player lands on Pay Day or goes by it, he then collects his salary,
which is on the Career Choice Card he has selected.
Get Married
[0085] If a Player lands on the Get Married space, he stops and
collects $10,000 from the bank.
Buy Property--Draw a Deed
[0086] If a Player lands on a Buy Property--Draw a Deed space,
another Player holds the Buy Property--Draw a Deed cards with the
backs facing the Player making the choice. The Player selects a
card and pays $10,000 to the bank.
Lose Job--Start Career
[0087] If a Player lands on Lose Job--Start Career space, he
exchanges the card he has secured prior to his move, and draws
another Career Card held up by another Player, with the backs
facing the Player making the choice.
Baby Boy--Baby Girl
[0088] If a Player lands on a Baby Boy--Baby Girl space, he
collects $10,000 from the bank for each baby and takes a Peg (Pink
or Blue) and places it in his or hers color Jet Airliner, as
another passenger.
Destination Circles
[0089] Destination Circles are treated as a space in the game.
During the gameplay, if a Player lands on an occupied Destination
Circle which is the exclusive possession of another Player, then he
must pay $50,000 to the Player who occupies the Destination
Circle.
Spin to Win Strip
[0090] When a Player lands on a Spin to Win Strip space, the Player
may place a wager on the Spin to Win Strip. This wager play is
optional.
[0091] The Player can make a bet of any amount, on any one of the
numbers on the Strip. Next, he spins the Game Machine.TM. to see if
he has gotten a corresponding number located underneath the Chip to
which the arrow points. If the Player has guessed the number to
which the arrow points, he wins the pay off odds of 10 to 1. The
Player collects money from the Banker if the arrow points to the
number that he has bet on.
[0092] The Player can bet a Hotel (value is $100,000).
All or Nothing.TM. Game (FIGS. 9a-9b)
[0093] Equipment: [0094] Game Machine.TM. (comprising a Game
Machine.TM. and a Draw Pit), as illustrated in FIG. 1 of Design
Pat. No. D 541,879 (FIG. 2B herein). [0095] 4 Chip Racks [0096] 52
Playing Chips [0097] 4 Wild Chips [0098] 4 All or Nothing Chips
[0099] 2 Joker Chips [0100] 200 Betting Chips in 3 colors (White,
Red, and Blue) [0101] The Game Machine.TM., Rack and Chips are
shown in FIG. 2 hereof.
[0102] Object of the Game (a Betting Game):
[0103] The object of the game is to win the Pot. You win the Pot by
getting Sets or Runs of Chips and having the least amount of Dead
Chips in your tray
[0104] A Set is 3 or more Chips of the same number of any suit.
Example: 2, 2, 2.
[0105] A Run is 3 or more Chips of the same suit in sequence.
Examples: 2, 3 4 all in Hearts, 4, 5, 6 all in Clubs or Spades.
[0106] Aces are low. Example: Ace, 2, 3 of Diamonds.
[0107] Dead Chips are Chips that are not part of a Set or Run in
your tray.
[0108] Players decide value of Betting Chips. Examples: White=1 pt,
Red=2 pts., Blue=3 pts. or White=penny, Red=nickel, Blue=dime.
[0109] To Start:
[0110] Fill Game Machine.TM. with 6 Chips. Each Player makes a bet
and picks a number from the Game Machine.TM. and spins. The Player
with the highest Chip to land on their number, wins the bet and
goes first.
[0111] For a 2-Player game, each Player fills his/her rack with 10
Chips to start. The Player who goes first places his/her bet and
spins or draws. A Player can also pass. If a Player passes, he/she
is out of the game.
[0112] For a 3-4 Player game, each Player draws 7 Chips to start,
instead of 10, as in a 2-Player game.
[0113] To begin, a Player may draw a Chip from the Draw Pit (FIG.
2B) or the Player that goes first can choose any Chip in the Game
Machine.TM. (black numbers 1 to 6). If the Chip on the Game
Machine.TM. lands on the number that was called out, the Player can
then take that Chip and add it to his/her rack. A Player must spin
up to 3 times on his/her turn to accomplish this. Each Player bets
after he/she has spun or drawn a Chip or passes if they want to
drop out of the game.
[0114] A Player must discard a Chip into the Game Machine if he/she
draws one from the Draw Pit or wins one from spinning the Game
Machine. The Chip can be discarded into any position in the Game
Machine he/she chooses. If a Chip is removed to make room for the
Player's discarded chip, it is then placed aside on the table and
becomes inactive.
[0115] To continue to play, Players proceed by taking turns either
drawing a Chip from the Draw Pit or spinning the Game Machine for a
Chip.
[0116] Players continue to make Sets and Runs on their trays. Any
Chips that are not either a part of a Set or Run are called Dead
Chips.
[0117] Betting is done each round.
Wild Chips
[0118] A Wild Chip can be used to complete a Set or Run in your
tray. Examples: 2, 2, Wild (where the Wild Chip acts as a 2); 4, 5
Wild (where the Wild Chip acts as a 6).
