Wearable score-keeping device for swordplay games
20190255416 ยท 2019-08-22
Inventors
- Dunedin Strickland (Palmer, AK, US)
- Lukas Strickland (Palmer, AK, US)
- Auberin Strickland (Palmer, AK, US)
Cpc classification
A63B2071/1208
HUMAN NECESSITIES
A63B2209/02
HUMAN NECESSITIES
A63B2220/833
HUMAN NECESSITIES
A63B71/0605
HUMAN NECESSITIES
A63B71/12
HUMAN NECESSITIES
A63B69/333
HUMAN NECESSITIES
A63B71/0622
HUMAN NECESSITIES
International classification
A63B71/06
HUMAN NECESSITIES
Abstract
A wearable score-keeping device to reliably record successful strikes in games of mock swordplay is provided. In one embodiment, a player (111) wears a breastplate device (110) that houses a target module (114). Contacting the strike zone (116) of the target module (114) of the opposing player with a sword device (112) is each player's objective. When contact is made with the strike zone, an impact switch (216) relays that information to a circuit board (220), which is programmed according to game rules chosen by the players (111). The circuit board then instructs one or more signaling devices (118, 218) to alert the players (111) to any landed strikes and so keeps score.
Claims
1. A wearable score-keeping device, comprising: a. an impact sensing switch of sufficient size to provide a reasonable target strike zone for an opposing amateur swordfighter engaged in swordplay, wherein said switch is activated when the opposing swordfighter makes contact with said strike zone with a sword device, and b. means for signaling said contact with the strike zone to the players engaged in said swordplay so as to communicate score-related information arriving from said switch, and c. a wearable accessory that is worn on the body of said player or players that houses said impact sensing switch and said means for signaling contact with the strike zone.
2. The wearable score-keeping device of claim 1, wherein said switch is a spring loaded switch that is activated when depressed by contact from said sword strike.
3. The wearable score-keeping device of claim 1, wherein said switch comprises two conductive layers that are spread through said wearable accessory that is activated by contact from said sword strike.
4. The wearable score-keeping device of claim 1, wherein said switch is an inertial sensor or vibration sensor calibrated to detect contact from said sword strike.
5. The wearable score-keeping device of claim 1, wherein said switch and said means of signaling are combined into a single analogue element such as a balloon that is popped or a shape that is deformed by said contact from said sword strike.
6. The wearable score-keeping device of claim 1, wherein said means of signal is a light or multiple lights that communicates by flashing or changing colors said contact from said sword strike to said players.
7. The wearable score-keeping device of claim 1, wherein said means of signal is a speaker or sound producing device that communicates said contact from said sword strike to said players.
8. The wearable score-keeping device of claim 1, wherein said wearable accessory is a breastplate worn on the chest or back of said players.
9. The wearable score-keeping device of claim 1, wherein said wearable accessory is a pad worn on the arms or legs of said players.
10. The wearable score-keeping device of claim 1, wherein said switch is of sufficient size to constitute said wearable accessory and provide said housing for said means of signaling without requiring further housing itself.
11. The wearable score-keeping device of claim 1, wherein said sword device is a hand or gloved hand of said player.
12. The wearable score-keeping device of claim 1, wherein said sword device is a thrown projectile.
13. A wearable score-keeping device, comprising: a. an impact sensing switch of sufficient size to provide a reasonable target strike zone for an opposing amateur swordfighter engaged in swordplay, wherein said switch is activated when the opposing swordfighter makes contact with said strike zone with a sword device, and b. means for signaling said contact with the strike zone to the players engaged in said swordplay so as to communicate score-related information arriving from said switch, and c. means for storing and processing said score-related information, wherein said signals to said players accord to programmed settings dictated by game rules chosen by said players, and d. a wearable accessory that is worn on the body of said player or players that houses said impact sensing switch and said means for signaling contact with the strike zone.
14. The wearable score-keeping device of claim 13, wherein said means for storing and processing said score-related information according to programmed settings is a printed circuit board.
15. The wearable score-keeping device of claim 13, wherein said switch is a spring loaded switch that is activated when depressed by contact from said sword strike.
16. The wearable score-keeping device of claim 13, wherein said switch comprises two conductive layers that are spread through said wearable accessory that is activated by contact from said sword strike.
17. The wearable score-keeping device of claim 13, wherein said switch is an inertial sensor or vibration sensor calibrated to detect contact from said sword strike.
