U.S. patent application number 13/928933 was filed with the patent office on 2015-01-01 for apparatus and method for playing a rebound ball game.
The applicant listed for this patent is Robert William Martyn. Invention is credited to Robert William Martyn.
Application Number | 20150005117 13/928933 |
Document ID | / |
Family ID | 52116151 |
Filed Date | 2015-01-01 |
United States Patent
Application |
20150005117 |
Kind Code |
A1 |
Martyn; Robert William |
January 1, 2015 |
Apparatus and Method for Playing a Rebound Ball Game
Abstract
The invention provides game apparatus for use in a rebound ball
game in which a player causes a ball to impact a target surface and
to rebound therefrom. The apparatus comprises at least one
multi-sided game ball having partially spherical surface regions
and a plurality of deflector formations or facets) directed
outwardly, for causing the game ball to rebound erratically from a
target surface in use. The facets are contiguous with the partially
spherical surface regions. The ball surface is marked with indicia,
for example numbers. These may be used in mathematical games. A
method of playing such a game is disclosed. This involves reading a
numerical value off the top of a ball after bouncing and catching
it, and then performing a mathematical operation upon said
numerical value to yield a running total.
Inventors: |
Martyn; Robert William;
(Paradise Island, BS) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Martyn; Robert William |
Paradise Island |
|
BS |
|
|
Family ID: |
52116151 |
Appl. No.: |
13/928933 |
Filed: |
June 27, 2013 |
Current U.S.
Class: |
473/595 |
Current CPC
Class: |
A63F 2009/0466 20130101;
A63F 7/249 20130101; A63B 67/066 20130101; A63B 69/0053 20130101;
A63B 43/002 20130101; A63F 2007/0064 20130101; A63B 43/008
20130101; A63B 2071/0694 20130101; A63F 7/048 20130101 |
Class at
Publication: |
473/595 |
International
Class: |
A63B 67/00 20060101
A63B067/00; A63B 43/00 20060101 A63B043/00 |
Claims
1. Game apparatus for use in a rebound ball game in which a player
causes a ball to impact a target surface and to rebound therefrom;
said apparatus comprising: at least one multi-sided game ball
having a center of gravity and rebound characteristics; said game
ball defining a ball surface; said game ball comprising a plurality
of partially spherical surface regions; said game ball comprising a
plurality of deflectors directed outwardly from said center of
gravity, for causing the game ball to rebound erratically from a
target surface in use, that is, to rebound in a manner providing
variations in the game ball's rebound characteristics which are
dependent upon the location on the ball's surface at which, in use,
the game ball impacts said target surface; each deflector being
delineated by a bounding perimeter; and at least one of said
deflectors being contiguous, along the full length of its bounding
perimeter, with at least one of said partially spherical surface
regions; characterized in that said ball surface is marked with a
plurality of indicia.
2. Game apparatus as claimed in claim 1, in which the deflectors
are dimensioned so that the surface area of each deflector as a
percentage of the total surface area of the game ball (the
"percentage surface area") falls in a range from 1% to 12%
inclusive.
3. Game apparatus as claimed in claim 1, in which the indicia are
marked exclusively on the deflectors of the game ball, and are
adapted to denote integers selected from the range consisting of
the numbers 1 to 10 inclusive, with a non-numeric symbol
representing one of said integers.
4. Game apparatus as claimed in any one of claims 1 to 3 inclusive,
in which the deflectors have a configuration selected from the
group consisting of facets and protrusions.
5. Game apparatus as claimed in claim 4, in which the deflectors
each have a facet configuration and define a circular, planar
face.
6. Game apparatus as claimed in claim 4, in which the deflectors
are each configured as a protrusion defining a planar face.
7. Game apparatus as claimed in claim 4, in which the number of
deflectors present on the game ball falls in a range from 5 to 26
inclusive.
8. Game apparatus as claimed in claim 1 or claim 2, in which the
game ball has properties adapted to provide a vertical height of
rebound of the ball, when it is dropped onto a level, hard, target
surface, which falls in a range from 50% to 80% inclusive, said
height being expressed as a percentage of the height from which
said ball is dropped.
