Method of Play of Bottlecap Soccer Game
20260091304 ยท 2026-04-02
Inventors
Cpc classification
A63F7/0668
HUMAN NECESSITIES
A63F7/2436
HUMAN NECESSITIES
A63F9/001
HUMAN NECESSITIES
A63F2009/0015
HUMAN NECESSITIES
International classification
A63F7/24
HUMAN NECESSITIES
Abstract
A method of play of a scaled tabletop soccer game, utilizing bottlecaps as players manipulated with the fingers of the participants.
Claims
1. A method of play of the tabletop soccer game comprising a soccer pitch made of cloth or a similar material marked with lines denoting sidelines, end lines, a midfield line, center circle, penalty areas and goal areas, penalty marks and arcs, corner arcs and defensive player allowable-distance marks, and goal placement marks; 22 bottlecaps, each marked with a different number, each constituting a player, comprising two teams of 11 players, with each team painted a different color; two goals; and a ball, such game played by a first person and a second person, comprising the steps of: 1. each person arranges his 11 players on his side of the pitch; 2. the first person kicking off from the midfield line by passing the ball from one player to another, wherein each such move constitutes either a scoop or a tap and each moving player may move only within such player's reach, wherein a reach constitutes a maximum distance of six inches; 3. the first person continuing to make moves, each such move from the taken group consisting of: repositioning a player, dribbling, passing, shooting, heading, or throwing-in, until possession of the ball changes; 4. the second person making simultaneous moves to counter the first person's moves, such moves taken from the group consisting of: repositioning a player, sliding a player to contest possession, attempting to block or blocking a pass or shot, heading, or diving, until possession of the ball changes; 5. determining possession after each move by measuring a sphere of control constituting either a circle with a six-inch diameter around the player with the ball, wherein (i) a player controls the ball when the ball is solely within the player's sphere of control and (ii) the player closest to the ball controls the ball when the ball is within more than one players'sphere of control; 6. if one player is dribbling and maintaining control, repeating up to five tap moves within such player's sphere of control before the other player may contest possession; 7. the second person contesting possession by sliding a player at the ball from up to 6 inches after the first player dribbles five times, or the dribbling player moves the ball outside his sphere of control; 8. awarding possession to the second person in the event the ball comes to rest solely in the second person's player's sphere of control, or if the second person's player is nearest to the ball; 9. each person continuing to make simultaneous moves and counter moves until a goal is scored, a foul has been committed, or the half or full game have ended; 10. awarding one point to a team each time a person's player scores a goal by having the ball go into the other person's goal; and 11. naming a winner of the game to the person with the highest score, or calling a draw if no person has a highest score, once the game time has expired.
2. The method of claim 1, wherein a player in control of the ball may pivot up to three inches to obtain an improved position to interact with the ball.
3. The method of claim 1, wherein a player in control of the ball must move the ball within five seconds and a player taking a set play must put the ball in play within five seconds.
4. The method of claim 1, wherein, when an offensive player moves beyond a defender and the defender is behind both the ball and the dribbler, the defender may not interact with the ongoing play unless the defender slides up, one reach at a time, until he is ahead of the dribbler.
5. The method of claim 1, wherein a shot on goal may be taken at any time during a run of play, when a shooting player is in control of the ball and in shooting range, such range extending from a target goal to a top of the center circle on a target goal side of the field and extending in straight lines to the touchlines on either side of the center circle 6. The method of claim 5, further comprising a marker on each touchline on each half of the field, wherein the shooting range line extends from the center circle to each such marker.
7. The method of claim 1, wherein a foul occurs when (1) a player from one team upends an opposition player, the flipped player has been fouled, (2) one player lands partially or fully on top of another, the player below has been fouled, or (3) a defensive player, attempting a block, crashes into an offensive player.
8. The method of claim 7, wherein contact between players occurring within a penalty area shall not constitute a foul unless an offensive player is flipped.
9. The method of claim 1, wherein a player commits a handball foul when it lands, crown-side down, on top of the ball and completely or partially covers the ball, and any such handball foul occurring intentionally is a technical foul.