18. The wearable score-keeping device of claim 13, wherein said switch and said means of signaling are combined into a single analogue element such as a balloon that is popped or a shape that is deformed by said contact from said sword strike.
19. The wearable score-keeping device of claim 13, wherein said means of signal is a light or multiple lights that communicates by flashing or changing colors said contact from said sword strike to said players.
20. The wearable score-keeping device of claim 13, wherein said means of signal is a speaker or sound producing device that communicates said contact from said sword strike to said players.
21. The wearable score-keeping device of claim 13, wherein said wearable accessory is a breastplate worn on the chest or back of said players.
22. The wearable score-keeping device of claim 13, wherein said wearable accessory is a pad worn on the arms or legs of said players.
23. The wearable score-keeping device of claim 13, wherein said switch is of sufficient size to constitute said wearable accessory and provide said housing for said means of signaling without requiring further housing itself.
24. The wearable score-keeping device of claim 13, wherein said sword device is a hand or gloved hand of said player.
25. The wearable score-keeping device of claim 13, wherein said sword device is a thrown projectile.
Description
BRIEF DESCRIPTION OF THE DRAWINGS
[0015] In the drawings, closely related figures have the same number but different alphabetic suffixes.
[0016]
[0017]
[0018]
[0019]
[0020]
[0021]
[0022]
DRAWINGSREFERENCE NUMERALS
[0023]
TABLE-US-00003 110 score-keeping breastplate embodiment 111 sword fighter 112 sword device 114 target module 116 target strike button 118 signal lights 120 padded breastplate 122 adjustable straps 124 buckle 210 module mounting plate 212 battery cover 214 on/off switch 216 impact switch 218 signal speaker 220 circuit-board 222 power source 226 rivets for mounting plate 310 shoulder guard embodiment
DETAILED DESCRIPTION OF THE INVENTION
[0024] One embodiment of the score-keeping device is illustrated in
[0025] In one embodiment, the padded breastplate 120 is made of a durable foam such as poly urethane or ethyl vinyl acetate, but it can consist of any material such as natural or synthetic fabrics, leather, plastic, rubber, wood, cardboard, paper, etc., that will provide some measure of protection and comfort to the player 111 while providing a place for the target module 114 to be mounted on the body of the player 111. The padded breastplate 120 in this embodiment is small enough to fit players of a variety of different sizes with a one size fits all approach, but additional embodiments might be fit to each player 111 based on their particular size and preference. Additional embodiments of the padded breastplate 120 can be decorated according to the preference and fantasy world of the player 111. Additional embodiments can expand the padded breastplate 120 to cover a greater portion of the player 111's chest, providing a greater area for decorations, or in additional embodiments where larger or multiple target modules 114 are mounted on a single breastplate 120, a larger surface to attach target modules 114.
[0026] In one embodiment, the adjustable straps 122 are designed to go over the shoulders and waist of the player 111 and connecting around their back, with the capacity to adjust to fit players of different sizes and shapes, and to allow for the breastplate embodiment 110 to be worn on the back of the player 111 rather than on their front, providing other game play opportunities. In one embodiment, the straps 122 are made of a nylon material, but any material that is suitably comfortable, strong, flexible and durable can be used, including but not limited to leather, fabrics, wire, elastic bands, ropes, cords, and so on. In alternative embodiments, adjustable straps 122 might be dispensed with altogether and the padded breastplate 120 might be directly attached to clothing worn by the player 111, or in further embodiments itself be designed as an article of clothing.
[0027]
[0028]
[0029] In
[0030] In one embodiment the target module 114 is made of hard vinyl plastic, but other types of durable materials such as polyethylene, polypropylene, nylon, metal, foam, wood, or rubber are also appropriate. In one embodiment, the signal lights 118 and signal speakers 218 alert the players 111 to a successful strike, but in alternative embodiments can use just one or the other, or the successful strike can be signaled with a vibrating device, an odor-making contraption, or even an analogue indicator such as a color or shape change resulting from the successful strike. In alternative embodiments, the switch 216 and the signaling devices 118 and 218 can be combined such as with a balloon that is popped by the impact of the sword device 112. In the illustrated embodiment the power source 222 is composed of three AAA batteries, but other power sources can also be used. In one embodiment, the circuit board 220 is programmed to control the signal lights 118 to turn on to green when the on/off switch 214 is turned to the on position, when the target strike zone 116 is depressed and the impact switch 216 is activated, then the signal speaker 218 makes a noise and the signal lights 118 change color to yellow to indicate to the players 111 that a point has been scored. After a second successful strike, another noise is produced by the signal speaker 218 and the signal lights 118 change to orange, and with a third strike a game over tone emanates from the signal speaker 218 and the signal lights 118 change to red. In alternative embodiments the signals can be arranged to count up or down from different numbers of strikes, or add additional constraints such as time limits, group play options, or kill streak kind of features to enhance game play and customizability of competitions. Players 111 in alternative embodiments can choose between different game-play scenarios depending on their tastes and the situation.