9. Game apparatus as claimed in claim 1 or claim 2, which comprises
a set of first and second types of said game balls, the deflectors
and bounce characteristics of each type differing so that, in use,
the first type of said game balls bounces more erratically than the
second type of said game balls.
10. Game apparatus as claimed in claim 1 or claim 2, which includes
at least one resiliently deformable, regular ball having a
generally spherical configuration, said ball being marked with
indicia.
11. Game apparatus as claimed in claim 1 or claim 2, in which the
game ball is constructed from at least one material selected from
the group consisting of: synthetic polymers; elastomers including
natural and synthetic rubbers; resins; foams; and plastics
materials.
12. Game apparatus as claimed in claim 1, in which the game ball
has a predominant colour and the indicia have a predominant colour
pre-selected to contrast with the predominant colour of the game
ball.
13. A method of playing a rebound ball game for exercising
reactions and mathematical skills, in which a player causes a ball
to impact a target surface and to rebound therefrom; said method
comprising: (a) providing a resiliently deformable ball marked at
discrete locations thereon with indicia denoting different
numerical values; (b) providing a target surface; (c) bouncing said
ball on said target surface such that it rebounds therefrom; (d)
manually catching said ball; (e) reading a numerical value
corresponding to whichever of said indicia is most prominently
visible on said ball nearest an operatively upwardly directed
portion thereof; and (f) performing a mathematical operation upon
said numerical value to yield a running total.
14. A method as claimed in claim 13, comprising a step of defining
a predetermined numerical value to serve as a starting value for
the running total.
15. A method as claimed in claim 14, comprising a step of defining
a predetermined numerical value to serve as a target value for the
running total, and repeating steps (c) to (f) until the running
total reaches the target value, starting from the starting
value.
16. A method as claimed in claim 15, which further comprises
measuring the time elapsed to reach the target value, starting from
the starting value.
17. A method as claimed in claim 13 or claim 14, in which the
mathematical operation performed in step (f) comprises adding the
numerical value that has been read in step (e) to a previously
established value of the running total.
18. A method as claimed in claim 13 or claim 14, in which the
mathematical operation performed in step (f) comprises subtracting
the numerical value that has been read in step (e) from a
previously established value of the running total.
19. A method as claimed in claim 14, in which the mathematical
operation performed in step (f) comprises multiplying the numerical
value that has been read in step (e) by a previously established
value of the running total.
20. A method as claimed in claim 14, in which the mathematical
operation performed in step (f) comprises dividing a previously
established value of the running total by the numerical value that
has been read in step (e).
21. A method as claimed in claim 15, which comprises additional
steps of: providing a plurality of competing players, each of whom
performs steps (c) to (f) repeatedly, while being timed, until the
running total reaches the target value; and declaring as the winner
of said ball game that player whose time to reach the target value
is the shortest.
22. A method as claimed in claim 15, which comprises additional
steps of: providing a plurality of competing players, each of whom
performs steps (c) to (f) repeatedly for a predetermined period of
time; and declaring as the winner of said ball game that player
whose running total most closely approaches the target value at
expiry of the predetermined period of time.
23. A method as claimed in claim 13 or claim 14, comprising a
preliminary step of providing the player with game apparatus which
includes: at least one multi-sided game ball having a center of
gravity and rebound characteristics; said game ball defining a ball
surface; said game ball comprising a plurality of partially
spherical surface regions; said game ball comprising a plurality of
deflectors directed outwardly from said center of gravity, for
causing the game ball to rebound erratically from a target surface
in use, that is, to rebound in a manner providing variations in the
game ball's rebound characteristics which are dependent upon the
location on the ball's surface at which, in use, the game ball
impacts said target surface; each deflector being delineated by a
bounding perimeter; at least one of said deflectors being
contiguous, along the full length of its bounding perimeter, with
at least one of said partially spherical surface regions; and said
ball surface being marked with a plurality of indicia.
