Dice board game
09878233 ยท 2018-01-30
Inventors
Cpc classification
A63F9/04
HUMAN NECESSITIES
A63F2009/0486
HUMAN NECESSITIES
International classification
Abstract
A dice and board game. The game may comprise: a game board, a set of indicator cubes, and four or more saucers. The game board may comprise: a primary playing surface, cubbies, colored sections, an inner wall, and an outer wall. The primary playing surface may comprise a marking and may be surrounded and defined by an inner wall. The cubbies and the colored sections may be located on an outer perimeter of the game board and may be in between the inner wall and the outer wall. The cubbies and the colored sections may alternate along the outer perimeter of the game board and may be separated by partitions. The set of indicator cubes may comprise: color indicator cubes, number indicator cubes, and five sets of colored dice. Each of the color indicator cubes may comprise five colored sides and one symbol side.
Claims
1. A dice and board game comprising: providing a game board, a set of indicator cubes, and four or more saucers; wherein said game board comprises: a primary playing surface, a plurality of cubbies, a plurality of colored sections, an inner wall, and an outer wall; wherein said primary playing surface comprises a marking and is surrounded and defined by said inner wall; wherein said plurality of cubbies and said plurality of colored sections are located on an outer perimeter of said game board and are located in between said inner wall and said outer wall; wherein said plurality of cubbies and said plurality of colored sections alternate along said outer perimeter of said game board and are separated by a plurality of partitions; wherein said set of indicator cubes comprises: a plurality of color indicator cubes, a plurality of number indicator cubes, and five sets of colored dice; wherein each of said plurality of color indicator cubes comprise five colored sides and one symbol side; wherein each of said five color sides is a different color; wherein each side of said plurality of number indicator cubes has a different number between the numbers 1 and 6; determining by two or more players a predetermined winning score; receiving by each of said two or more players: one of said plurality of color indicator cubes, one of said plurality of number indicator cubes, and at rolling by each of said two or more players said one of said plurality of color indicator cubes and said one of said plurality of number indicator cubes, and determining which of said two or more players begins playing first, such that there is a first player and at least one subsequent player; simultaneously rolling by said first player said five sets of colored dice onto said primary playing surface; dividing said rolled five sets of colored dice into a first subset and a second subset, such that said first subset comprises scored dice and said second subset comprises unscored dice; wherein if said first subset comprises no scored dice a turn of said first player is bunked; wherein if said first subset comprises a plurality of scored dice, said first player has an option to roll said unscored dice or keep a score related to said scored dice; wherein if said player keeps said score related to said scored dice said turn of said first player is over; wherein if said first player rolls said unscored dice, said unscored dice are then divided into a third subset and a fourth subset, such that said third subset comprises scored dice, which are then combined with said first subset, and said fourth subset comprises unscored dice, wherein so long as said third subset comprises at least one scored dice, said first player continues to have said option to roll said unscored dice or keep said score related to said scored dice; wherein if said third subset comprises no scored dice a turn of said first player is bunked; wherein once said turn of said player is over, play passes to said at least one subsequent player, who rolls said five sets of colored dice just as said first player did; continuing to pass play between said two or more players until one of said two or more players obtains said predetermined winning score and ends said game.
2. The dice and board game of claim 1, further comprising: allowing said first player to continue said turn after being bunked by using one of said at least two saucers received by said first player in association with said marking on said game board.
3. The dice and board game of claim 2, further comprising: earning an additional saucer by said first player if said first player has used all of said at least two saucers received when said first player rolls said five sets of colored dice such that one or more of said colored dice lands within one or more of said colored sections, such that one or more stray colored dice are created, and such that a color of at least one of said one or more stray colored dice matches a color of said one or more colored sections in which said one or more stray colored dice lands.
4. The dice and board game of claim 3, wherein said scored dice comprises one or more triple links.
5. The dice and board game of claim 4, wherein said scored dice further comprises one or more single hooks.
6. The dice and board game of claim 5, wherein said scored dice further comprises at least one scoring combination selected from the group of scoring combinations consisting of one or more sparks, a toledo, a holy toledo, a brooklyn, a wild push dice match, and a greshem.
7. The dice and board game of claim 6, wherein said wild push dice match occurs when at least one of said scored dice matches both said one of said plurality of color indicator cubes and said one of said plurality of number indicator cubes.
8. The dice and board game of claim 7, wherein rolling a greshem wins and ends said game.
9. The dice and board game of claim 8, wherein each of said two or more players must score a minimum opening score in order to begin scoring.
