Ring Toss Games

Wolf; Michael C.

Patent Application Summary

U.S. patent application number 15/189443 was filed with the patent office on 2017-01-26 for ring toss games. The applicant listed for this patent is Michael C. Wolf. Invention is credited to Michael C. Wolf.

Application Number20170021254 15/189443
Document ID /
Family ID57835955
Filed Date2017-01-26

United States Patent Application 20170021254
Kind Code A1
Wolf; Michael C. January 26, 2017

RING TOSS GAMES

Abstract

A TRIPLE-PLAY game and a FIRST-N-TEN game are provided that can be readily assembled and disassemble by the player and can be played indoors or outdoors. Each of the games includes identical base units. The TRIPLE-PLAY game has first second and third upright posts of varying lengths that are supported by cross arms and base unit. Players score points by throwing rings over the upright posts. The FIRST-N-TEN game is similar and has first and second goal posts that players throw rings at in order to ring the goal posts or deflect to ring the goal posts. Each game provides for hours of exciting and competitive game play. The games have rules that further enhance the entertainment the players experience while playing. The TRIPLE-PLAY game and the first and the FIRST-N-TEN games can be stored in a bag when disassembled.


Inventors: Wolf; Michael C.; (North Tonawanda, NY)
Applicant:
Name City State Country Type

Wolf; Michael C.

North Tonawanda

NY

US
Family ID: 57835955
Appl. No.: 15/189443
Filed: June 22, 2016

Related U.S. Patent Documents

Application Number Filing Date Patent Number
62192620 Jul 15, 2015
62182936 Jun 22, 2015

Current U.S. Class: 1/1
Current CPC Class: A63B 2067/063 20130101; A63B 67/06 20130101; A63B 2210/50 20130101
International Class: A63B 67/06 20060101 A63B067/06

Claims



1. A triple-play game comprising: a game unit that includes a base unit having: a central support body having opposed first and second central support body ends that are spaced from one another by a surrounding central support body surface that extends from the first central support body end to the second central support body end, and wherein a post pole arm extends from the first central support body end and leg support arms extend from the surrounding central support body surface; legs having opposed first and second leg ends legs and wherein the legs define hollow interiors and the first ends of the legs fitted on to the leg support arms, and each of the leg support arms forms an acute angle relative to the surrounding central support body and the legs extend in a direction toward the second central support body end such that the legs are capable of supporting the central support body when the legs on supported on the ground.

2. The triple-play game according to claim 1 wherein the game unit further including a pole post arm that extends from the central support body and a post pole connecting member that is supported on the post pole arm and wherein the post pole connecting member supports a four-way cross connector component having: first and second connector receiving portions that are perpendicular to one another; a third connector receiving portion that is perpendicular to the second connector receiving portion; and, a fourth connector receiving portion that is perpendicular to the third and first connector receiving portions.

3. The triple-play game according to claim 2 wherein the game unit further including first and second cross members wherein the first cross member has opposed cross arm and elbow ends and the second cross member has opposed cross arm and elbow ends and the cross arm end of the first cross member is inserted into the fourth connector receiving portion of the four-way cross connector component, and the cross arm end of the second cross member is inserted into the second connector receiving portion of the four-way cross connector component

4. The triple-play game according to claim 3 wherein the game unit further including first and second 90-degree elbow connectors that are fitted on the elbow connector ends of the first and second cross members, and first second and third upright posts each having a connecting end and wherein the connecting end of the first upright post is fitted in the first 90-degree elbow connector, and the connecting end of the third upright post is fitted in the second 90-degree elbow connector and the connecting end of the second upright post is fitted in the third connector receiving portion of the four-way cross connector component.

5. The triple-play game according to claim 4 wherein the first upright post is about five inches long, and the second upright post is about ten inches long and the third upright post is about fifteen inches long.

6. The triple-play game according to claim 5 further including another game unit and including rings and wherein the rings define ring openings that are sized such that they can be moved over and encompass any of the first second and third upright posts such that when a ring is tossed at the first second and third upright posts there is a chance the ring will ring one of the first second and third upright posts.

7. A method of playing a triple-play game comprising the steps of: providing a pair of game units and spacing the game units from one another and providing each game unit with a central support body having leg support arms and attaching legs to the leg support arms and providing the central support body with a pole post arm; supporting first second and third upright posts on the game units on the pole post arm and wherein the length of the first upright post is less than the length of the second upright post and length of the second upright post is less than the length of the third upright post; providing at least two players and providing each player with three rings to throw; determining the order of play by with a coin toss and providing the winner of the coin toss with the option to throw the rings first or last; deeming the player that throws last to be in a redemption position and providing player in the redemption position with the right to tie the score and send the triple play game into sudden death in the event the first player obtains the winning number of points before the player in the redemption position obtains a winning number of points; positioning one player at one of the game units and positioning the other player at the other game unit; setting the required number of points to win at exactly twenty-one points, and if a player scores over twenty-one points, then the number of points that player had prior to throwing the ring is reduced by the number of points in excess of twenty-one points; and, allowing the players to throw the rings and awarding points as follows: awarding one point when the player throws the rings and rings the first upright post; awarding two points when the player throws the rings and rings second upright post; awarding three points when the player throws the rings and rings the third upright post; awarding two bonus points when the player throws the rings and two of the rings and rings any of two of the first, second and third upright posts; awarding five bonus points when the player throws the rings and three of the rings and rings three of the first, second, and third upright posts; and, allowing the players to continue throwing ring until a winner is determined.