Description
FIELD
[0001] This invention relates generally to the field of ball games.
It relates in particular to an apparatus and method for playing a
rebound ball game.
BACKGROUND
[0002] Balls are commonly used for purposes of sport and
entertainment. One type of ball game involves a player bouncing and
catching a ball. Some balls are designed to provide a predictable
bounce while others have an erratic or unpredictable bounce.
[0003] An example of a ball-like play object having an
unpredictable bounce is disclosed in WO1995001818, which teaches a
play object suitable for sharpening one's catching skills in the
game of cricket. This play object is made up of a polyhedron with a
number of faces.
[0004] Another example is disclosed in U.S. Pat. No. 6,443,863,
which describes a sports training ball designed to develop reaction
skills. The ball defines seven semi-spherical knobs which deliver
an erratic bounce. US Design Pat. USD317805 discloses a similar
object having six hemispherical knobs distributed over a
part-spherical body portion.
[0005] EP2433687 discloses a playing object having a bounce with
"limited unpredictability", said to increase the fun of games
involving bouncing and catching of the object. The object has
protrusions of different configurations, some of which may be
detachable. According to the disclosure, a hard throw of this
object has a less erratic bounce than a soft throw.
[0006] WO2004035148 discloses a non-circular, asymmetrical ball
which can be hit or thrown against an angled wall such that
unpredictable rebound behavior occurs. According to the
specification, "a ball or game is thus achieved which requires good
reactions and is thus interesting for player and spectator."
[0007] US2011256967 discloses a "random direction bouncer" which
can be made from a sphere, cube, tetrahedron, octahedron, etc. In
one embodiment the bouncer comprises a solid sphere having a core
removed therefrom to define a concentric hollow within the solid
sphere, and cut-outs removed from the solid sphere to define
openings which communicate with the concentric hollow. The bouncer
is preferably manufactured from Indian rubber.
[0008] U.S. Pat. No. 6,432,008 discloses an octahedron body made of
a resilient material and dimensioned to be kicked, rolled, or
thrown. The octahedron body has eight equally sized, generally
triangular shaped faces which are substantially flat-surfaced and
which are evenly spaced about the exterior of the octahedron body.
The faces each have indicia displayed thereon, which indicia are
intended to be used in determining an event during a game of
particular rules which bear on the random occurrence of each of the
varying indicia. The octahedron body disclosed in this teaching is
approximately the size of a football and there is no suggestion
that it is intended to be bounced on the ground and caught
repeatedly. The body is said to behave in a "flip flopping
manner."
SUMMARY
[0009] In order to increase their appeal to children and adults
alike, there is a need for bouncing ball games which are more
complex and challenging than those presently available in the art.
Further, a need exists for a ball game which can provide a means to
pursue the traditional benefits of recreation, entertainment,
exercise, competition and sport while at the same time furthering
the development of eye-hand coordination, speeding up cognitive
reaction times, and addressing (at least in part) the deleterious
effects of ageing.
[0010] According to a first aspect of the invention there is
provided game apparatus for use in a rebound ball game in which a
player causes a ball to impact a target surface and to rebound
therefrom;
[0011] said apparatus comprising:
[0012] at least one multi-sided game ball having a center of
gravity and rebound characteristics;
[0013] said game ball defining a ball surface;
[0014] said game ball comprising a plurality of partially spherical
surface regions;
[0015] said game ball comprising a plurality of deflectors directed
outwardly from said center of gravity, for causing the game ball to
rebound erratically from a target surface in use, that is, to
rebound in a manner providing variations in the game ball's rebound
characteristics which are dependent upon the location on the ball's
surface at which, in use, the game ball impacts said target
surface;
[0016] each deflector being delineated by a bounding perimeter;
and
[0017] at least one of said deflectors being contiguous, along the
full length of its bounding perimeter, with at least one of said
partially spherical surface regions;
[0018] characterized in that said ball surface is marked with a
plurality of indicia.