10. The dice and board game of claim 9, wherein after each roll of said unscored dice and after each roll of said complete five sets of colored dice, said scored dice must be scored.
Description
BRIEF DESCRIPTION OF THE DRAWINGS
(1) The features, obstacles, and advantages of the present application will become more apparent from the detailed description set forth below when taken in conjunction with the drawings, wherein:
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DETAILED DESCRIPTION OF THE ILLUSTRATIVE EMBODIMENTS
(12) In the following detailed description, numerous specific details are set forth in order to provide a thorough understanding of various aspects of one or more embodiments. However, the one or more embodiments may be practiced without some or all of these specific details. In other instances, well-known methods, procedures, and/or components have not been described in detail so as not to unnecessarily obscure aspects of embodiments.
(13) While multiple embodiments are disclosed, still other embodiments will become apparent to those skilled in the art from the following detailed description. As will be realized, these embodiments are capable of modifications in various obvious aspects, all without departing from the spirit and scope of protection. Accordingly, the screen shots, figures, and the detailed descriptions thereof, are to be regarded as illustrative in nature and not restrictive. Also, the reference or non-reference to a particular embodiment of the invention shall not be interpreted to limit the scope of protection.
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(23) The game pieces described above may be used in dice games, which may be called Greshem Dice games. In certain implementations, the game pieces described above may be virtual, or represented as images, such as in online implementations. The rules and variations on the rules are described below. Special terms used in the rules are defined in the following glossary.
GLOSSARY
(24) Brooklyn: Rolling two of the same number chains with a full CupTin 206. A number chain includes 5 color dice 100 having consecutive values, either 1-5 or 2-6.
(25) Bunk: When the color dice 100 stop scoring, the accumulated total of that roll only is lost, or when the dice score passes the Goal. It is also known as Bunkie, Bunker, Bunked, Bunk-A-Roonie, etc.
(26) Cool Grand: Scoring 1,000 points.
(27) CupTin: The container 206 with all 10 color dice 100 in it, named for a cup of ten.
(28) Goal: Scoring the exact mark for the game without going over, to win, or to roll a Greshem.
(29) Greshem: Rolling ten of the same number, which instantly wins the game.
(30) Holy Toledo!: From a full CupTin 206, three Links rolled at the same time, with the tenth color dice 100 matching one of the triple link numbers.
(31) Hooks: A single dice number matching the Link dice numbers.
(32) Links: Three of the same number.
(33) Mark: To add your roll total to your score.
(34) Park: To stop rolling and mark down your score, often called Park and Mark.
(35) Post: The minimum amount needed to start scoring in the selected game.
(36) The Rainbow: A Brooklyn that Sparks.
(37) The Red Six: Wild red six dice (the red die 101 showing 6), which scores an optional 100 points per R6 die in the Purist Game only.
(38) Saucers: Game chips (the saucers 310) tossed onto the game board 420 for de-bunking purposes. De-bunking only allows the player to re-roll the color dice 100 that Bunked the player, i.e. the dice that did not score. To add variation to the game, optional rules may be used. When a player is out of saucers 310, and a color dice 100 randomly lands on a partitioned matching color section of the game board 420, the player may have a free de-bunk or an additional saucer 310. Online implementations may have additional options. In the Short Trip and Long Journey games, when a player is out of saucers 310, each player gets one spin of the marking 429 (i.e. the G circle) for a chance to win an additional saucer 310 to de-bunk.
(39) Greshem House Rules
(40) Mitchell: Any time Sparks are possible on the next roll, and one Link and one Hook are rolled, and there are four different colors, the player must designate which colors are in the Triple Link and which color is set aside as a Single Hook. The player cannot change the Link colors on subsequent rolls. Players may also need to Mitchell when two Links are rolled.
(41) Score keeping: Beginners are encouraged to keep track of their own (cumulative) score to better understand the tempo of the selected game, when to toss saucers, and the end game. When a scorekeeper is used, the scorekeeper is not responsible for seeing Sparks or tallying up a player's rolled total.
(42) Spark'n Toledo: Add Sparks total first, then double all three Links for the total score.
(43) Toss'n Saucers: When tossing in a Saucer, the player's hand should not cross the outer rim 433 of the game board 420. If the saucer 310 lands on the G of the marking 429, the player may keep that saucer 310 for another toss. All Saucers are returned to the Greshem Gold Bag 335 when the game ends.