8. The method of playing the triple-play game according to claim 7 further including the steps of providing the player with the opportunity to be an instant winner if the player throws the rings and rings each of the and first, second and third upright posts.

9. The method of playing a triple play game according to claim 8 further including the steps of providing the player that lost due to an instant win with the right to send the triple play game into sudden death in the event the player that was the instant winner was the first player to throw the rings, and in sudden death providing each player a turn to throw the rings and the player that scores the most points first in a round wins and providing each player with the right score and instant win.

10. The method of playing a triple play game according to claim 9 further including the steps of providing that when the player in the redemption position ties the score at twenty-one points the game goes into sudden death and the player in the redemption is provided with the option of change position or keep the same order of ring throwing and wherein that scores the most points in a round wins and the players are still provided with the right to score an instant win.

11. A first and ten game comprising: a goal post game unit that includes a base unit having: a central support body having opposed first and second central support body ends that are spaced from one another by a surrounding central support body surface that extends from the first central support body end to the second central support body end, and wherein a post pole arm extends from the first central support body end and leg support arms extend from the surrounding central support body surface; legs having opposed first and second leg ends legs and wherein the legs define hollow interiors and the first ends of the legs fitted on to the leg support arms, and each of the leg support arms forms an acute angle relative to the surrounding central support body and the legs extend in a direction toward the second central support body end such that the legs are capable of supporting the central support body when the legs on supported on the ground.

12. The first and ten game according to claim 11 further including an elongated post pole connecting member having opposed first and second ends and wherein the first end of the elongated post pole connecting member is supported by the post pole arm, and a T-joint is provided that defines opposed first and second openings and a third opening and wherein the second end of the elongated post pole connecting member is fitted into the third opening defined in the T-joint.

13. The first and ten game according to claim 11 where the goal post game unit also has first and second cross members having first ends that are fitted in and supported by the opposed first and second openings defined by the T-joint such that the first and second cross members extend in opposite directions from the T-joint and first and second 90-degree elbow connectors are fitted on the second ends of the first and second cross members.

14. The first and ten game according to claim 13 wherein the goal post game unit includes first and second goal posts each having first and second goal post ends, and the first end of the first goal post is fitted in a first 90-degree elbow connector, and the first end of the second goal post is fitted in and supported by a second 90-degree elbow connector such that the first and second goal posts are perpendicular to the first and second cross members, and rings are provided for throwing at the first and second goal posts such that upon throwing the rings they are capable of ringing either of the first and second goal posts in order to score points.

15. A method of playing a first and ten game comprising the steps of: providing a pair of goal post game units and spacing the goal post game units from one another and providing each game unit with a central support body having leg support arms and attaching legs to the leg support arms and providing the central support body with a pole post arm; supporting an elongated post pole connecting member on the pole post arm and placing a T-joint on the elongated post and providing first and second cross members and disposing the first and second cross members in the T-joint such that they extend in opposite directions and supporting first and second goal posts on the first and second cross members; defining an end zone and wherein the end zone is a circular shaped end zone such that the peripheral edge of the end zone is in the shape of a circle, and wherein the end zone has a diameter of about five feet; placing the goal post game units at the center point of the end zones; providing rings and providing the players with rings; determining the order of play with a coin toss and providing the winner of the coin toss to play first or play last, and deeming the player that loses the coin toss to be in a redemption position that provides that player with the opportunity to tie the score and send the first and ten game into sudden death; setting the number of points required to win the game at twenty-one points and providing a rule that if a player scores over twenty-one points then the number of points over twenty-one points will be deducted from that players current score, and providing the player with the opportunity for scoring an instant win; allowing the players to throw the rings and awarding points as follows: awarding one point when the ring makes contact with any part of the first or second goal posts; the first and second cross members, or the elongated post pole connecting member; awarding one point if a teammate of the player deflects the ring such that the ring contacts one of the first or second goal posts; awarding three points if the ring passes between the first the first and second goal posts, or if the teammate of the player deflects the disc between the first and second goal posts and providing that it is allowable for the ring to contact the first and second goal posts so long as the ring is between the first and second goal posts and above the first and second cross members; awarding five points if the ring rings the first or second goal post or if a teammate deflects the ring such that the ring rings the first or second goal post; and, allowing the players to continue throwing rings until a winner is determined.

16. The method of playing a first and ten game according to claim 15 further including the steps of requiring a player deflecting a ring to score points to be standing outside of the end zone and requiring opposing players to remain outside of the end zone and if an opposing player is within the end zone and interferes with play then deeming that player to have forfeited.

17. The method of playing a first and ten game according to claim 16 including the step providing an instant win rule wherein if a player throws the rings and rings both the first and second goal posts then the player is an instant winner and if the opposing player is in the redemption position the player does not have an opportunity to tie the first and ten game.

18. The method of playing a first and ten game according to claim 17 including the step of providing for sudden death when a player in the redemption position ties the game at twenty-one and providing the player in the redemption position with the option of changing the order of ring throwing position, and allowing each player to throw rings and the one that scores the most points wins the game and providing each player with the ability to score and instant win.