10. The method of claim 1, wherein a foul occurring outside of shooting range results in a free kick to be taken from the spot of the foul, and such free kick may not be a shot on goal.
11. The method of claim 1, wherein a foul occurring inside of shooting range results in a free kick to be taken from the spot of the foul, and if a free kick is to be a shot on goal, the defensive team is entitled five seconds to declare an intention to build a wall.
12. The method of claim 11, wherein the person on defense is allotted time to build the wall no less than 3-bottlecap-lengths from the ball by placing players vertically, back-to-back against one another or next to one another.
13. The method of claim 1, wherein obstruction occurs when the ball strikes a person's body during an action, whereupon the previous action is repeated, and a purposeful touching of the ball by a person constitutes a foul.
15. The method of claim 1, occurring during a tournament, wherein an unsportsmanlike activity foul results in forfeiture of the game and ejection from the tournament.
16. The method of claim 1, wherein, when the ball lands in the crown of a player due to the run of play, shooting or passing the ball may be accomplished with a header, wherein the person holds the player between a thumb and finger, keeps such person's hand in contact with the field, and flips the ball forward with a snapping motion of the thumb and finger.
Description
BRIEF DESCRIPTION OF THE DRAWINGS
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DETAILED DESCRIPTION OF THE INVENTION
[0052] The inventive game constitutes a tabletop soccer game drawn to a scale whose ratios mimic those of the scale of a soccer player to the sport's FIFA soccer pitch, goals, and ball, and method of play utilizing bottlecaps as players manipulated with the fingers of the participants to move an actual ball around a tabletop pitch. The game's scale is determined by using a standard bottlecap as a stand-in for the average-sized soccer player. The game's play is seamless, not by turns, replicates the sport's continuous, field-wide, game-long, simultaneous player movement and rewards the contestant's development of increasingly technical and complex individual player movements. The game's rules are intended to match FIFA rules as closely as possible. Preferably, the game is self-refereed by the two persons playing. For rules such as the determination of unsportsmanlike conduct or intentional rule breaking, a third-party referee should be employed.
[0053] The game has eleven types of pieces: (1) twenty-two uniformed bottlecaps, (2) a ball, (3) a playing field with markings, (4) two goals, (5) a scoreboard (6) a timer, (7) a circular measuring tool, (8) a coin, (9) a rules booklet, (10) a cylindrical case containing all of the small pieces, and (11) a cylindrical carrying case (that holds all of the game pieces) and has a handle and a shoulder strap.
[0054] In a preferred embodiment, the game pieces further comprise: [0055] a soccer pitch, which is a smooth green carpet and measures 56 inches long (along the touch lines) by 37 inches wide (along the goal lines), and wherein the line markings on the pitch follow the same relative ratio of dimensions as those of a FIFA soccer pitch, and are marked with white lines of an inch wide denoting sidelines, end lines, a midfield line, center circle, penalty areas and goal areas, penalty marks and arcs, corner arcs and defensive player allowable-distance marks, and goal placement marks; [0056] 22 bottlecapseach bottlecap constituting a player, 11 bottlecaps constituting a team, there will be two teams, each team will be differentiated from the other by being marked (in any fashion desired) with a distinct uniform color(s) with the goalkeeper using a distinctly different color from the 10 field players on his team, and each bottlecap having a different number on both sides; [0057] a game scoreboard; [0058] a game timer; [0059] a coin to flip to determine who kicks off at the beginning of the game; [0060] a circular measuring tool with a six inch ruler inside the circleusable for sphere of control and player movement measurements; [0061] two goals (which are u-shaped, 6 inches wide measured from the inside of the posts, and 2 inches tall from the field to the underside of the crossbar. The vertical posts and horizontal crossbar are cylindrical and have gauze netting extending 2 inches back from the posts and crossbar, and meeting at side and backstops blocking the ball from running through); and [0062] a ball (which is spherical, 8.5 mm or 0.354 of an inch in diameter, and weigh 0.4 to 0.5 ounces, the weight of a U.S. penny, and be made of acrylic plastic, and may be of different colors).
