Dice Throwing Accuracy Game

Brown; Jake

Patent Application Summary

U.S. patent application number 16/994651 was filed with the patent office on 2022-02-17 for dice throwing accuracy game. The applicant listed for this patent is Jake Brown. Invention is credited to Jake Brown.

Application Number20220047937 16/994651
Document ID /
Family ID1000005029975
Filed Date2022-02-17

United States Patent Application 20220047937
Kind Code A1
Brown; Jake February 17, 2022

Dice Throwing Accuracy Game

Abstract

A simple but engrossing game based on accurately tossing ordinary cubical dice is presented. The game comes with two board pieces which can be positioned on any flat surface to make a playing surface or optionally a pre-made complete game surface. The game is played in turns with players attempting to maximize their scores by landing their dice on a target scoring zone.


Inventors: Brown; Jake; (Carlsbad, CA)
Applicant:
Name City State Country Type

Brown; Jake

Carlsbad

CA

US
Family ID: 1000005029975
Appl. No.: 16/994651
Filed: August 16, 2020

Current U.S. Class: 1/1
Current CPC Class: A63F 2009/0482 20130101; A63F 9/0413 20130101; A63F 2011/0067 20130101; A63F 7/30 20130101; A63F 11/0051 20130101; A63F 7/0017 20130101; A63F 2009/0404 20130101; A63F 9/0402 20130101
International Class: A63F 9/04 20060101 A63F009/04; A63F 7/00 20060101 A63F007/00; A63F 7/30 20060101 A63F007/30

Claims



1. (canceled)

2. (canceled)

3. A method of playing a dice game using a dice game apparatus, the dice game apparatus comprised of two end zones and one or more playing dice, and a scoring sheet, each end zone a flat rectangular shape with zones marked on it, the zones comprised of an edge zone surrounding a central zone, the edge zone also possessing a single specialty zone, the central zone marked with a central zone value, the edge zone marked with two different edge zone values, the specialty zone marked with a specialty zone value, the central zone also marked with two dots, the two dots positioned equidistant from each other in the central zone, the dice game apparatus further comprising a playing surface created by positioning the two end zones at opposite ends of the playing surface such that the long axes of the rectangular end zone are parallel to each other and facing opposite to each other, specialty zones farthest from each other, the playing surface further comprising a half way point line that is positioned exactly halfway between the end zones of the playing surface, The method comprised of the steps of laying out the playing surface, which is further comprised of the steps of placing the two end zones on a flat surface such that the end zones are at opposite ends of the flat surface, further placing the end zones such that their specialty zones are farthest from each other and the long axes of their rectangular shapes are parallel to each other, beginning the play of the dice game by deciding who will roll the dice first, comprising the steps of rolling one die to see which player has the lower dice roll result, lower result rolls first, playing the game, comprising the steps of standing at opposite ends of the playing surface behind each of the end zones and in alternating turns tossing one or more dice such that they land on one of the zones of the end zone on the opposite end of the playing surface, scoring the game, comprising the steps of looking at which of the scoring zones the die or dice landed on, noting which value the zone possesses, multiplying the zone value by the value on the die or dice, and recording that product on the scoring sheet, scoring bonus points in the game comprising the steps of On the 7th roll, if a player is exceeding 100 points a 50 point bonus is added, on the 7th line of the scoring sheet, in addition on the 14th roll if the player is exceeding 250 points a 100 point bonus is added to the 14.sup.th line of the scoring sheet, extra roll bonus in the game comprising the steps of obtaining an extra scoring roll in the game by rolling a 3 in the 3 zone, rolling a 5 in the 5 zone, rolling a 6 in the 10 zone, roll a 6 in the 20 zone to get this extra roll, to a maximum of four additional scoring rolls, Instant winner determination comprised of the steps of determining whether a player's die has landed on and is completely covering one of the two dots in the central zone, whereupon if the dot is so covered, then that player instantly wins the game, determining the winner of the game comprising the steps of adding up the values on the scoring sheet to achieve a sum, then comparing the total for the players, the larger total wins the game.
Description



BACKGROUND OF THE INVENTION

[0001] A lot of board games have been created, and a lot of dice games have been created.