19. The method of playing a first and ten game according to claim 18 including the step of providing for sudden death when a player in the redemption position ties the game at twenty-one and providing the player in the redemption position with the option of changing the order of ring throwing position and allowing each player to throw rings and the one that scores the most points wins the game and providing each player with the ability to score and instant win.

20. The method of playing a first and ten game according to claim 19 including the step of providing for tournament play and providing sixteen teams with each team having two players and dividing the sixteen teams into four divisions and allowing each player to throw two rings and defining a one play to be when all teammates on a team have thrown their rings, and; allowing for an instant win when playing in the first or second rounds of the tournament when a player rings one of the first or second goal posts and the teammate of the player rings one of the first or second goal posts and prior to the teammates throw it was determined which of the first and second goal posts was the opposite goal post that the teammate intends to ring with the ring; providing for rounds of play and providing for tournament scoring as follows: providing that in round one the team that scores 21 points after all redemption turns take place will be considered to be a first seed, and continuing play until a second, and a third seed are established and wherein these three teams will continue to round two; providing that in round two play will continue to establish a new first and second seed; providing that round three be deemed a championship round and deeming the team that wins round three be the champion.
Description



CROSS REFERENCE TO RELATED APPLICATIONS

[0001] This application claims the benefit of U.S. Provisional Patent Application No. 62/182,936 filed on Jun. 22, 2015, and claims the benefit of U.S. Provisional Patent Application No. 62/192,620 filed on Jul. 15, 2015 and the entire contents and disclosure of each is hereby incorporated herein by reference.

BACKGROUND

[0002] People enjoy playing outdoor games to pass the time or for because they enjoy the competition. There a many outdoor games on the market, but many of these games are too complicated to assemble, or they are so easy to play and master they quickly become boring to play. People also encounter these problems when playing indoor games.

[0003] Improved games are needed that are easy to assemble, easy to manufacture, inexpensive to manufacture and provide for hours of enjoyment filled with excitement. The games should be suitable for outdoor play and allow for indoor play when there is enough room to play the games indoors.

SUMMARY

[0004] A first and ten game (sometime referred to as a FIRST-N-TEN game herein) is provided that includes two identical goal post game units, and each has a base unit that supports goal posts. The game may be played indoors or outdoors. The base unit has a central support body and four legs support the central support body. The central support body also has a post pole arm that supports an elongated post pole connecting member, and the elongated post pole connecting member supports a T-joint. First and second cross members extend in opposite directions from the T-joint. The first and second cross members have 90-degree elbow connectors disposed at their ends, and the 90-degree elbow connectors support first and second goal posts that players throw rings over in order to ring the goal posts and score points. Detailed rules that govern the play of the game are provided and the game can be played with two players and teams of players, and tournament play can also be played using the FIRST-N-TEN GAME.

[0005] A half time game (sometimes referred to as a TRIPLE-PLAY game herein) is also provided that may be played outdoors or indoors. The TRIPLE-PLAY game has a pair of identical game units that are placed on the ground and spaced apart from one another. The game units used in the TRIPLE-PLAY make use of the same base unit used in the TRIPLE-PLAY game. Here, the support body supports a post pole connecting member that, in turn, supports a four-way cross connector component. The four-way cross connector component supports first and second cross members that, in turn, support first and third upright posts. The four-way cross connector component also supports a second upright post. Players toss rings at the upright posts and score points by ringing the upright posts.

[0006] Each game has its own rules and provide for hours of exciting game play.

BRIEF DESCRIPTION OF THE DRAWING FIGURES

[0007] FIG. 1 is a front view of an assembled half time game (also referred to herein as TRIPLE-PLAY game).

[0008] FIG. 2 is a front view of a central support body.

[0009] FIG. 3 is a top plan view of the central support body.

[0010] FIG. 3A is a sectional view of the central support body taken along line 3A-3A shown in FIG. 3.

[0011] FIG. 4 is a bottom view of the central support body.

[0012] FIG. 5 is a top view of a four-way cross connector component.

[0013] FIG. 6 is a front view of the four-way cross connector component.

[0014] FIG. 7 is a perspective view of the four-way cross connector component.

[0015] FIG. 8 is a front view of support legs and caps of the TRIPLE-PLAY game.

[0016] FIG. 9 is a perspective view of a cap.

[0017] FIG. 10 is a front view of the cross support arms of the TRIPLE-PLAY game.

[0018] FIG. 11 is a top plan view of the 90-degree elbow connectors for use with the TRIPLE-PLAY game.

[0019] FIG. 12 is a front view of the 90-degree elbow connector.

[0020] FIG. 13 is a front view of a post pole connecting member.

[0021] FIG. 14 is a front view of a plurality of upright posts of different length.

[0022] FIG. 15 is a front view of another preferred embodiment showing an assembled first and ten game (also referred to herein as a FIRST-N-TEN game).

[0023] FIG. 15A is an exploded view of the FIRST-N-TEN game.

[0024] FIG. 16 is a front view of a T-joint for use in the FIRST-N-TEN game.

[0025] FIG. 17 is atop view of a T-joint for use in the FIRST-N-TEN game.