[0063] The inventive game is intended to closely mimic the appearance of an actual soccer match. The scale field is to be properly marked and dimensioned in accordance with known soccer rules, and each side is to have eleven players, each player embodied as a bottlecap with team colors and a player number appearing on each side. For the purposes of this application, the term player will mean a bottlecap and the term personwill mean a person playing the game.
[0064] The bottlecaps themselves are exactly the same in size and appearance as a standard bottlecap taken from a beer or soda bottle. While on the pitch, the bottlecaps will remain in a crown-up position, each thus forming a cup shape. The ball will be an acrylic plastic spherical object of a weight of a U.S. penny. The playing field or pitch will be embodied as a flat, rectangular, smooth, green carpet or a material of similar texture. Lines will be drawn onto the pitch to denote the playing area, with side lines, end lines, a midfield line with center circle, penalty areas, goal areas, markings for goal post positioning, the distance a defensive player may be from a person taking a corner, and the corner arcs. Each team will have a goal positioned in the center of its endline, inside the goal area. A player kicking the ball into the opponent's goal will be awarded one pointa goal.
[0065] A game shall consist of 22 minutes of continuous play divided into two 11-minute halves with sides of the field switched for the second half. If extra time is needed, 8 additional minutes will be played in two 4-minute halves with field sides switched at half time. A penalty shootout will follow a tied match after extra time. Five shots will be taken by each team and the one scoring the highest number of penalties wins. If there is a tie after each team has taken five penalties, then the teams take one penalty at a time in turn until a winner is obtained. [0066] Game Start. A game begins with each person arranging their 11 players in formation on their side of the field. Traditional soccer formations, such as the 4-3-3 or 4-4-2, may be used but are not mandatory. When the players are set, the participants flip a coin to determine which one kicks off, while the other participant starts the timer. After the kickoff, play is continuous and uninterrupted until the end of a period of play has been reached or an infraction has taken place. For example, a person may use one hand to manipulate the player in possession on a dribble, and his other hand to simultaneously and continuously move any other player(s) on his team into a more advantageous position (six inches at a time), a position toward which the dribbler may simultaneously decide to pass. Similarly, the person playing defense may be manipulating the player closest to a dribbler, sliding him to contest possession, for example, while with his other hand repositioning another defender, far from the action with the ball, to place him in a more advantageous defensive position. One contestant may not infringe upon the other's ability to play, including affecting his ability to play with both hands simultaneously. While these actions take place the persons must allow each other the space and access to make their respective moves.
[0067] The following explanation will focus on various terms of art regarding game play. [0068] Reach. The term reach means six inches, which is the maximum distance of a slide, or the maximum extent that any player may be moved at a time. Moving beyond a reach will result in an automatic technical foul on the moving player. [0069] Slide. Sliding is the way game players move. A player may slide at any time during the run of play as long as his slide is no longer than a reach and it does not interfere with the ability of his opponent to move his players. [0070] Pivot. If the player in control of the ball is not within easy access of the ball, he may pivot (be repositioned) up to 3-inches to a position from which he can more easily interact with the ball, such repositioning to be at the discretion of the person. [0071] Scoop and Tap. The game allows for many types of movement but the two basic types of player movement for ball manipulation are a scoop and a tap. For a Scoop, a person grasps the bottlecap with fingers placed on either side of the cap, keeps their hand in contact with the field, and swipes their fingers upward with a twist of the wrist, having the effect of scooping the ball with the playeras if scooping a spoonful of ice creamfor a shot or pass. For a Tap, a person places their finger inside the crown of the bottlecap, and again while keeping their hand in contact with the field, moves their finger sliding the bottlecap toward the ball to tap the ball along the playing surface in any desired directions. [0072] Headers and Throw-Ins. Two secondary player movements, headers and throw-ins, require the ball be inside the crown of the bottlecap. The movements are nearly identical for each action. The player is held by the person with a thumb and finger on either side of the crown of the bottlecap to complete the motionwhich is similar to the way in which the fingers and wrist move to snap one's fingersthe player thus propels the ball in the desired direction. All motions by a person, of whatever type, involving field players, require that contact between the person's hand and the playing surface be maintained throughout the motion. For a headerthe ball must land inside the crown as a consequence of the run of play. A header may take place anywhere on the field, but a header taken as an attempt to score a goal may only be taken from inside the opposition's penalty area. All headers may be taken immediately upon the ball landing inside the crown of the bottlecap. For a throw-in, the person places the ball inside the