TABLETOP BATTLE GAME

20260102690 ยท 2026-04-16

    Inventors

    Cpc classification

    International classification

    Abstract

    A base assembly includes a base and at least one ribbon. The base is configured to move across a surface. The base includes a target zone configured to be hit by a gameplay object. The at least one ribbon is configured to expand and retract and connect to a connection point. The at least one ribbon at least partially defines an arena. The at least one ribbon expands or retracts in response to movement of the base, thereby dynamically changing at least one of: a size of the arena or a shape of the arena.

    Claims

    1. A base assembly comprising: a base configured to move across a surface, the base including a target zone configured to be hit by a gameplay object; and at least one ribbon configured to expand and retract, wherein the at least one ribbon connects to a connection point, and wherein: the at least one ribbon at least partially defines an arena, and the at least one ribbon expands or retracts in response to movement of the base, thereby dynamically changing at least one of: a size of the arena or a shape of the arena.

    2. The base assembly of claim 1, further comprising: a health assembly, and a lever mechanism connecting the target zone to the health assembly.

    3. The base assembly of claim 2, wherein: the target zone is configured to move between a first position and a second position when hit by the gameplay object, and in response to the target zone moving from the first position to the second position, the target zone activates the lever mechanism, thereby causing the lever mechanism to disengage from the health assembly.

    4. The base assembly of claim 3, wherein, in response to the lever mechanism disengaging from the health assembly, the health assembly is configured to move relative to the base.

    5. The base assembly of claim 4, wherein: the health assembly includes a health bar including a set of landings, and the lever mechanism contacts the set of landings.

    6. The base assembly of claim 5, wherein, in response to the lever mechanism disengaging from a last landing of the set of landings, the health assembly uncouples from the base due to tension applied by the at least one ribbon retracting.

    7. The base assembly of claim 1, further comprising: a first arm including a first flipper disposed at a first end of the first arm; and a second arm including a second flipper disposed at a first end of the second arm.

    8. The base assembly of claim 7, further comprising a joystick disposed between the first arm and the second arm, the joystick including a trigger configured to move between an extended position and a retracted position, wherein the first flipper and the second flipper move from a first position to a second position when the trigger moves from the extended position to the retracted position.

    9. The base assembly of claim 7, wherein the target zone is disposed between the first arm and the second arm.

    10. The base assembly of claim 1, further comprising a wall assembly, wherein the at least one ribbon is disposed within the wall assembly.

    11. A battle game comprising: a base assembly configured to move across a surface and including: a target zone configured to be hit by a gameplay object; a first arm including a first flipper disposed at a first end of the first arm; a second arm including a second flipper disposed at a first end of the second arm; and a first ribbon disposed on the first arm and configured to expand and retract; a first rebound assembly including a second ribbon configured to expand and retract; and a second rebound assembly including a third ribbon configured to expand and retract, wherein: the first ribbon connects to the first rebound assembly, the second ribbon connects to the second rebound assembly, the third ribbon connects to a connection point disposed on the second arm of the base assembly, the first ribbon, the second ribbon, and the third ribbon at least partially define an arena, and the first ribbon expands or retracts in response to movement of the base assembly, thereby dynamically changing at least one of: a size of the arena or a shape of the arena.

    12. The battle game of claim 11, wherein the third ribbon expands or retracts in response to movement of the base assembly.

    13. The battle game of claim 11, wherein, during operation of the battle game, the first rebound assembly and the second rebound assembly are fixedly placed on the surface.

    14. The battle game of claim 11, wherein the base assembly includes: a health assembly, and a lever mechanism connecting the target zone to the health assembly.

    15. A battle game comprising: a first base assembly including: a first base configured to move across a surface, the first base including a first target zone configured to be hit by a gameplay object; and a first ribbon configured to expand and retract; and a second base assembly including: a second base configured to move across the surface, the second base including a second target zone configured to be hit by the gameplay object; and a second ribbon configured to expand and retract, wherein: the first ribbon is configured to connect to a first connection point of the second base assembly, the second ribbon is configured to connect to a second connection point on the first base assembly, the first ribbon and the second ribbon at least partially define an arena, and at least one of: the first ribbon or the second ribbon expands or retracts in response to movement of at least one of: the first base or the second base, thereby dynamically changing at least one of: a size of the arena or a shape of the arena.

    16. The battle game of claim 15, wherein both the first ribbon and the second ribbon expand or retract in response to movement of at least one of: the first base or the second base.

    17. The battle game of claim 15, wherein the first base and the second base move simultaneously.

    18. The battle game of claim 15, wherein the first base assembly includes a first health assembly, and a first lever mechanism connecting the first target zone to the first health assembly.

    19. The battle game of claim 18, wherein the second base assembly includes a second health assembly, and a second lever mechanism connecting the second target zone to the second health assembly.