[0026] FIGS. 18 and 18A are schematic views showing brackets that are used in the in connection with the FIRST-N-TEN for tournament play.

[0027] FIGS. 19-20 show another preferred embodiment of a central support body.

DESCRIPTION

Triple-Play Game

[0028] Turning now to FIG. 1 there is shown a half time game 10 (that is sometimes referred to as a TRIPLE-PLAY game 10, it being understood that term half time game 10 means the same thing as the term TRIPLE-PLAY game 10 and TRIPLE-PLAY game 10 is used for the sake of clarity). The TRIPLE-PLAY game 10 can be played indoors or outdoors. The TRIPLE-PLAY game 10 comprises two identical game units 11 with one game unit 11 shown in FIG. 1.

[0029] As shown in FIGS. 1 and 8, each game unit 11 includes a base unit 110 having four legs 12 with opposed first and second leg ends 14, 16. In one of the preferred embodiments the legs 12 are about twelve inches long, but may be made longer or shorter than twelve inches. The legs 12 are made of plastic in one of the preferred embodiments, but may also be made of metal, wood and other suitable materials. The legs 12 are also hollow and tubular-shaped, but in other preferred embodiments may be differently shaped without limitation. The Triple-Play game unit 11 also includes caps commonly designated 18, and a cap 18 is fitted on the second ends 16 of each of the legs 12. The caps 20 are made plastic, metal or other suitable material, and are held to the legs 12 with a friction fit, but in other preferred embodiments the legs 12 may be held to the caps 18 with a pressure fit, glues, adhesives, or may be caps 18 and legs 12 may be held to one another with a threaded connection. As used herein, a threaded connection means one component has an internal thread and the other component has an external thread such that they can be threaded together, and threaded connections are well known to those having ordinary skill in the art.

[0030] As shown in FIGS. 1-4 the base unit 110 includes a central support body 22. The central support body 22 has opposed first and second central support body ends 26, 28 spaced from one another by a surrounding central support body surface 30 that extends from the first central support body end 26 to the second central support body end 28. As shown the surrounding central support body surface 30 is cylindrical shaped 31 but may be otherwise shaped in other preferred embodiments. The central support body 22 is a one-piece body 21 (FIG. 3) and defines a central support body recess 23 (FIG. 3A).

[0031] The central support body 22 has a post pole arm 32 (FIG. 2) that extends from first central support body end 26, and the post pole arm 32 may be about 3.5 inches in length and may be more or less than 3.5 inches in other preferred embodiments. The post pole arm 32 may be embodied to have a post pole abutment surface 37 that, for example, a post pole connecting member 33 (to be described presently) abuts against after it has been slid over the post pole arm 32. The post pole arm 32 is cylindrical shaped in one of the preferred embodiments. Four leg support arms commonly designated 34 (FIGS. 3 and 4) also extend from the surrounding central support body surface 30 and are cylindrical shaped in one of the preferred embodiments. As shown, the leg support arms 34 are arranged around the surrounding central support body surface 30 about ninety degrees from one another. The leg support arms 34 also slope downwardly in a direction away from the first central support body end 26 and in a direction toward the second central support body end such that the support arms 34 form an acute angle (designated A in FIG. 2) relative to the surrounding central support body surface 30. In one of the preferred embodiments the leg support arms 34 extend beyond the second central support body end 28. The leg support arms 34 may be embodied to have leg abutment surfaces 39 that the legs 12 abut against after they have been slid over the leg support arms 34. As previously mentioned, the legs 12 are hollow and the first ends 14 of the legs 12 are adapted to be slid over the leg support arms 34 such that a portion of the leg support arms 34 are disposed internal to the legs 12. FIG. 1 shows the legs 12 slid on the leg support arms 34 and shows the legs 12 sloping in a direction towards the ground 100. The legs 20 and the leg support arms 34 are held together with a friction fit or may be held together with a pressure fit and adhesives, or just adhesives, glue, or may be threaded to one another. The central support body 22 can be made of plastic, PVC, wood, metal and combinations thereof and other suitable materials. If not permanently affixed to the central support body 22, the legs 12 may be movable such that they can be adjusted to make contact with the ground 100 on which they are supported in the event the ground 100 is uneven.

[0032] In other preferred embodiments the central support body 22 can be made with three leg support arms 34 that spaced equal distances from one another, that is, they are arranged around the surrounding central support body surface 30 about one hundred twenty degrees from one another. In other preferred embodiments the central support body 22 can be made with more than four leg support arms 34 to support more than four legs 12. FIGS. 19-20 show another preferred embodiment of the central support body 22a wherein the leg support arms 34a and post pole arm 32a are cylindrical shaped and meet with one another, and wherein the central support body 22a defines a central support member recess 35 that extends through the post pole arm 32a and the remainder of the central support body 22a. As shown, the central support body 22a extends from the leg support arms 34a.

[0033] Thus, the base unit 110 is assembled when the legs 12 and central support body 22 are assembled when the legs 12 are fitted on the central support body 22. It is pointed out that the base unit 110 can be used as a component in the Triple-Play game 10 as described above and shown in FIG. 1, and can be used as a component in a FIRST-N-TEN game 200 (FIG. 15) as will be described presently. The base unit 110 may also be used in connection with games developed in the future and is suitable for supporting other structures.