crown of his player and then places the player out of bounds where the ball left the pitch. At that point the player performs the above-mentioned throw-in movement. The player may not cross the plane of the sideline boundary when completing a throw-in. If he does cross that line the ball is awarded to his opponent, and then he gets to attempt a throw-in from the same spot. [0073] Player Movement without the Ball. All players may be repositioned at any time during the run of play, but, with few exceptions, they may only be repositioned individually and only six inches at a time. The manner of movement for that repositioning is by sliding the bottlecap with the same motion used to tap or dribble the ball but letting go of the player at the end of the forward motion. If the person wants to move the same player again, he must wait a beat (count out one one-thousand) before attempting the move. While all players may be picked up, they may only be picked up to perform the specifically described movements listed herein which are all performed while addressing the ball. With the exception of the goalkeeper's movement (described below), the only times players not addressing the ball may be picked up are in the wholesale repositioning cases (for a kickoff, corner kick, goal kick, penalty kick, or free kick). As in the sport of soccer, various rules are used to govern the manner of play, such as determining which player has a right to address the ball, when one player may contest the possession of another, when various types of passes and kicks may be attempted, etc. [0074] Sphere of Control. The concept of a sphere of control is one rule not found in real soccer, but that is integral to the inventive game. A player has control of the ball (possession) if he is the closest one to it. The controlling player's Sphere of Control is the area around him within which he is indisputably the closest player to the ball. A player's sphere of control may only extend up to six inches in diameter around the player. While in possession within his sphere of control, the player may dribble, pass, or shoot. But if the player in control moves the ball to within less than six inches from an opposing player, then control of the ball will shift to whoever is closest to the ball, and that distancethe circumference within which the player is closest to the ball than any other playerwill become the sphere of control for the player in possession. If the new player obtaining control is on the other person's team, then a turnover will have occurred. If the player originally in control continues to be the closest to the ball, he retains control and may proceed. While proceeding in possession, for example by dribbling, the player in possession can progress down the field and his sphere of control moves with him. Once control is established, the player in control initiates the next game action. [0075] 5-second rule. A player in control of the ball must move the ball within five seconds of obtaining possession and a player taking a set play such as a corner, goal kick, free kick, or penalty kick, or a throw-in, has five seconds to put the ball into play. [0076] Direction of play. The direction the player in possession chooses to progress towards will be considered the direction of play. In that manner, a player in possession may decide to dribble back toward his own goal or sideways toward a sideline where there is more room to maneuver. If the direction the player in possession is moving in is not clear, then it is assumed the player in possession is moving toward his opponent's goal. Defenders attempting to contest the player in possession-by sliding in, to contest possession, or to block a pass, or shot, or header-must be ahead of the direction of play in order to become involved with the play. To become involved with the current play, those defensive players not ahead of the direction of the play must be moved, six inches at a time, until they are ahead of the direction of play. [0077] Dribbling is performed by putting a finger inside a player and sliding the bottlecap until it makes contact with the ball, tapping the ball, while keeping the ball within the player's sphere of control at all times. A single player may successfully dribble up to five times in a row without being contested by an opposing player. Any player obtaining or keeping control after a contest, as described below, will have the ability to again dribble for up to five taps. A dribbler who has gotten past a defender and left him behind the direction of play has in effect eliminated that defender from the current play. [0078] Contest of Possession. After five taps, or whenever the ball enters a free area outside any one player's sphere of control, the opposition may contest possession by sliding their closest bottlecap to the ball, which is within six inches of the ball, toward the ball. That contesting takes place even though the ball is in the dribbler's sphere of control. The slide is performed with the same motion as a tap only the bottlecap itself moves or slides toward the ball in contention and the player is released at the end of the motion. The person whose player is in control may keep his finger inside his bottlecap while being contested but may not press down or place his bottlecap over the ball or move his bottlecap to affect contact with the sliding contestant. The player contesting possession need not wait for the dribbler to notice he has dribbled five times or placed the ball in contention, but the dribbler, if he notices the defender is unaware, and wants to continue dribbling, must pause a beat (a call out of one-one-thousand) after five taps to allow his opponent to contest. If, after that pause, the opponent does not contest possession, the dribbler may proceed to take another five taps.