[0019] As used herein, the term "ball" is intended to be
interpreted broadly and includes all resiliently deformable,
ball-like playing objects of any configuration and/or structure,
which are adapted to bounce. The term covers balls that have both
regular and irregular topographies. While the balls described in
this specification have generally spherical configurations, the
term "ball" as used herein is not limited to balls having this type
of configuration.
[0020] As used herein, the term "deflector" means a deflector
formation.
[0021] The deflectors may be dimensioned so that the surface area
of each deflector as a percentage of the total surface area of the
game ball (hereinafter the "percentage surface area") falls in a
range from 1% to 12% inclusive.
[0022] Typically the indicia are selected from the group consisting
of numbers, letters, symbols and pips. The indicia are preferably
adapted to denote integers selected from the range consisting of
the numbers 1 to 10 inclusive, with a non-numeric symbol
representing one of said integers. In other words, the indicia may
include a special non-numeric symbol (for example the letter "Q")
whose purpose is to denote a numerical value, e.g. "10". The
indicia may be marked exclusively on the deflectors. The indicia
may be embossed on the deflectors, or indented into the
deflectors.
[0023] The deflectors preferably have configurations selected from
the group consisting of facets and protrusions. The deflectors may
each define a geometric shape. The deflectors may each define a
circular shape. The deflectors may each define a planar surface or
face.
[0024] The number of deflectors may range from 5 to 26, but is
preferably ten since this number is the minimum which allows the
full range of integers 0 to 9 (or 1 to 10) of the decimal system to
be represented. This allows a wide array of arithmetic or
mathematical games to be played using the game ball.
[0025] The game ball may have properties adapted to provide a
vertical height of rebound of the ball, when it is dropped onto a
level, hard, target surface, which falls in a range from 50% to 80%
inclusive, said height being expressed as a percentage of the
height from which said ball is dropped. (For purposes of this
specification, a hard surface is one which presents high resistance
to localized deformation, of the order of that presented by
concrete and ceramics.)
[0026] The game apparatus may comprise a set of at least two of
said game balls. The game balls may each have deflectors and bounce
characteristics which differ from one ball to the next, so that, in
use, a first type of said game balls (hereinafter referred to as an
"advanced ball") bounces more erratically than a second type of
said game balls (hereinafter referred to as an "intermediate
ball").
[0027] Distortions from the spherical may be present on the ball
surfaces of the intermediate and advanced game balls, and the
distortions of the advanced ball may be greater in magnitude than
the distortions of the intermediate ball.
[0028] The game apparatus may further include at least one regular
ball having a generally spherical configuration. Preferably this
ball is resiliently deformable and marked with indicia of the type
described above.
[0029] The, or each, ball may be constructed from at least one
material selected from the group consisting of: synthetic polymers;
elastomers such as natural and synthetic rubbers; resins; foams;
and plastics materials. An example of a suitable synthetic polymer
is polybutadiene.
[0030] The, or each, ball may have a multi-layered or multi-piece
construction.
[0031] The, or each, ball may have a predominant colour.
Additionally, the indicia on each ball may have a predominant
colour pre-selected so that it contrasts with the predominant
colour of the ball concerned.
[0032] In those embodiments where the apparatus comprises a
plurality of balls, the predominant colours of the balls may differ
from one ball to the next.
[0033] The target surface against on which the balls are bounced
may be delineated from areas which surround it (on the ground,
wall, etc.). Preferably the target surface has a maximum linear
dimension falling in a range from 0.2 to 0.8 meters inclusive,
preferably approximately 0.5 meters.
[0034] According to a further aspect of the invention there is
provided a method of playing a rebound ball game for exercising
reactions and arithmetic or mathematical skills, in which a player
causes a ball to impact a target surface and to rebound therefrom;
said method comprising: [0035] (a) providing a resiliently
deformable ball marked at discrete locations thereon with indicia
denoting different numerical values; [0036] (b) providing a target
surface (for example a floor or wall); [0037] (c) bouncing said
ball on said target surface such that it rebounds therefrom; [0038]
(d) manually catching said ball; [0039] (e) reading a numerical
value corresponding to whichever of said indicia is most
prominently visible on said ball nearest an operatively upwardly
directed portion thereof; and [0040] (f) performing an arithmetic
or mathematical operation upon said numerical value to yield a
running total.