All or Nothing Chips
[0119] This is a very valuable Chip. This Chip allows you to take
any or all of the other Player's Chips. For example, you could
change your Dead Chips (which cannot be played again) or your whole
tray of Chips in exchange for an equal number of another's Chips.
You take these Chips without looking at the other Player's Chips.
If the other Player has an All or Nothing Chip in his/her tray,
they have Blocked you from taking any of their Chips. Then you get
Nothing.
[0120] After an All or Nothing Chip has been played, it is set
beside your tray and may not be used again. It is considered Dead.
You do not replace the All or Nothing Chip with another Chip.
[0121] The All or Nothing Chip can be used during gameplay anytime,
until the round is Called (ending of the game). After the round is
Called, the All or Nothing Chip cannot be used.
[0122] The All or Nothing Chips can also be used as Sets in your
tray. For example, 3 All or Nothing Chips equal a Set.
[0123] As a Dead Chip, the All or Nothing Chip counts against you
at a value of 10 points.
Joker Chips
[0124] A Joker Chip (FIG. 9B) takes the pot and play continues. If
another Player has a Joker Chip, he/she can prevent that Player
from taking the pot. Both Joker Chips become inactive at this
point. As with a Dead Chip, the Joker Chip counts against you at a
value of 10 points.
To Win
[0125] In order to win, when a Player has 10 points or less in
their Dead Chips, he/she can Call by knocking on the table at the
end of the round. At this time, all Players turn their Chip racks
around and reveal their Chips.
[0126] If the person who Called the round has the least amount of
points in their Dead Chips, he/she collects the Pot. If any other
player has less Dead Chip points than the Caller, he/she wins that
round to collect the Pot. The Player with the least amount of Dead
Chips wins the Pot.
[0127] Each Player counts up his/her Dead Chips. You subtract the
winner's Dead Chip points from your own and this is how many
Betting Chips you must pay the winner. For example, if the winner
has 5 Dead Chip points and you have 20 Dead Chip points in your
tray, you would subtract 5 from 20 to equal 15 Betting Chips.
Laying Off Rule
[0128] If the Caller of the round does not have a perfect rack
(where all Chips are part of a Set or Run), the opponents are
entitled to lay off (add their matching Chips) to the Caller's tray
of Sets and Runs. For example, if the Caller's tray has 4, 5, 6 in
Hearts, and 7, 7, 7, 2, 2, 2 with a 1-point Dead Chip, the
opponents can play any 7, any 2, or a 3 of Hearts, or a 7 of Hearts
Chip that is in their Dead Chip collection, thereby decreasing
their Dead Chip count, and reducing the amount of Betting Chips
that they owe to the winner.
The Jungle Game.TM. (FIGS. 10a-10f)
[0129] The following exemplary equipment may be used in playing The
Jungle Game.TM.:
[0130] Equipment: [0131] Game Machine.TM. (comprising of a Game
Machine.TM. and Draw Pit) as shown in FIG. 1 of Design Pat. No. D
541,879 (FIG. 2B herein).
TABLE-US-00001 [0131] Game Machine .TM. Circle Game Board 4 Player
Home Zone Mats Chip Bag 37 Chips 24 Wild Animal (each has a Red,
Yellow, Blue, and Green Chip) 4 Lion 4 Tiger 4 Rhino 4 Gorilla 4
Crocodile 4 Elephant Set-Back Chips: 2 Cobra 2 Scorpion 2 Quicksand
3 Take-Away Come-From-Behind Chips: 3 Helicopters 1 Zoo Rescue
[0132] The Game Machine.TM., Circle Game Board, Home Zone Mats and
Chips are shown in FIGS. 10A-10B hereof.
Object of the Game
[0133] The object of the game is to collect all six Animal Chips
(e.g., Lion, Tiger, Rhino, Gorilla, Crocodile, and Elephant) of a
Player's color by playing through the Game Machine in the center of
the Jungle--and setting them in place in the Player's Home Zone
Mat.
[0134] To begin, determine by spinning one Chip which Player goes
first; thereafter the Players take their turns clockwise. Each
Player chooses one of the colors (Red, Yellow, Blue, and Green) as
his/her color. Put all of the Chips into the Chip bag. (If there
are fewer than four Players, remove the Wild Animal Chips that
don't belong to one of the Players.)
[0135] To continue, the Player whose turn it is draws as many Chips
from the Chip bag as are needed to fill up the Game Machine.TM..
He/she may reject as many as two of the Chips, draw replacements
for them, and return those rejected to the Chip bag. The player
then spins the Game Machine.TM.. Each Player removes those Chips
from the Game Machine.TM. or which one of the Game Machine.TM.
pointers points to his/her color (as marked on the Chip
margin).