[0079] Contact in a dribble contest of possession is to be initiated by the defender. Contesting a ball which no player has control of requires both contestants to slide their closest bottlecaps to the ball at the ball with just enough force to reach the ball. Neither contestant need wait for the other to slide his player and if one person hesitates the other may well slide first and obtain possession. If the ball is not six inches from either of the opposing players, the persons must slide their closest caps to the ball, six inches at a time, to be within a six-inch reach of the ball and then contest to lay claim to possession. Bottlecaps may crash/clash into one another in contesting for possession. If the bottlecaps clash but do not flip, play continues with the closest player to the ball obtaining possession. If a cap is flipped the flipped cap has been fouled and is awarded a foul kick from the spot of the flip. If a defensive player contending possession clashes against a dribbler and the dribbler remains crown up but the sliding player flips, even though it was the defender who initiated the clash, it is the dribbler who has committed the foul by flipping his opponent. Only defensive players positioned in front of the direction of play are considered involved in the action and may contest the ball. Those players behind the direction of play of the controlling player (determined by the direction in which the player in possession is moving) are out of the action and cannot contest. They must be moved, six inches at a time, until they are again ahead of the action to be able to contest play. [0080] Out of Action. If an offensive player/dribbler moves beyond a defender, leaving the defender behind both the ball and the dribbler, the defender is out of the action. That defender may not interact with the ongoing play even if he is closer to the dribbler than any other defender. To get back into the action, the defender must slide, up to one reach at a time, until he is ahead of the dribbler. [0081] Change of Possession. Upon a change of possession, the game action will continue without stopping. The player newly taking control need not dribble, pass, or shoot, he may simply choose to reposition some other player(s) first. But if the possession change took place in a contested sphere of control, and the player in control, opposing player, and ball, are inside a space smaller than a six-inch diameter, if the player now on the offensive does not at least tap the ballindicating he is going to dribblethe defender need only wait a beat before contesting the ball again. It is when the player newly in possession decides to dribble, that the defense may not contest possession until the controlling player has concluded his initial five taps (and he only has five seconds to begin that dribble by taking his second tap). If the player newly in possession decides to stop dribbling to pass or shoot, his opponent, if within six inches and ahead of the direction of play, may attempt to block. If the player in possession decides to continue dribbling the defending player may eventually contest the dribbler as described above. [0082] Shots & Shooting Range. A shot at goal may be taken at any time during the run of play, without warning, if the shooter is in possession of the ball and within shooting range. That range extends from the target goal to the top of the center circle on the target goal side of the field and extends in straight lines to the touchlines on either side of the center circle. There is a marker on each touchline, on each half of the field, identifying where the shooting range line would extend from the center circle. [0083] Volley and Ricochet Shots. Scoring a goal does not require a shot or header be taken by the offensive player with control of the ball. The player in control may decide to pass the ball to a teammate making a run into the penalty area. That pass, ricocheting off the player making a run may culminate in a goal scored. A ricochet goal will only be legal if the ricochet took place inside the penalty area. The player choosing to use one hand to pass into the penalty area and another hand to send a teammate on a run, need not warn his opponent of the intended potential ricochet shot. Similarly, should the player in possession scoop pass the ball in the air to a teammate, who upon receiving the pass would be obviously within the legal shooting range and clearly in possession, that receiving teammate may choose to attempt a volleyed shot_off of the pass, and do so without warning. The same volleyed shot may be taken whenever a player is clearly going to be in possession and within legal shooting range when the ball arrivesand it may arrive from a throw-in, header, pass, ricocheted pass, bounce off a defender, block, ricochet off a crossbar or post, or from a keeper save. [0084] Block. Shots, passes, throw-ins, and headers may be blocked. A block is performed by putting a finger inside a player and sliding the bottlecap along the field toward the expected direction of the opponent's action not toward the player taking the action. The person attempting the block may also choose to keep his finger inside the crown of the bottlecap at the conclusion of its slide and then press down upon itin effect placing the bottlecap uprightto attempt a standing block. At the conclusion of a standing block, as a seamless part of the movement, (without the pause a keeper might take when advancing and then divingsee below) the player may be rolled in