[0002] A lot of board games involving dice have been created, but never has a board game involving dice been created where not only the dice number rolled matters but also where the dice lands matters.

[0003] When the dice is rolled the higher the number rolled is the preferred outcome, but also the dice landing in the highest marked END ZONE.RTM. number at the same time is the object of each roll

[0004] There are 5 possible END ZONE.RTM. numbers to land in and 6 possible numbers on each die creating 30 possible point outcomes for each roll that stays in play. There are also 2 instant win dots to land on adding to the total possible outcome for each roll that stays in play to 31 possibilities in the present version of END ZONE.RTM..

[0005] There are other possible versions of END ZONE.RTM. in the contemplation of the present application. Those embodiments are implied and inferred by the specification and claims provided herein

SUMMARY OF THE INVENTION

[0006] The invention is a board game involving two scoring fields, each called an "End Zone". The two end zones are placed at the opposite ends of a rectangular playing board constructed from a table or other hard or firm surface, or a reconstructed playing surface with the end zones already in place.

[0007] The game involves rolling dice, one, two, or three dice at a time, to land in marked scoring areas. The value on the die is multiplied by the number present in the scoring area landed in, and these scores are recorded on a score card.

[0008] Each player starts at the top of the score card and moves down; there are 14.times.1 dice rolls, 2 bonus points sections included in these 14 rolls, 2.times.2 dice rolls, 1.times.3 dice rolls and 4 extra rolls. Once all rolls are complete the player with the highest score wins

[0009] A game comes to an end when all rolls have been taken and all possible points have been marked down. Each player then adds all their points together to arrive at their total When all totals are added the player with the highest total wins.

BRIEF DESCRIPTION OF THE FIGURES

[0010] FIG. 1: Perspective overview of the playing surface

[0011] FIG. 2: Depiction of the End Zone

[0012] FIG. 3: Depiction of a die landing "5" up in the Central Zone

[0013] FIG. 4: Depiction of a die landing "4" up next to but not in the Edge Zone

[0014] FIG. 5: The Scorecard

[0015] FIG. 6: Depiction of a die landing partially on to the specialty zone

DETAILED DESCRIPTION OF THE INVENTION

[0016] Playing pieces for the invention include one or more dice 104, two end zones 101, a scorecard, and a flat surface on which the playing surface 102 can be laid out or a pre-made board in the same configuration. The playing surface 102 is rectangular, as in FIG. 1, with an end zone 101 at each end. A half-way point 103 should be marked on the playing surface 102 to help in scoring and play.

[0017] The dice in the preferred embodiment are standard six sided dice 104, but in other embodiments could be 12-sided or even 20-sided dice (not shown). The length of the playing surface 102 is not set by the rules of the invention, but should fit the size of the flat surface on which the game is played or will be pre-made in various sizes.

Rules of the Game

[0018] Each player rolls one die 104 to see who goes first, the player with the lowest dice result goes first. Tie dice roll again until one rolls lower.

[0019] Rolling off the flat surface or off of the playing surface counts as a zero. Once the order of player is established, the player's names go on the score card (see FIG. 5) in that order and the game starts.

Start of Game

[0020] The player whose turn it is stands at the opposite end from the end zone 101 the player is rolling at. The player then rolls or bounces the dice 104 looking to land on the highest number in the opposing end zone 101 layout. while also having the highest dice number showing. The score of the roll is arrived at by multiplying the two numbers, the layout number and the dice result.

[0021] When rolling each player must release the dice at or before the 5-point line 111 on the end zone 101 closest to them, this helps keep things fair on rolling distances

Rolling the Dice

[0022] There are several different techniques to roll or bounce the dice. Bouncing the dice 104 on the flat surface of the dice 104 is highly recommended

Scoring the Game

[0023] The dice 104 must land in a points zone in the end zone 101 to gain points, any dice that lands beyond the end zone 101 or outside of the border of the playing surface 102 or not past the halfway point 103 is worth zero points.