[0136] If a Player on your turn receives:
[0137] (a) A Wild Animal Chip of his/her color, it is placed in
his/her Home Zone Mat;
[0138] (b) A Wild Animal Chip of another Player's color, it is
placed in the Zoo; Exchange rule: if one of the Player's own Wild
Animals happens to be in the Zoo, it is thereby freed and may be
placed in the Player's Home Zone Mat;
[0139] (c) A Cobra or Scorpion, a Wild Animal (if any) from that
Player's Home Base is removed to the Hospital and stays there
through the next round, at the end of which it is placed in a
vacant spot on the Game Machine.TM., where it is not subject to
rejection (see above); the Cobra or Scorpion Chip is returned to
the Chip bag;
[0140] (d) A Quicksand Chip, a Wild Animal (if any) from that
Player's Home Base is placed in the Quicksand area of the board,
the Quicksand Chip is returned to the chip bag;
[0141] (e) A Take-Away Chip, the Player may either remove one Wild
Animal (if any) from one of the other Players' Home Bases and put
it in the detention Corral or, if one of his/her own Wild Animals
is in the Corral, rescue it and return it to its Home Base; the
Take-Away chip is returned to the Chip bag.
[0142] Note: Chips can be used immediately or held back for a
surprise Come-From-Behind strategy.
To Win
[0143] The first Player who succeeds in bringing all six Wild
Animals of his/her color to the Home Base is the winner.
[0144] Note: For best results, adult assistance is recommended to
get the full benefit of the play value of The Jungle Game.TM.
Game Machine.TM. Game
[0145] The following equipment may be used to play a Game
Machine.TM. Game:
[0146] Equipment: [0147] 1 Game Machine.TM. Device as illustrated
in FIG. 4A-4B or FIGS. 5 and 4B hereof. [0148] 12 Removable Chips
[0149] 24 Tokens (6 Red, 6 Yellow, 6 Blue, 6 Green) [0150] 1
Oversized Bump Token, marked with the number 1 [0151] 1 Oversized
Prevent Bump Token, marked with the number 10 [0152] Spin-to-Win
Strip with 10 numbered locations printed on it (top of FIG.
1A).
[0153] The Game Machine.TM. Game may be played as follows:
[0154] Each Player selects a color token and is identified by this
color in the game. Each Player gets 3 turns to spin the Game
Machine.TM. and guess a number underneath the rotating Chip (for
example, #6), and to which the arrow points, after the spin. If he
guesses that number, he then places his Chip on the corresponding
#6 on the Spin to Win Strip, and places a color Token of his color
on top of the Chip. This, then, is his possession. The Player has 3
chances to guess any number that he calls out before he spins. If
the Player fails to call a winning number after three spins, his
turn is over.
Object of the Game
[0155] The object of the game is to have the most Chips (with
Tokens) on the Spin to Win Strip at the end of the game (when
either 5 spots or any predetermined number of spots are covered by
Chips).
First Player (for example, Red). Spins the Game Machine.TM.
[0156] The Chip to which the arrow points is lifted from the Game
Machine.TM. and the number underneath the Chip is exposed (for
example #2).
[0157] Player removes that Chip and places it on the number 2 on
the Spin to Win Strip. Player takes a Token of his chosen color
(for example, Red) and places it on his Chip on the Spin to Win
Strip. That Chip and number become his possessions.
[0158] Another Chip is placed in the spot on the Game Machine.TM.
which was vacated by the first Chip's removal.
Second Player (for Example, Yellow). Spins the Game
Machine.TM..
[0159] The Chip to which the arrow points is lifted from the Game
Machine.TM. and the number underneath the Chip is exposed (for
example, #6).
[0160] Player removes that Chip and places it on the number 6 on
the Spin to Win Strip and places his Token (Yellow) on top of the
Chip. This, then, is his possession.
[0161] If the arrow points, however, to #2 on any spin, then the
Player bumps the Chip off of the #2 space that is occupied by
another Player on the Spin to Win Strip. He then places his Token
(Yellow) on the Chip that is one the number 2 on the Spin to Win
Strip. That Chip and number then become the second Player's
possessions.
[0162] This game play continues with the third Player (Blue) and
the fourth Player (Green) until all numbers, from 1 to 10, or any
number of numbers that are agreed to before the game begins, are
covered on the Spin to Win Strip by the different Player's
Chips.
Bumping
[0163] If a Player lands on #1 which is underneath the rotating
Chip, then that Player can Bump any Token and any Chip from any
number and Player and take that Chip and number into his
possession. The Player may use this Bump Token only once.
[0164] If a Player lands on #10 which is underneath the rotating
Chip, that number is a special No Bump Token that prevents any
Player from bumping his Chip. The Player may use this Chip only
once. The Player may retain the No Bump Token and play it at a time
that he is challenged.
[0165] The Game Machine.TM. may also be used to play a game of
chance involving placing chips on a numbered strip based on the
results of rotating the chips. It also can be played alone as a
spinner whereby players merely guess numbers as in a roulette
wheel. It therefore can be used with a number of games
[0166] The foregoing exemplary games may be varied in numerous ways
without departing from the present inventions. The number of
Players, pieces, Chips on the Game Machine.TM. and other features
are subject to variation without departing from the examples
disclosed herein.
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