[0041] The method may comprise a step of defining a predetermined
numerical value to serve as a starting value for the running
total.
[0042] The method may comprise a step of defining a predetermined
numerical value to serve as a target value for the running total,
and repeating steps (c) to (f) until the running total reaches the
target value, starting from the starting value. The method may
comprise measuring the time elapsed to reach the target value,
starting from the starting value. (For purposes of this
specification the term "reach" in the context of a target value,
includes reference to an act of passing said value.)
[0043] The arithmetic or mathematical operation performed in step
(f) may comprise adding the numerical value that has been read in
step (e) to a previously established value of the running
total.
[0044] The arithmetic or mathematical operation performed in step
(f) may comprise subtracting the numerical value that has been read
in step (e) from a previously established value of the running
total.
[0045] The arithmetic or mathematical operation performed in step
(f) may comprise multiplying the numerical value that has been read
in step (e) by a previously established value of the running
total.
[0046] The arithmetic or mathematical operation performed in step
(f) may comprise dividing a previously established value of the
running total by the numerical value that has been read in step
(e).
[0047] The method may comprise additional steps of:
[0048] providing a plurality of competing players, each of whom
performs steps (c) to (f) repeatedly, while being timed, until the
running total reaches the target value; and
[0049] declaring as the winner of said ball game that player whose
time to reach the target value is the shortest.
[0050] Instead, the method may comprise additional steps of:
[0051] providing a plurality of competing players, each of whom
performs steps (c) to (f) repeatedly for a predetermined period of
time (e.g. 60 seconds); and
[0052] declaring as the winner of said ball game that player whose
running total most closely approaches the target value at expiry of
the predetermined period of time.
[0053] The method may comprise a preliminary step of providing the
player or players with game apparatus as described above.
[0054] The inventor believes that the game apparatus described
herein has certain advantages. The balls of the apparatus can be
used for recreation and sport or as an effective training tool to
increase eye-hand coordination and to speed up cognitive reaction
times. For young people they are a source of activity and
entertainment. In the elderly they may help to stimulate the mind
and address the adverse effects of ageing, allowing people to
remain independent for longer.
BRIEF DESCRIPTION OF THE DRAWINGS
[0055] FIG. 1 shows, schematically, a front elevation of a
generally spherical, regular ball forming part of an embodiment of
the game apparatus according to the invention, for use in rebound
ball games. The regular ball is marked with indicia at discrete
locations on its surface.
[0056] FIG. 2 shows, schematically, a front elevation of an
intermediate ball forming part of an embodiment of the game
apparatus according to the invention. This ball has facets defining
circular planar faces, and said facets are marked with indicia.
[0057] FIG. 3 shows, schematically, a front elevation of an
advanced ball forming part of an embodiment of the apparatus
according to the invention. This ball also has facets defining
circular planar faces; however, the facets are larger in area than
the facets of the intermediate ball shown in FIG. 2. The facets are
marked with indicia.
DETAILED DESCRIPTION
[0058] The invention will now be described by way of non-limiting
example with reference to the accompanying diagrammatic
drawings.
[0059] Referring to FIG. 1, reference numeral 10 indicates
generally a ball found in some embodiments of the apparatus
according to the invention. This ball is generally spherical and is
resiliently deformable so that it is adapted for bouncing. The ball
10 may, for example, be a round rubber ball with no deviations in
its surface. This type of ball is referred to herein as a regular
ball.
[0060] The surface of the regular ball 10 bears ten indicia in the
form of the numbers 1 to 9 as well as a letter "Q". One of the
indicia is indicated by reference numeral 12 in FIG. 1. Since only
one side of the ball 10 can be seen in FIG. 1, only four of the
numbers and the letter "Q" are visible, the other indicia being
obscured by the body of the ball 10. The number of indicia being
ten is significant as it allows for an array of arithmetic or
mathematical games to be played with the ball.