[0034] As shown in FIGS. 1 and 13, the game unit 11 also has a post pole connecting member 33 that is fitted or slid on the post pole arm 32 of the base unit 110 and held in place with a pressure fit, friction fit, glue or may be held in place with an adhesive, or they may be threaded together. The post pole connecting member 33 is hollow and made as the same materials that make up the legs 12 and may be tubular shaped, and it may be about 3.5 inches in length or more or less than 3.5 inches in length in other preferred embodiments.

[0035] The post pole connecting member 33 supports a four-way cross connector component 40 that is part of the game unit 11. As shown in FIGS. 1 and 5-7, the four-way cross connector component 40 has first and second connector receiving portions 42, 44 that are perpendicular to one another, a third connector receiving portion 46 that is perpendicular to the second connector receiving portion 44, and a fourth connector receiving portion 48 that is perpendicular to the third and first connector receiving portions 46, 42, respectively. The four-way cross connector component 40 is hollow and may be made of the same materials previously described.

[0036] As shown in FIGS. 1 and 10, the game unit 11 includes first and second cross members 50, 52 that are hollow and made of the same materials as previously described. Each of the first and second cross members 50, 52 may be about 7.5 inches in length or may be more or less than 7.5 inches in length in other preferred embodiments. Each of the first and second cross members 50, 52 may be identically shaped in one of the preferred embodiments. The first cross member 50 has opposed cross arm and elbow connector ends 54, 58, and the second cross member 52 has opposed cross arm and elbow connector ends 56, 60. The first cross arm end 54 of the first cross member 50 is inserted into the fourth connector receiving portion 48 of the four-way cross connector component 40 and held in place with a friction fit or may be held in place with adhesives, glue or they may be threaded together. Similarly, the first cross arm end 56 of the second cross member 52 is inserted into the second connector receiving portion 44 of the four-way cross connector component 40 and held in place with a friction fit or may be held in place with adhesives, glue, or threaded connections. When assembled the first and second cross members 50, 52 extend in opposite directions and each is horizontal or substantially horizontal with the ground 100, and the ground 100 may be virtually any surface supporting the legs 12 and includes both indoor and outdoor surfaces.

[0037] The game unit 11 also includes first and second 90-degree elbow connectors 60a and 60b that are fitted on the elbow ends 58, 60 of the first and second cross members 50, 52, respectively, and are held in place with a friction fit and in other preferred embodiments may be held in place with an adhesive, glue or threaded connections (see FIGS. 1 and 11-12).

[0038] As shown in FIGS. 1 and 14, the game unit 11 also has first second and third upright posts 70, 72, 74, each having a cap end 70a, 72a and 74a, respectively, and a connecting end 70b, 72b, 74b, respectively. The first second and third upright posts 70, 72, 74 may be considered to be goal posts. The first upright post 70 is hollow and made of the same materials as previously described and may be about five (5) inches long or more or less than five (5) inches long in other preferred embodiments. The second upright post 72 is hollow and made of the same materials as previously described and may be about ten (10) inches long or more or less than ten (ten) inches long in other preferred embodiments. The third upright post 74 is hollow and made of the same materials as previously described and may be about fifteen (15) inches long or more or less than fifteen (15) inches long in other preferred embodiments. A cap 18 is fitted on each of the having a cap ends 70a, 72a and 74a. The connecting end 70b of the first upright post 70 is fitted in the first 90-degree elbow connector 60a, and the connecting end of the third upright post 74 is fitted in the second 90-degree elbow connector 60b. The connecting end of the second upright post 72 is fitted in the third connector receiving portion 46 of the four-way cross connector component 40. The first second and third upright posts 70, 72, 74 are held in place with a friction fit, adhesives or glues, or threaded connections may be used.

[0039] The Triple-Play game 10 also includes six (6) rings commonly designated 80 with one of the rings 80 (sometimes referred to herein as discs 80) shown in FIG. 1. The rings 80 define ring openings 81. There may be more or less rings 80 in other preferred embodiments. The rings 80 are thrown by a player 120 in an attempt to get the ring 80 to move over and around one of the first second or third upright posts 70, 72, 74, such that one of the first second or third upright posts 70, 72, 74 extends through the ring opening 81. When a ring 80 does move over and surround one of the first second or third upright posts 70, 72, 74 it is called "ringing" that upright post. In other words, ringing an upright post means that after the ring 80 has been thrown or tossed it lands such that when it comes to rest the ring 80 encircles one of the upright posts.

[0040] The TRIPLE-PLAY game 10 includes another identical game unit 11 that is identical to the game unit described above. The game TRIPLE-PLAY game 10 is readily transportable and easy to assemble and disassemble, and a game bag 88 (FIG. 1) is provided to store all the above-described components of the Triple Play game 10.

[0041] In addition, the above-described components may be color-coded. For example, in one of the preferred embodiments the central support body 22 is black, the four legs 12 are green, the four caps 18 for the legs 12 are green, the post pole arm 32 is yellow, the four-way cross connector component 40 is yellow, the first and second cross members 50, 52 are yellow, the first and second 90-degree elbow connectors 60a, 60b are yellow, the first and third upright posts 70, 77 are green and the caps 18 are these upright posts are green, and the second upright post 72 is yellow and its cap 18 is yellow. In other preferred embodiments these components are colored differently or may all be the same color.