[0031]
[0032]
Operation
[0033] In one embodiment, two players 111 would each be equipped with a sword device 112 and a score-keeping device 110. The players 111 would unbuckle the buckle 124 and don the breastplate score-keeping device 110, then re-attach the buckle 124 and adjust the straps 122 to the appropriate size. Then the players 111 would remove the target module 114 from the module mounting plate 210 in the padded breastplate 120 and insert batteries into the power source 222 behind the battery cover 212, and turn the on/off switch 214 to the on position, resulting in the signal lights 118 and signal speaker 218 performing the signal dictated by the programming in the circuit board 220 and communicating the beginning of the game to the players 111. In one embodiment the signal lights 118 turns green to indicate full health for each of the players 111 and then the signal speaker 218 issues a starting tone. The players 111 then sword fight, using their sword devices 112 to block and parry one another's thrusts as they attempt to hit the target strike button 116 on the breastplate score-keeping device 110 of their opponent with their sword devices 112. When a player 111 manages to hit the target strike button 116 of their opponent, the circuit inside the target module 114 is completed and, depending on the programming of the circuit board 220, the signal lights 118 and signal speaker 218 communicate to the players that a strike has landed. The first player 111 to land the previously programmed number of strikes is deemed the winner and the game can start again or the winning player can advance to the next round in the tournament.
[0034] From the description above, a number of advantages of some embodiments of the wearable score-keeping device become evident: [0035] a) The impact switch clearly and fairly determines when a successful strike has been landed by a player, and the signaling system then effectively communicates that to the players, allowing for players to devote their energy to sword-fighting rather than arguing over the nuances of a strike, and greatly enhancing the play value of the sword games. [0036] b) A target is created with the placement of the target module, having the benefit of providing a clear objective for players, which enhances the play value of the game. [0037] c) Placing the impact switch on the body of the player rather than on the sword makes for more reliable scoring since the switch is not likely to come into contact with any object other than the opponent's sword. [0038] d) The versatile design and adjustability of the straps allow for players of a variety of sizes and shapes to share the same equipment. [0039] e) The switch does not require a special sword to trigger it for a point, so players can continue to use the swords of their choice rather than needing to change over to a sword that might not match their standards of construction, the rules of their organizations, or their own personal sense of aesthetics. [0040] f) The score-keeping devices can be worn over whatever clothing or costumes players choose to wear, which is not only convenient but allows more fantastically inclined players to continue to use the costumes of their choice, with the added benefit that the score-keeping device itself will provide an added accessory for costuming. [0041] g) The score-keeping device is efficiently designed and so is comfortable, affordable, durable, and user friendly. [0042] h) The ability to strap score-keeping devices to various parts of the player's body allows for multitudinous game-play scenarios which greatly enhance the appeal of swordplay. [0043] i) The diversity of game-play scenarios that can be programmed into the score-keeping device further enhances the play value of swordplay, and enables a suitable scenario to be chosen for any given situation, whether for team play with large groups or more straightforward two player matches, and everything in between. [0044] j) The consistent and reliable score-keeping provided by the device makes informal sword fights more fun, and also opens the way to greater standardization of sword fighting competition to allow for splintered, divergent groups to come together and a unified community to form.
[0045] Accordingly, the reader will see that the score-keeping device described above provides an effective method for score-keeping in the field of swordplay and greatly enhances the play value of sword games, paving the way for standardized competition and broader appeal for swordplay as a pastime.
[0046] Although the description above contains many specificities, these should not be construed as limiting the scope of the embodiments but as merely providing illustrations of some of several embodiments. Thus the scope of the embodiments should be determined by the appended claims and their legal equivalents, rather than by the examples given.