[0061] During use of the ball 10, the "Q" marking may serve the
function of representing either a "0" or a "10".
[0062] The indicia may be embossed on the ball 10 or they may be
indented into it, for example to a depth of 0.5 mm. Indentation
serves to protect the paint of the indicia from damage and wear
during use of the ball 10.
[0063] In a preferred embodiment, the ball 10 is predominantly
green in colour. The indicia 12 have at least one contrasting
colour, for example white.
[0064] In FIG. 2, reference numeral 210 indicates a second type of
ball, called an intermediate ball in this specification. The
surface of the ball 210 also bears indicia in the form of the
numbers 1 to 9 and the letter "Q". One of the indicia is indicated
by reference numeral 12.
[0065] The ball 210 defines ten planar surfaces or facets
distributed over its external surface. Reference numeral 14
indicates one of these facets. The indicia are located on the
facets, either by embossing or by indentation.
[0066] In preferred embodiments of the invention each facet is
circular, although other geometric shapes are permissible and fall
within the scope of the invention.
[0067] The facets can be created during moulding of the ball 210
during manufacture, or may be produced by cutting spherical caps
away from a regular spherical blank. In the latter case the facets
may also be referred to as "cut outs".
[0068] The facets 14 are surrounded by partially spherical regions
of the ball 210. The otherwise regular spherical surface of the
ball 210 is thus distorted. This influences the bounce properties
of the ball 210, causing the ball 210 to bounce in a manner which
is erratic or unpredictable.
[0069] The reason for calling the ball 210 an intermediate ball, is
that the erratic quality of its bounce properties provides more of
a challenge to a player than the bounce properties of the regular,
spherical ball 10.
[0070] In a preferred embodiment of the invention, the ball 210 is
predominantly blue in colour. The indicia 12 have at least one
contrasting colour, for example white.
[0071] FIG. 3 shows a third type of ball, which is called an
advanced ball in this specification. The advanced ball 310 has ten
circular facets like the ball 210. However, in this case each facet
has a larger surface area than the surface area of each facet 14 of
the intermediate ball 210. Reference numeral 16 indicates one of
the facets of the advanced ball 310. The larger facets 16 imply
larger distortions in the surface of the ball 310, which in turn
provide a more erratic bounce than that of the intermediate ball
210. This explains why the advanced ball 310 is so called.
[0072] Indicia are present on the facets 16 in the form of the
numbers 1 to 9 and the letter "Q". One of these indicia is
indicated by the reference numeral 12. As in the case of the other
balls 10, 210, the indicia can be embossed on the ball 310 or
indented into it.
[0073] In a preferred embodiment of the invention the ball 310 is
predominantly black in colour. The indicia 12 have at least one
contrasting colour, for example white.
[0074] As mentioned elsewhere in this specification, the deflectors
of the balls 210, 310 are preferably dimensioned such that the
surface area of each deflector, as a percentage of the total
surface area of the ball, falls in a range from 1% to 12%
inclusive.
[0075] For facets which are circular in shape, the percentage
surface area of each deflector may be approximated by using the
following formulae:
Percentage Surface Area=(Deflector Area/Ball Surface Area)100,
where: [0076] Deflector Area=.pi.r.sup.2=1/4.pi.d.sup.2, where r is
the radius and d the diameter of the circular deflector; and [0077]
Ball Surface Area (approximating to a regular
sphere)=4.pi.R.sup.2=.pi.D.sup.2, where R is the radius and D the
diameter of the ball.
[0078] In the exemplary embodiments shown in the drawings the
regular, spherical ball 10 has a diameter of 60 mm. The
intermediate ball 210 also has a diameter of 60 mm and each facet
has a diameter of 21 mm, giving a percentage surface area of
approximately 3.1% for each facet, or 31% for the total percentage
surface area of all ten facets. The advanced ball 310 has a
diameter of 60 mm and each facet has a diameter of 26 mm, giving a
percentage surface area of approximately 4.7% for each facet, or
47% for the total percentage surface area of all ten facets.