Triple-Play Game--Play

[0042] Two game units 11 of the TRIPLE-PLAY game 10 are assembled as described above and spaced a distance from one another. The TRIPLE-PLAY game 10 can then be played with two to four (2-4) players 120.

[0043] For two players the TRIPLE-PLAY game 10 is played in a manner similar to horseshoes. Each player is provided with three rings 80 and the players 120 walk back and forth from one game unit 11 to the other game unit 11. For four players 120, each teammate stands at opposite ends of the two game units 11.

[0044] The official distance between the game units 11 is twenty (20) feet, but players 120 can agree to change this distance.

[0045] Players 120 must stand at opposite ends of the playing field (defined in the ground 100) near the game unit 11.

Triple-Play Game Order of Play

[0046] To start play, teams have to determine the order of play. Typically a coin toss can be used to decide the order of play. The winner of the coin toss can select to go first or last. To be last is considered to be in the REDEMPTION POSITION. That position will come into play when the player 120 of the team going first scores 21 points. An advantage to be in the REDEMPTION POSITION is knowing you (the player 120 knows that he or she) has one last chance to tie the score and send the game into SUDDEN DEATH. If however the team playing last scores 21 points, the other team DOES NOT get another throw because both teams have an equal number of turns. There are advantages to be both going first or last. The winner of the coin toss can choose whether he or she wants to go first or not.

Triple-Play Game Point System

[0047] In order to win the TRIPLE-PLAY game 10, a player 120 or team of players 120 must reach the score twenty-one (21) exactly. In other preferred embodiments the score could be a different amount. Each player 120 has three rings 80 to throw. Players 120 may score 1, 2 or 3 points depending on how many of the rings 80 are thrown and encircle the first second or third upright posts 70, 72, 74. If any of those points result in a score over 21 points, the points scored will be deducted from the current score. A team also has the opportunity to score an instant win.

[0048] Points are awarded as follows: [0049] 1 point--The player 120 throws the rings 80 and rings the five (5) inch first upright post 70 (the shortest post); [0050] 2 points--The player 120 throws the rings 80 and rings the ten (10) inch post 72 (the middle upright post); and, [0051] 3 points--The player 120 throws the throws the rings 80 and rings the fifteen (15) inch upright post 74 (the tallest post). [0052] Bonus points--If a player 120 rings all three rings in a single turn (except instant winner), then three extra bonus points are earned. For example, if a player 120 rings the first upright post 70 twice and the second or middle upright post 72 once, the score of the player 120 would be 1 point+1 point+2 points+3 bonus points, giving that player 120 a total of 6 points.

Triple-Play Game Instant Win

[0053] If the player 120 rings the first, second and third upright posts 70, 72, 74 in a single turn, that is, the player 120 rings one of the first, second and third upright posts 70, 72, 74 with all three rings 80, then the player 120 or team scores 21 points regardless of whether the added points would have resulted in a score lower or higher the 21 points. The player 120 or team scored what is know as or called a "Full Sweep," regardless of whether or not the player 120 or team that achieved the "Full Sweep" (that is, rings the first, second and third upright posts 70, 72, 74 in a single turn) played first, the game is over because an INSTANT WIN has occurred.

Triple-Play Game Sudden Death

[0054] If the team in the REDEMTION POSITION ties the TRIPLE-PLAY game 10 at 21 points, the game goes into SUDDEN DEATH.

[0055] Each team gets a turn. The team that scores the most points in a round wins the game. If neither team scores a point or if both points score an equal number of points, play will continue until one team out scores the other. The team that scores the most points is the winner. Either team still has the opportunity to score an INSTANT WIN.

Triple-Play Game Set-up

[0056] As mentioned above, the player 120 may glue some or all of the above-described components together before playing. For example, the first and third upright posts 70, 72, 74 are glued to the first and second 90-degree elbow connectors 60a, 60b, and the 90-degree elbow connectors are glued to the first and second cross members 50, 52. The first and second cross members 50, 52 are glued to the four-way cross connector component 40 as are the second upright post 72 and post pole connecting member 33. The post pole connecting member 33 is glued to the central support body 22 as are the four legs 12. If the legs 12 are not glued or permanently affixed to the central support body 22, they are held thereon with a friction fit, thus allowing the user will be able to adjust them relative to uneven playing surfaces, for example a lawn, a yard or the ground 100.

First-N-Ten Game

[0057] As shown in FIGS. 15-18, there is a first and ten game 200 (that is sometimes referred to as a FIRST-N-TEN game 200, it being understood that term first and ten game 200 means the same thing as the term FIRST-N-TEN game 200 and FIRST-N-TEN game 200 is used for the sake of clarity). The FIRST-N-TEN game 200 includes two identical goal post game units 201, with one of the goal post game units 201 shown in FIG. 15. The goal post game units 201 have base units 110 that are identical to the base unit 110 described above, and thus will not be described herein again.