    20. The battle game of claim 19, wherein: the first ribbon connects to the second health assembly, and the second ribbon connects to the first health assembly.

    Description

    BRIEF DESCRIPTION OF THE DRAWINGS

    [0008] The present disclosure will become more fully understood from the detailed description and the accompanying drawings.

    [0009] FIG. 1A is a perspective view of a first embodiment of a battle game according to an exemplary embodiment.

    [0010] FIG. 1B is a perspective view of a second embodiment of a battle game according to an exemplary embodiment.

    [0011] FIG. 1C is a perspective view of a third embodiment of a battle game according to an exemplary embodiment.

    [0012] FIG. 2A is an exploded view of a base assembly of a battle game according to an exemplary embodiment.

    [0013] FIG. 2B is a first perspective view of a base assembly of a battle game according to an exemplary embodiment.

    [0014] FIG. 2C is a second perspective view of a base assembly of a battle game according to an exemplary embodiment.

    [0015] FIG. 3A is a first perspective view of a lever mechanism of a base assembly according to an exemplary embodiment.

    [0016] FIG. 3B is a second perspective view of a lever mechanism of a base assembly according to an exemplary embodiment.

    [0017] FIG. 4A is an exploded view of a rebound assembly of a battle game according to an exemplary embodiment.

    [0018] FIG. 4B is a first perspective view of a base of a rebound assembly according to an exemplary embodiment.

    [0019] FIG. 4C is a second perspective view of a base of a rebound assembly according to an exemplary embodiment.

    [0020] FIG. 4D is a bottom view of a base of a rebound assembly according to an exemplary embodiment.

    [0021] FIG. 4E is a perspective view of a topper of a rebound assembly according to an exemplary embodiment.

    [0022] FIG. 5 is a perspective view of target practice characters of a battle game according to an exemplary embodiment.

    [0023] FIG. 6 is a front view of character cards of a battle game according to an exemplary embodiment.

    [0024] In the drawings, reference numbers may be reused to identify similar and/or identical elements.

    DETAILED DESCRIPTION

    [0025] Example configurations will now be described more fully with reference to the accompanying drawings. Example configurations are provided so that this disclosure will be thorough, and will fully convey the scope of the disclosure to those of ordinary skill in the art. Specific details are set forth such as examples of specific components, devices, and methods, to provide a thorough understanding of configurations of the present disclosure. It will be apparent to those of ordinary skill in the art that specific details need not be employed, that example configurations may be embodied in many different forms, and that the specific details and the example configurations should not be construed to limit the scope of the disclosure.

    Battle Game

    [0026] With reference to FIG. 1A-1C, a battle game 10 is shown. The battle game 10 may include one or more base assemblies 12 and/or one or more rebound assemblies 14. In some embodiments, the one or more base assemblies 12 and/or the one or more rebound assemblies 14 may indirectly couple to each other via a connection component, such as retractable ribbon 50, 110. The one or more base assemblies 12 and/or the one or more rebound assemblies 14 may at least partially define an arena 16, within which the battle game 10 is played. The battle game 10 may be played on a tabletop (not shown), the floor, or any other relatively smooth and flat surface. The battle game 10 may include stationary components and movable components. In an embodiment having movable components, the arena 16 may change in size and/or shape in response to movements by or to the movable components. For example, the rebound assemblies 14 may be stationary elements of the battle game 10, and the base assemblies 12 may be movable elements of the battle game 10. The movements of the base assemblies 12 may cause the retractable ribbon 50, 100 to stretch or retract, thereby changing the size and/or shape of the arena 16. The base assemblies 12 may move in response to a force applied by a user. For example, the user can push or pull the base assemblies 12 for gameplay or strategy reasons. For example, a user may move one of the base assemblies 12 side-to-side to make hitting a target more difficult for the opponent. Alternatively, the user may move one of the base assemblies 12 forward towards the location of a ball 106 so that the base assembly 12 can hit the ball toward an opponent or toward a target.

    [0027] In some implementations (e.g., FIG. 1A), the battle game 10 includes a single base assembly 12 and two or more rebound assemblies 14 connected to one another to form the enclosed arena 16. The implementation shown in FIG. 1A may comprise a single-player implementation, where a user can practice shooting the ball 106 at targets 146, or the user can practice trying to block the ball 106 from hitting a target zone 28 on the base assembly 12, which would result in a negative outcome. In some implementations (e.g., FIG. 1B), the battle game 10 includes two or more base assemblies 12 connected to one another to form the enclosed arena 16. The implementation shown in FIG. 1B may comprise a basic multiplayer implementation, whereby the arena 16 is generally rectangular in shape. In some implementations (e.g., FIG. 1C), the battle game 10 includes two or more base assemblies 12 and two or more rebound assemblies 14 connected to one another to form the enclosed arena 16. The implementation shown in FIG. 1B may comprise a more advanced multiplayer implementation, whereby the arena 16 has a polygon shape that may be harder to use the ribbons 50, 110 to bounce the ball 106 into an opponent's target area 28. While the battle game 10 is shown in FIG. 1A-1C with specific numbers of base assemblies 12 and rebound assemblies 14, it will be appreciated that the battle game 10 may include any number of base assemblies 12 and rebound assemblies 14 connected to one another in any arrangement within the scope of the present disclosure. Indeed, any number of players or base assemblies 12 may come together to form an arena 16.