[0024] Once a die 104 lands in a points zone the dice number is multiplied by the points zone number to create a score. For instance a dice showing a 5 and landing in the 3 zone would multiply to a 15 point score, as in FIG. 3. Anything beyond the halfway point 103 but not in the end zone 101 is counted as 1.times. points so whatever the dice value is would be your score.

What are the Zones To Land In?

[0025] A player is always looking to land in the highest valued zone, therefore the highest zone a die 104 is touching is the zone that is used to multiply from, the players dice 104 would only need to be 1% in a higher zone to use that zone. In FIG. 6, for instance this would score 80 points as the 20 would be the highest zone the die 104 with face value of 4 is in.

[0026] But a die 104 that's even with the line but not protruding over it would use the zone number that it is in. As in FIG. 4, this would be a 3 dice in a 3 zone 3.times.3=9. If theres an argument on which zone the dice is in a 3rd party or a judge may be needed. When deciding the dice's zone look straight down on the dice not from any side angle to get a true reading.

Bonuses

[0027] On the 7th roll, if the player is exceeding 100 points a 50 point bonus is added, simply put an x in the box on the 7th line to add 50 points when adding total. Also on the 14th roll if the player is exceeding 250 points a 100 point bonus is added, the 50 point bonus is added if it was reached to see if the 250 points is exceeded, if it is mark an x in the 14th roll box for an additional 100 points at total.

Two Dice Mode

[0028] The player rolls 2 dice one at a time and then totals the 2 dice end zone scores, there are 2.times.2 dice rolls

Three Dice Mode

[0029] The player rolls 3 dice one at a time and then totals the 3 dice end zone scores, there is 1.times.3 dice roll.

Extra Dice Rolls Available

[0030] There are 4 ways to get extra rolls each of the 4 can only be achieved once per game

[0031] Extra roll 3--roll a 3 in the 3 zone to get this extra roll

[0032] Extra roll 5--roll a 5 in the 5 zone to get this extra roll

[0033] Extra roll 10--roll a 6 in the 10 zone to get this extra roll

[0034] Extra roll 20--roll a 6 in the 20 zone to get this extra roll

[0035] Whenever the extra roll is achieved mark its box with an x to take its extra roll at the end of the game, maximum of 4 extra rolls per player.

Scoring an Instant Win

[0036] There are 2 dots 110 in each end zone, if the player completely covers a dot 110 with the dice 104 rolled (no part of the dot may be visible) that player instantly wins the game.

Modes of Play--Fast Play

[0037] Each player rolls 3 dice 104 one at a time and try to get the highest score, the highest score wins. Then start again with the loser from the last game going first.

Modes of Play--Traditional

[0038] Normal games using the End Zone score card.

Modes of Play--King

[0039] If a group of more than two players want to play, each player rolls one dice 104, the highest 2 dice 104 are the first 2 players up, any ties roll again, once the first 2 players are decided the other players line up on the side while the first 2 roll to see who goes first, lowest dice always goes first. Each player rolls 3 dice 104 the player with the highest score is now king and the other player moves to the back of the line, the player at the start of the line is now the challenger and must roll first with the king rolling second, the highest score wins and repeat this process for as long as you like

Modes of Play--Tournament

[0040] Play with as many people as want to play, the winner from each game moves on to play other winners until theres the last winner--the tournament winner. Play tournaments with full games or fast 3 dice games whatever is preferred.

How to End the Game

[0041] A game comes to an end when all rolls have been taken and all possible points have been marked down. Each player then adds all their points together to arrive at their total. When all totals are added the player with the highest total wins.

[0042] While my above description contains many specificities, these should not be construed as limitations on the scope, but rather as an exemplification of one embodiments thereof. Many other variations are possible. Accordingly, the scope should be determined not by the embodiment(s) illustrated, but by the appended claims and their legal equivalents.

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