the upright position toward the direction of the ball as an added blocking devise. However, the slide cannot take place from more than six inches away from the player controlling the ball and the player sliding must be in front of the direction of play. [0085] Foul. A foul occurs when (1) a player from one team upends an opposition player, the flipped player has been fouled, or when (2) one player ends up partially or fully on top of another, the one below has been fouled. A third (3) type of foul occurs when a defensive player, going for a block, crashes into an offensive player. When occurring in the penalty area, such contact will not constitute a penalty unless an offensive player is flipped. [0086] Hand Ball. A player commits a handball foul when he lands, crown-side down, on top of the ball, covering it, completely, or partially. If the action is purposeful the player receives a yellow card, and if the hand ball occurs in the penalty area it is sanctioned with a penalty. [0087] Free Kick. A free kick outside shooting range may be taken from the spot of the foul or hand ball upon the contestants' agreement that an infraction took place. If a free kick is to be at goal (direct kick within shooting range) the defensive team may build a wall. That wall must be placed 3-bottlecap-lengths from the spot where the foul occurred, which is where the ball is placed.
[0088] The participant erects a wall by placing players vertically, back-to-back against one another and next to one another. No defender may be within a 3-bottlecap circumference around the ball. The contestant whose player is taking the shot does not have to tell the defending contestant if he intends to shoot at goal but must wait five seconds after the infraction is agreed upon to allow the defender a chance to state he wants to build a wall. If the defender claims a wall, he is allowed the time needed to place it and reposition his players. But if after the player on offense has waited the allotted five seconds and the defender has not spoken up, the free kick may be taken immediately. [0089] Repeated infractionsIf a single player commits two fouls he earns a Yellow Card; a third foul earns a Red Card and expulsion from the game. Thereafter his team must play shorthanded. A team earning 2 red cards forfeits the match. [0090] Penalty Kick. Penalty kick game rules follow FIFA's Laws of the Game. To take a penalty the goalkeeper is placed with only one or two fingers, by the person playing defense, on the goal line between the goal posts. This is performed by holding the goalkeeper with a hand that reaches over the goal to put the keeper in position. The person playing defense whistles for the penalty to take place and the person whose player is taking the penalty must shoot within five seconds of the whistle. [0091] Cards: cautions or disqualifications. If a single player commits two fouls of any type, that player receives a caution (known as a yellow card); if a single player commits a third foul (of any type) the player automatically gets a red card (or is disqualified) and is expelled from the game, and the player's team must thereafter play shorthanded. [0092] Law of advantage. As in the sport of soccer, a player being fouled may choose to ignore the foul and continue the play's action if he feels he is still in an advantageous position and accepting the foul would work to his disadvantage. A person whose player has been fouled can simply call out advantage and continue the play. If the foul involves an opponent landing on the fouled bottlecap, the person whose player was fouled may slide his player out from under the opponent but may not pick up the other person's player. If when the foul occurred, the ball rolled or flew away from the location of the foul the person whose player was fouled may place the ball back at the spot of the foul. But if the ball landed within clear possession of a teammate of the fouled player the person may choose to continue play from that new location and with that new player now in possession. [0093] Inadvertent Touching. When a person inadvertently touches and moves a game piece, be it a player, goal, corner flag, or the ball, the pieces will be reset and, if a move was in progress, the move will be replayed. If the infraction occurs just prior to the end of a half or the full game, 30 seconds may be added to allow the replay, the Law of Advantage being the determining factor. If the touching is deemed intentional the player calling out the infraction may so state. See unsportsmanlike activity foul below. [0094] Obstruction. Obstruction occurs when a ball strikes a person's body. Whether it strikes the person in control, or his opponent, that obstruction results in the action being repeated. For example, if it is a shot at goal, the shot is retaken. Both contestants are responsible for trying not to let such interruptions happen. If any obstruction is deemed purposeful or unsportsmanlike, by either player, the obstruction results in a foul from the spot of the body-part touch (if the obstruction was in the penalty area it results in a penalty). [0095] Technical Foul. During the run of play, Person A may call out technical foul if he believes his opponent, Person B, has made a move the rules do not allowi.e., moving a player more than 6 inches at a time, taking a shot while not in control of the ball or within shooting range, lifting his hand off the field while his player is striking the ball, moving a player aside to fit his hand in for a move, etc.