[0079] In other embodiments of the balls, not shown in the
drawings, the deflectors do not take the form of facets, but have
other configurations. For example, the deflectors may comprise
protrusions or dimples instead of the planar facets.
[0080] Materials suitable for manufacture of the balls are
preferably resiliently deformable and flexible so that the balls
will bounce well. Examples of suitable materials are given
elsewhere in this document.
[0081] Advantageously the balls are shaped, dimensioned and
configured such that they can be held in the hand. Those skilled in
the art will appreciate that numerous variations in size,
configuration and materials of manufacture fall within the scope of
the invention.
[0082] The indicia (apart from the "Q") typically take the form of
numbers but they may, instead, comprise other markings
representative of numerical values, for example words or pips of
the type found on dice.
[0083] We turn now to the various games, skills and other
activities for which the game apparatus according to the invention
can be used. In what follows, the balls 10, 210, 310 are referred
to as "Q Balls" for convenience.
[0084] The spherical, green ball 10 is the most predictable in its
bounce and the easiest ball to use to master the skills and
activities outlined below. The green ball 10 is suitable for
beginners and those trying to master a new skill. Once a skill has
been mastered with the green ball 10, a player can proceed to the
intermediate, blue ball 210 and try the same skill. As explained
previously, the blue ball 210 is different in that its shape has
been modified to make it bounce erratically. The same skills done
with the green ball 10 can be performed with the blue ball 210
although it will be more difficult and require greater
concentration and skill. Once the blue ball 210 has been mastered a
player can try the advanced, black ball 310. The black ball 310 has
an even greater distortion in its shape causing the black ball 310
to bounce more erratically than the blue ball 210. Mastering the
black ball 310 requires the most concentration and eye-hand
coordination, and arguably brings the greatest reward to a
player.
[0085] With any of the Q Balls, the element of time and speed can
be added to make the skills and activities more difficult. This
allows a player to compete with himself and others. The aim is to
take any of the skills or activities described below and to try to
do it faster. For example, a player may count the number of bounces
completed in one minute. The faster the bounces are performed, the
more difficult the skill or activity becomes.
[0086] Recreational Q Ball Activities
[0087] Recreational use of Q Balls includes the daily use of them
for games or mental and physical training. Many different kinds of
people may benefit from the use of Q Balls. By simply bouncing one
of the Q Balls off a hard surface and catching it with either hand,
a player will be developing eye-hand coordination, enhancing
reaction time and exercising both body and mind. Below are some
exercises to experiment with using the Q Balls: [0088] Bounce a
ball off the ground to waist height using one hand and catch the
ball with the other hand. Then bounce the ball back to the starting
hand. Do this over and over and try to increase speed and accuracy.
[0089] Bounce the ball off a wall and catch it. [0090] Do the above
using only one hand. [0091] Do the above closing one eye, or
standing on one leg, or moving your head, or keeping your head
still and only moving your eyes. [0092] Do the skills above and
time yourself to see how many bounces you can do in one minute.
[0093] Bounce the ball and with each bounce add the numbers that
appear on the uppermost part of the ball. For instance, if you
bounce the ball and the number 2 appears at the top on the first
bounce and then the number 5 appears on the second bounce, add them
together and say 7 out loud. Keep bouncing and adding the numbers
until you reach 100. Time yourself. How long did it take to reach
100? [0094] Bounce the ball as in the above example but this time
start at 100 and subtract the number that is the uppermost number
on the ball with each bounce. Time yourself and see how long it
takes you to go from 100 to 0.
[0095] Competitive Q Ball Activities
[0096] The rules of Competitive Q Ball are outlined below. It is to
be done in a competitive format against other players. Judges may
be assigned to monitor performances, but in the event judges are
not used, players must monitor themselves in an honest and
respectful way with a view to maintaining the integrity of the
competition.
[0097] There are two distinct competitive games that can be played.