(44) Tiebreaker: When there is a WPD tie at the start of a game, there are various tiebreakers. Color order is used, in decreasing value, first red, then yellow, green, blue, and purple. If still tied, then one CupTin 206 high roll is used. If still tied, the player having a birthday closes to February 27 is used. If still tied, then any other suitable tiebreaker is used.
(45) Dice Off the Table: A die may fly off the game board 420 and onto a player's playing surface or the floor. If the player shouts Greshem before it lands and shows its number, the player may keep the number. Otherwise, that one die is re-rolled.
(46) Greshem Gold Coin: The game coin 530 may be gold in color. When a Purist (i.e. a player in a Purist rules game) wins the Greshem Gold Coin, the player owns it for as many games until: (a) the player chooses to Toss-A Coin to de-bunk, usually Going for Greshem with G board rules in effect; or (b) another Purist rolls a Greshem and the player must relinquish the coin.
(47) Basic Strategy and Notes
(48) Slow and steady: The average roll is usually between 600 and 900. Rolling for big totals every time tends to be a losing strategy.
(49) The End Game: As you approach the Goal, try to leave between 500 and 1000 to hit your Mark. Scoring 700 is easier than scoring 100. A player may want to Bunk on purpose so as not to get too close to the Goal.
(50) Timing: Knowing other players scores may assist in the use of the saucers 310 for de-bunking. If using a scorekeeper, the scorekeeper must let players know all current totals when requested. If scoring separately, each player must reveal their current total when asked. Mid-game tossing of the saucer 310 and late-game tossing of the saucer 310 can change things quickly.
(51) Chatter: Seasoned players may try to convince novice players to Toss-A-Saucer unwisely.
(52) Dice 100 tossing: Seasoned players, when out of saucers 310, may try the wild roll when a CupTin 206 gets low, for a possible extra roll. Too many consecutive Dice Off the Table rolls and the player should lose their turn. Game players may decide.
(53) Selling Saucers: This may be available in online versions only. Selling a saucer 310 for points is a strategy move between online players. A player (X) may tap another player (y) to see if they will sell a saucer 310 for 1000 points. Player (X) loses 1000 points but gains the other player's (y) saucer 310, and the player (y) gains 1000 points but loses that one saucer 310. The exchange must be completed before the player's (X) next roll. A player may not sell a saucer 310 to post, or reach the Goal. Players may also sell their one G Circle Spin (i.e. the marking 429) in the same manner for the cost of 500 points.
(54) Note to R6 Purists: If a Purist player's WPD is the R6, that Purist has the option to score all or half of it (i.e. 100), or push it back into the CupTin 206 to re-roll.
(55) Note to scorekeepers: A Greshem tradition involves using a player's initials with the WPD abbreviation.
(56) Greshem Games
(57) The Short Trip
(58) A first variation, suitable for beginners, has a Post of 700 and a Goal of 10,000 (without going over). Game play starts with each player rolling for their own WPD, using one color cube 640 and one number cube 750. Each player receives 2 saucers 310. The highest WPD starts, and play continues clockwise.
(59) On a player's turn the player rolls the 10 color dice 100, using the container 206, onto the game board 420. The Post is 700, meaning the player must score at least 700 to start.
(60) Triple Links, which are 3 of the same number, scores with the dice number 100. For example, three 2's is a score of 200.
(61) Single Hook, which is a single die matching a Link, adds an extra 100. Matching Hooks also score on any subsequent roll until all 10 dice have scored, or the player chooses to Park and Mark. Hooks do not carry over to the next CupTin 206 roll.
(62) WPD is an optional +100 score; the player may push it into the player's tally or push it back into the CupTin 206 and re-roll.
(63) Sparks, when two Links match the same color pattern, the Link score doubles.
(64) Toledo, when three Links are rolled at the same time, the Link score doubles.
(65) Holy Toledo, when the 10th die of a Toledo Hooks, add an extra 200. The Holy Toledo score is unbunkable, even if the player Bunks on the next CupTin 206 roll.
(66) Brooklyn, two chains from a full CupTin 206. The score is unbunkable. If a Brooklyn Sparks, the score is doubled and is also unbunkable.
(67) Toss-A-Saucer, to debunk and roll the dice that did not score. If the saucer 310 lands on the center G of the marking 429, the player keeps the saucer 310. Otherwise, the saucer 310 is used, and returns to the Greshem Gold Bag.
(68) Go for Greshem, when every Link and Hook ultimately rolls the same number. A Greshem wins the game instantly.