[0096] At that point the action stopsand the timer is stopped, and either both contestants agree a technical foul took place, and a free kick is taken by Person A's team from the spot where the ball was located just prior to the call out, or, after ascertaining there was no technical foul, Person B's team is awarded possession and is allowed to continue/begin his move and restart the timer.
[0097] If call outs become repetitive and unsportsmanlikewhether because person A is committing repetitive technical fouls or Person B is calling out when no foul has taken placea penalty is called against the person being unsportsmanlike. [0098] Unsportsmanlike activity foul. If a person's inappropriate touching of any game piece is deemed a purposeful, unsportsmanlike interruption of play the obstruction results in a foul, as detailed below. The ball is placed on the spot of the body-part touch or is taken from the spot at which the player in control launched the ball. Any touching of any player in order to manipulate another player a person wants to move will be deemed intentional. A fourth foul during any game, which is due to unsportsmanlike activity by a person, results in that person's forfeit of the game. Forfeiture during a tournament results in forfeiture of the current game and removal from the tournament. [0099] Free Kick and Defensive Walls. Game rules for free kicks follow FIFA's Laws of the Game. A free kick can be taken at goal as long as it is within the legal shooting space as described above. If the person taking the free kick intends on shooting directly at goal, he must so state in order that the defender may place a defensive wall. The wall is placed three bottlecap lengths away from the position of the ball and is built by placing the defensive bottlecaps smooth side against smooth side to in effect stand up the bottlecap. Defenders may place as many players in the wall as desired and once the first two are upright other bottlecaps as pairs or singly may simply be placed alongside to augment the wall. No defensive players may be inside the three bottlecap circumference around the location of the ball until the ball has been played. Once the wall is set the defender states he is ready and then the offensive player has five seconds to play the ball. Once the shot has been taken the defender may dismantle his entire wall by picking up and placing the defenders back down on the playing field within three cap lengths of where the wall stood, thereafter he may only move his players singly and six inches at a time. [0100] Corner and Goal Kicks. Game rules for these kicks follow FIFA's Laws of the Game. Both teams may move players wholesale during a goal kick by picking them up and placing then where desired. The player taking the corner or goal kick must wait for his opponent to relocate his players and then has five seconds to take the kick from when the ball is put in place, or he will be awarded a yellow card (caution). [0101] Goalkeeper's Movement. The goalkeeper is the only player in the game that a person may hold with only the fingers, without the hand having to be in contact with the field, but with an edge of the keeper in contact with the pitch. To play the keeper the person picks up the bottlecap in one of four ways and places it upright with one part of the bottlecap in contact with the pitch and the crown side facing the play. A person may (1) hold the bottlecap on both sides of the crown with his index and thumb on either side of the bottlecap, or (2) with his index and middle fingers on one side and the thumb on the other side, or (3) with his thumb and middle finger holding opposite sides of the bottlecap while his index finger lies on the top of the bottlecap with its bottom in contact with the pitch, or once he has picked the keeper up and placed him, he may choose to (4) place a single finger on top of the bottlecap to hold him in place (for example during a penalty kick) or roll him for a save. From the first three grip stances the keeper may advance.