These are called "Reaction Q Ball" and "Count Q Ball" respectively,
and are described in greater detail below. Both Reaction Q Ball and
Count Q Ball can be played in either Match Play or Best Score
formats: [0098] Match Play is an elimination format where a player
must play one other player with the winner of the two advancing to
the next round against another player and the game is played again
until there is only one winner. A tie is resolved by a sudden death
match play round. [0099] Best Score is the comparison of a player's
best score against the scores of other players. In the Best Score
format each player plays the game up to three times with their best
score counting and compares their score against those of the
remaining players to determine a winner. A tie is resolved by a
sudden death match play round.
[0100] Reaction Q Ball
[0101] This is a game of reaction speed within a one minute
interval. It is played within a 0.5 meter diameter circle on a hard
concrete surface of contrasting colour. A player must bounce one of
the Q Balls from a minimum height of 0.75 meters as many times as
possible for one minute, alternating hands on each bounce. Each
bounce is counted and the player with the most bounces wins.
[0102] Additional rules apply to Reaction Q Ball, as follows:
[0103] 1. The ball must be bounced within the delineated 0.5 meter
circle. If the ball touches anything outside the circle (other than
the player), or touches the line delineating the circle, the game
is disqualified and the player is given a "0" for that attempt.
[0104] 2. The bottom of the ball must rise to at least 0.75 meters
above the ground on each and every bounce or the bounce is not
counted. If during a game a bounce does not reach the 0.75 meter
height, then that particular bounce is not counted. The player may
continue playing and count all subsequent bounces towards their
score. [0105] 3. A bounce is counted once the ball touches the
ground, but it must be caught and/or controlled after the ball
touches the ground or the bounce does not count.
[0106] Count Q Ball
[0107] This game adds a layer of complexity to the previously
described game. Count Q Ball is a reaction game combined with
mathematical addition, where a player bounces one of the Q Balls
and counts the number on top adding it to the previous total until
100 is reached. The goal is to reach 100 in the least amount of
time.
[0108] Count Q Ball is played within a 0.5 meter circle on a hard
concrete surface of contrasting colour. A player must bounce a ball
from a minimum height of 0.75 meters. The player must alternate
hands with each bounce. With each bounce the player must catch the
ball in such a way that the number closest to the top may be seen
clearly. The number on top is added to the sum of the previous
numbers and the total is said out loud for observers to hear
clearly. The object of the game is to reach 100 or greater in the
least amount of time, or alternatively, get the highest total in
one minute. If two numbers both appear to be closest to the top of
the ball, the player may add the number they determine to be the
top number. The player reaching 100 in the least amount of time
wins.
[0109] Additional rules apply to Count Q Ball, as follows: [0110]
1. The ball must be bounced within the delineated 0.5 meter circle.
If the ball bounces outside the circle, or touches the line
delineating the circle, the game is disqualified and the player is
given a "0" for that attempt. [0111] 2. The bottom of the ball must
rise to at least 0.75 meters above the ground on each and every
bounce or the bounce is not counted. If during a game a bounce does
not reach the 0.75 meter height, then that particular bounce is not
counted and the number must not be added. The player may continue
playing and count all subsequent bounces towards their score.
[0112] 3. Counting errors may be corrected by the player, but must
be done so upon realization of the error such that a player may
stop in the middle of a game to correct an error before continuing
to finish. [0113] 4. If a player finishes a game and has been shown
to have miscounted, the game is disqualified. [0114] 5. A bounce is
counted once the ball touches the ground, but it must be caught
and/or controlled after the ball touches the ground or the bounce
does not count.
[0115] A further type of game is provided, in which two of the Q
Balls are bounced and caught at the same time.
[0116] Embodiments of the present invention also provide a kit
comprising at least one Q Ball, and instructions on how to use the
at least one Q Ball and to play games therewith. The instructions
may be comprise printed instructions, e.g. on paper.
[0117] The invention described herein provides industrial
applicability insofar as the apparatus and balls disclosed can be
manufactured industrially and marketed for purposes of
entertainment, sport and exercise.
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