(69) As the color dice 100 score, the player must keep the scoring dice. If all 10 color dice 100 score, the player may roll the CupTin over again, but risk the chance of bunking. The player chooses when to Park and Mark. The WPD is worth an optional 100 points, the player may add it to his score or push it back into the CupTin for re-rolling.
(70) The Long Journey
(71) A second variation, suitable for more experienced players, has a Post of 900 and a Goal of 20,000. Journey players may decide if the goal is higher than 20,000. Each player starts with 5 saucers 310. Otherwise, the rules for The Long Journey are the same as The Short Trip.
(72) The Purist Game
(73) A third variation, suitable for seasoned players and Purists, has a post of 800 and a Goal of 15,000. Each player blindly chooses 1 color die 100 from the CupTin 206 and rolls it for their WPD of the game. Certain Purist players may choose to keep their WPD forever, not re-rolling for subsequent Purist games. The Purist game utilizes the game coin 530, which is won by scoring a Greshem only. Purist players Go for Greshem whenever possible. The player with the lowest WPD starts, and play continues counter-clockwise. Saucers 310 are not used. Rather, the Greshem gold coin 530 is used, as described above in the Greshem House Rules.
(74) The scoring is similar to The Short Trip and The Long Journey with a few differences.
(75) The Red Six, are wild for all players and score an extra 100 each, but scoring is optional.
(76) Toss-A-Coin, as explained above, the Greshem Gold Coin 530 may be used when available to de-bunk.
(77) Extra Game Variations
(78) Clip'N
(79) As described above, the saucers 310 can be linked together. Very young children may link together various saucers 310 to create various structures. Young children may also wish for their creations to remain assembled. The Clip'N game allows any saucer creation to stay assembled for 5 days or until the next Greshem game is played.
(80) Cube'N
(81) Younger players may not wish to play the Greshem games, which have more complicated rules, or may have trouble with the addition involved in scoring. The color cubes 640 may be used for the Cube'N game, which is a game of matching color. Each player gets 3 rolls to try to get all five color cubes 640 to match, or roll the same color. White stars 646 may be re-rolled, even on the last roll, but may not be substituted as a color. After the first roll, the player chooses which specified color to continue to roll for, and rolls the color cubes 640 which did not roll that color. On the second roll, the color cubes 640 which match remain, and the remaining color cubes 640 are re-rolled. On the third roll, if all the color cubes 640 do not match, the next player plays. However, if the white star lands on the third roll, the player may re-roll the white star die 646 again. A player may choose to go for ALL STARS if at least one star appears in the first roll, but they are no longer wild and that player only gets three rolls. Any five matching cubes win.
(82) Cubers
(83) Young players may have difficulty with arithmetic, but may still know colors and simple math. Cubers is a game of matching pairs, played with the color cubes 640 and the number cubes 750. The colors of the color cubes 640 correspond to numbers: red=1, yellow=2, green=3, blue=4, purple=5 and star=6. The winning Goal number is set by the players each game. Cubers use some Greshem rules, except you score or set aside matching number pairs, with the number being the score. The matching pairs are set aside, and the remaining cubes are re-rolled. Players choose when to Park and Mark.
(84) Unless otherwise stated, all measurements, values, ratings, positions, magnitudes, sizes, locations, and other specifications, which set forth in this specification, including in the claims that follow, are approximate, not exact. They are intended to have a reasonable range, which is consistent with the functions to which they relate and with what is customary in the art to which they pertain.
(85) The foregoing description of the preferred embodiment has been presented for the purposes of illustration and description. While multiple embodiments are disclosed, still other embodiments will become apparent to those skilled in the art from the above detailed description, which shows and describes the illustrative embodiments. As will be realized, these embodiments are capable of modifications in various obvious aspects, all without departing from the spirit and scope of the present disclosure. Accordingly, the detailed description is to be regarded as illustrative in nature and not restrictive. Also, although not explicitly recited, one or more additional embodiments may be practiced in combination or conjunction with one another. Furthermore, the reference or non-reference to a particular embodiment shall not be interpreted to limit the scope of protection. It is intended that the scope of protection not be limited by this detailed description, but by the claims and the equivalents to the claims that are appended hereto.
(86) Except as stated immediately above, nothing which has been stated or illustrated is intended or should be interpreted to cause a dedication of any component, step, feature, object, benefit, advantage, or equivalent to the public, regardless of whether it is or is not recited in the claims.