[0102] The keeper advances by simply being picked up, moved, and placed up to six inches in any direction, at which point he may remain in place and/or turn to attempt to block or cut off the angle of a shot, slide to block a shot from his current stance, or dive to attempt a shot block. A keeper may only move six inches twice consecutively without waiting a beat, but he may only do so as long as he touches the field of play before each move and the second move culminates in an attempt at a save or a block by either diving (being flung) in the direction of the ball, turning to attempt a shot block from his stance, or by performing a field player's block. To perform a dive, the only keeper movement which requires the person maintain his hand in contact with the field, the person holds the keeper in any of the first three mentioned grip stances and then flings the cap, with the inside of the crown facing the ball, for a distance of up to six inches, in an attempt to block the shot. The keeper may not be moved more than twice in a given play but may repeat his two moves if the offensive player makes an immediate second attempt to score such as following up on a ricochet off a post or off the keeper's save. [0103] Special Field Player Movements. Bottlecap Soccer players can do almost anything the real sport players can. Game players can perform special moves, such as bicycle kicks, back heel passes and shots, or diving headers. To do a bicycle kick, the kicking player is facing the ball and away from the direction of play. The player attempts to send the ball over its head and in the opposite direction from that which he is facing. The user holds the bottlecap on both sides of the crown with his index and middle fingers on the side facing the ball and a thumb on the other side. Then user flicks his wrist, and flips the bottlecap, thumb over fingers in a snapping motionwhich propels the ball backwards in a scooping motion. At the end of the motion, the user must let go of the player who might land crown down, in which case the user must flip the player into to its normal cup stance. To perform a backheel shot or pass, a user places a thumb and middle finger on either side of the bottlecap while placing an index finger inside the crown. The user thus lifts one side of the bottlecap off the pitch by pressing down on the side of the crown, while the opposite side of the bottlecap continues to be in contact with the pitch. User then places the smooth side of the bottlecap over the ball and press down upon it while sliding the bottlecap forward or backward over the pressed ball to propel the ball in the desired direction. A diving header is performed by gripping the bottlecap in the same manner as when performing a backheel, but the user then turns the bottlecap crown side down. Then, switching to grip the bottlecap with an index finger and thumb, the user must fling it (from no further than six inches) toward the ball in an attempt to have the flying ball meet up with the now-flying bottlecap. The user is trying to meet the ball with the outside of the bottlecap's crown but not with the inside of the crown or the top side of the bottlecap. Hitting the ball with any other part of the bottlecap is allowed, but a diving header entails contact with only the side of the crown. Such contact, if it propels the ball into the goal for a score is allowed even if the header is missed and the ball strikes a different part of the bottlecap. In those cases the persons involved can simply assume the ball was struck with another legal part of the body as often happens in the sport. At the end of the movement the user must let go of the player who might land crown down, in which case the user must flip the player into his normal cup stance. [0104] Special Field Player Movements. Bottlecap Soccer players can do almost anything the real sport players can. Game players can perform special moves, such as bicycle kicks, back heel passes and shots, or diving headers. These moves are depicted in detail in the rule book.
Detailed Description of the Figures
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[0106] Also indicated are the various lines or marks comprising the playing field 1, including a midfield line 5, center circle 6, goal area 7, penalty area 8, penalty mark 9, penalty arc 10, goal line 11, sideline (touchline) 12, and corner arc 13.
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List of Reference Numbers
[0124] 1 pitch/field [0125] 2 bottlecap player [0126] 2A top [0127] 2B crown [0128] 2C inner surface [0129] 3 ball [0130] 4 goal [0131] 5 midfield line [0132] 6 center circle [0133] 7 goal area [0134] 8 penalty area [0135] 9 penalty mark [0136] 10 penalty arc [0137] 11 goal line [0138] 12 sideline (touchline) [0139] 13 corner arc [0140] 14 circular measuring tool [0141] 15 measurement marks
[0142] The references recited herein are incorporated herein in their entirety, particularly as they relate to teaching the level of ordinary skill in this art and for any disclosure necessary for the more common understanding of the subject matter of the claimed invention. It will be clear to a person of ordinary skill in the art that the above embodiments may be altered or that insubstantial changes may be made without departing from the scope of the invention. Accordingly, the scope of the invention is determined by the scope of the following claims and their equitable equivalents.