[0058] The goal post game unit 201 also includes an elongated post pole connecting member 202, having opposed first and second ends 202a, 202b, and the first end 202a of the elongated post pole connecting member 202 is fitted on the post pole arm 32 extending from the central support body 22 and secured thereto with glue, adhesive a friction fit or the two are threaded to one another. The elongated post pole connecting member 202 is hollow and made of plastic and or the other materials previously described. The elongated post pole connecting member 202 is about twelve (12) inches in length in one of the preferred embodiments, but may be more or less than twelve inches in other preferred embodiments.

[0059] The goal post game unit 201 also includes a T-joint 204 (best shown in FIGS. 16 and 17) that defines opposed first and second openings 204a, 204b, and a third opening 204c. The second end 202b of the elongated pole connecting member 202 is fitted into the third opening 204c defined in the T-joint 204 and they are secured to one another with adhesives, glue, a friction fit or they may be threaded to one another.

[0060] The goal post game unit 201 also has first and second cross members 208, 210 and each may be about 8.5 inches in length or more or less than 8.5 inches in length in other preferred embodiments. The first and second cross members 208, 210 are hollow and made of plastic or made of the other materials previously described. First ends 208a, 210a, respectively, of each of the first and second cross members 208, 210 are fitted in the opposed first and second openings 204a, 204b, respectively, of the T-joint 204 and secured in place with adhesives, glue, a friction fit or threads. Thus the first and second cross members 208, 210 extend in opposite directions from the T-joint 204 and are in line with one another and substantially parallel to the ground 100. First and second 90-degree elbow connectors 60a, 60b, respectively, are fitted on the second ends 208b, 210b, respectively, of the first and second cross members 208, 210, and are secured with a friction fit, glue, adhesives or threads.

[0061] The goal post game unit 201 also includes a first goal post 212 with opposed first and second goal post ends 212a, 212b, and a second goal post 214 with opposed first and second goal post ends 214a, 214b, and caps 18 are fitted on the second goal post ends 212b, 214b. The first goal post end 212a of the first goal 212 post is fitted in and supported one of the 90-degree elbow connectors, and the first end 214a of the second goal post 214 is fitted in and supported by one of 90-degree elbow connectors such that the first and second goal posts are perpendicular to the first and second cross members 208, 210. The second goal post ends 212b, 214b, respectively, of the goal posts 212, 214, respectively, are fitted with caps 18. The first and second goal posts 212, 214 are twenty (20) inches in length or may be more of less than twenty inches in length in other preferred embodiments. The first and second goal posts 212, 214 are made of plastic and are tubular, and may be made of the other materials described above.

[0062] Thus, the FIRST-N-TEN game 200 also includes rings 80 and the FIRST-N-TEN game 200 can be readily assembly and disassembled and carried in the game bag 88, especially when the components are held together with friction fits. The game bag 88 can also store the rings 80 needed to play the FIRST-N-TEN.

[0063] In addition, the above-described components may be color-coded. For example, in one of the preferred embodiments the central support body 22 is black, the four legs 12 are green, the four caps 18 for the legs 12 are green, the elongated post pole connecting member 202 is yellow, the T-joint 204 is yellow, the first and second cross members 208, 210 are yellow, the 90-degree elbow connectors 60a, 60b are yellow, and the first and second goal posts 212, 214 and their caps 18 are yellow. In other preferred embodiments these components are colored differently or all the same color.

First-N-Ten Game Play

[0064] The FIRST-N-TEN game 200 is a team game and is traditionally played with 4 players 120. If the FIRST-N-TEN game 200 is played with 4 players 120, each team throws two rings 80 per play. A full turn will consist of one teammate throwing both rings 80. A full turn for TOURNAMENT PLAY consists of both teammates throwing one ring 80. (SEE TOURNAMENT PLAY described below). The object of the FIRST-N-TEN game 200 is to be the first team to reach twenty-one 21 points. In other preferred embodiments this number of points could be different.

[0065] The official distance between each goal post game units 201 is thirty (30) feet. Teammates will stand at opposite ends of the playing field near the first and second goal posts 212, 214. There is an end zone 300 (shown in dashed line in FIG. 15), and the end zone 300 is defined as an area five feet in diameter around the base units 110. In order to score points on a deflection, players 120 must be within the end zone 300. If a player deflects the flying disc 80 outside the end zone 300, the player 120is out of bounds. Play is dead and no points are scored.

[0066] When one team is in the end zone 300, the other team must remain outside the end zone area 300. Players 120 will determine whether interference was accidental or deliberate in the case of the opposite team interfering with play. If the interference was deemed deliberate, the team forfeits the game. In the case of accidental interference, the team will get the opportunity to replay by re-throwing the ring 80.

First-N-Ten Order of Play

[0067] To start play, teams need to determine order of play. Typically, a coin toss can decide order of play. The winner of the coin toss will choose to go first or last. To be last is considered to be in the "REDEMTION POSITION." That position will come into play when the team going first scores 21 points. An advantage to be in the "REDEMTION POSITION" is knowing that you (the player 120 knows he or she) has one last chance to tie the score and send the game into SUDDEN DEATH. If, however, the team playing last scores 21 points, the other team does not get another throw because both teams had an equal number of turns. There are advantages to both going first or last. The winner of the coin toss can choose whether or not he or she wants to go first.

[0068] For traditional/regular or Tournament play, another way to determine order of play is to have players 120 from each team throw their discs 80. The disc 80 that lands closest to the base 110 determines order of play. For Tournament play, the second closest chooses second, and so on.

First-N-Ten Point System

[0069] In order to win the game, a team must reach the score of 21 points exactly. In other preferred embodiment the winner score may be a different number of points. While playing up to and to the score of 21 points a team has the opportunity to score 1, 2, 3, or 5 points. If any of those points result in a score over 21 points, the points in excess of 21 points will be deducted from their current score. A team also has the opportunity to score an instant win.

Points are awarded as follows:

[0070] 1 point-HITS THE UPRIGHT--When a player 120 hits any part of the first or second goal posts 212, 214, or the first and second cross members 208, 210, or the elongated post pole connecting member 202 with the ring 80, the team scores 1 point. If the player 120 hits any of the four legs 12, then no points are recorded.

[0071] 1 point-TIP-DRILL--If a teammate deflects the disc 80 to hit one of the first or second goal posts 212, 214, then the team scores 1 point.

[0072] 3 points-FIELD GOAL--If a teammate throws the disc 80 between the first and second goal posts 212, 214, or his or her teammate deflects the disc between the first and second goal posts 212, 214. Touching either of the first and second goal posts 212, 214 is allowed as long as the ring 80 is between the first and second goal posts 212, 214 and above the first and second cross members 208, 210.

[0073] 5 points-RINGING THE UPRIGHT: If a player 120 throws the ring 80 rings either the left or right upright (either of the first and second goal posts 212, 214) with the ring 80 the team scores 5 points. If a teammate deflects a ring 80 that rings either the left or right upright, the team scores 5 points.

INSTANT WINNER: If a player 120 (regardless of position) rings both the left and right upright (either of the first and second goal posts 212, 214), the game is over and the team wins the game. The team in the REDEMPTION position does not get the chance to tie the game.

First-N-Ten Sudden Death

[0074] If the team in the redemption position ties the game at 21 points, the game goes into sudden death.

Sudden Death

[0075] In the case of SUDDEN DEATH the team in the REDEMPTION POSITION has the option to change position or elect to keep the order the same.

Each team gets a turn. The team that scores the most points in the round wins the game. If neither team scores a point or if both teams score an equal number of points, play will continue until one team out-scores the other. The team that scores the most points is the winner. Either team still has the opportunity to score an INSTANT WIN.

Examples of First-N-Ten Game Scoring

[0076] If a team has 20 points, and then on that team's next turn puts the ring 80 through the upright, which is a 3 point score, the team has gone over 20 points. The penalty imposed on the team is a 3 point deduction which works out to 20 points-3 points which equals 17 points, so the team now has 17 points.

[0077] If a team rings both the left and right upright (both the first and second goal post 212, 214) which would result in a score over 21 points, the team wins by INSTANT WIN (15 points+left upright 5 points+right upright 5=INSTANT WIN).

[0078] If a player 120 throws the rings 80 and both of the rings 80 ring the first goal post 212 or both of the rings 80 ring the second goal post 214, then the team scores 10 points (5 points+5 points=10 points).

First-N-Ten Tournament Play

[0079] Reference is made to FIG. 18 regarding tournament play between 130. A full tournament would consist of sixteen teams 130. The teams would be separated into four divisions (North, South, East, & West). It would be possible to play with only two or three divisions. Each division will have four teams with each team having two players 120 for a total of eight players 120, such that four (4) divisions equals sixteen (16) teams, three (3) divisions equals twelve (12) teams, two (2) divisions equals eight (8 teams), and one (1) division equals four (4) teams.

[0080] Play begins when order is established (See "ORDER OF PLAY").

[0081] The team that plays first throws its ring 80 and records the score. The rest of the teams in order throw their rings 80 and also record the score. Each teammate of the player 120 returns their ring 80 and records the score. When both teammates (both players 120 on the same team) have thrown their ring 80, it is considered one play.

[0082] Round 1--the team that scores 21 points after all redemption turns take place will be considered the first seed. Play will continue until the second, and the third seed are established. Those three teams will continue to Round 2 (and the team in last place is eliminated).

[0083] Round 2--play will continue to establish a new first and second seed. (All Redemption Play, Sudden Death, and Automatic Wins rules still apply), and the team that is in last place is eliminated.

[0084] Round 3--(DIVISION CHAMPIONSHIP ROUND) Rules for traditional play (described above) are in effect.

[0085] Note: If the team other than in first position scores 21 points first, then only the remaining teams have redemption turns. If one or both of the teams in their Redemption Turn ties the score, then SUDDEN DEATH rules apply. If a 3-way tie does occur, the team not in SUDDEN DEATH is automatically eliminated.

[0086] The tournament them moves on to the world champion as shown in FIG. 18A wherein the winners of the North, South, East and West divisions play in the same manner as described above until a world champion is determined.

[0087] It will be appreciated by those skilled in the art that while the TRIPLE-PLAY game 10 and the FIRST-N-TEN game 200 have been described in connection with particular embodiments and examples, the TRIPLE-PLAY game 10 the FIRST-N-TEN game 200 are not necessarily so limited and that other examples, uses, modifications, and departures from the embodiments, examples, and uses may be made without departing from the TRIPLE-PLAY game 10 and FIRST-N-TEN game 200. All these embodiments are intended to be within the scope and spirit of the appended claims.

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