    Base Assembly

    [0028] With reference to FIG. 2A-2C, the base assembly 12 may include a base 18, a health assembly 20, and a wall assembly 22. The health assembly 20 and/or the wall assembly 22 may be removably coupled to the base 18. The base assembly 12 (e.g., the base 18) may be configured such that a user (not shown) can translate (e.g., slide, rotate, etc.) the base assembly 12 across the tabletop or other surface upon which the battle game 10 is played. In this regard, a bottom surface 24 of the base assembly 12 may be made of any suitable low-friction material to allow the base assembly 12 to translate (e.g., slide, rotate, etc.) freely and smoothly. As will be described in more detail below, during operation of the battle game 10, the movement of the base assembly 12 by the user may dynamically adjust the size and/or shape of the arena 16.

    Base

    [0029] The base 18 may include a first arm 26-1 extending in a first direction, a second arm 26-2 extending in a second direction transverse to the first direction, a target zone 28 disposed between the first arm 26-1 and the second arm 26-2, and a joystick 30 disposed behind the target zone 28. In some implementations, the first arm 26-1 and the second arm 26-2 may define an obtuse angle (e.g., greater than 90 degrees) therebetween. The first arm 26-1 may include a first end 32-1, and a second end 34-1 opposite the first end 32-1. The second arm 26-2 may include a first end 32-2 and a second end 34-2 opposite the first end 32-2.

    [0030] The joystick 30 may be removable from the base 18 and snap into or fit into the base 18. The joystick 30 may disengage and re-engage the base 18 to change the height of the base 18, such as for storage purposes and gameplay purposes. While a joystick 30 is described herein, the joystick 30 can be replaced by any handle with a trigger. Alternatively, the joystick 30 may be replaced with a pair of handle bars extending from the first end 32-1 and the second end 32-2 and having buttons formed on one side of the handle bars. As yet another alternative embodiment, the joystick 30 may be replaced with a handle and a button on a top side of the base 18.

    [0031] The base 18 may include a first flipper 36-1 rotatably coupled to the first end 32-1 of the first arm 26-1 and a second flipper 36-2 rotatably coupled to the first end 32-2 of the second arm 26-2. The joystick 30 may include a trigger 38 operable between an extended position and a retracted position. Upon movement of the trigger 38 (e.g., by the user) from the extended position to the retracted position, the first flipper 36-1 and/or the second flipper 36-2 may move (e.g., rotate) from a first position (FIG. 2A) to a second position (FIG. 2B). In some implementations, operation of the trigger 38 causes both flippers 36-1, 36-2 to move simultaneously. The first flipper 36-1 and the second flipper 36-2 may be sized such that, in the first position (FIG. 2A), the first flipper 36-1 and the second flipper 36-2 do not block the target zone 28 or only partially block the target zone 28. In some embodiments, the first flipper 36-1 and the second flipper 36-2 may extend to cover more of the target zone 28 when partially moved from the first position by a small activation of the trigger 38. In some embodiments, an amount of force applied to the trigger 38 can dictate how far the first and second flippers 36-1, 36-2 rotate from the first position with a maximum force resulting the first and second flippers 36-1, 36-2 rotating to the second position. In other words, an amount of force acting on the trigger 38 can dictate whether the flippers 36-1, 36-2 are in the first position, the second position, or any intermediate position therebetween. The amount of force applied to the trigger can further dictate how quickly the flippers 36-1, 36-2 rotate from the first position to the second position, whereby a very strong force will correspondingly rotate the flippers 36-1, 36-2 quickly, which causes the flippers 36-1, 36-2 to exert a strong force on a gameplay element, such as a ball.

    [0032] The trigger 38 may be mechanically connected to the flippers 36-1, 36-2 such that pressing the trigger 38 to the retracted position causes both flippers 36-1, 36-2 to rotate from the first position to the second position. The mechanics necessary to cause rotation of the flippers 36-1, 36-2 in response to the pull of the trigger 38 would be well known to those skilled in the art.

    [0033] The target zone 28 may include a face 40 and first edge 42 located at the top of the face 40. The first edge 42 may include a rotation feature 44 extending therefrom. The rotation feature 44 may couple (e.g., rotatably-couple) the target zone 28 to the base 18. The rotation feature 44 may define a first axis of rotation A1.

    [0034] With reference to FIGS. 3A and 3B, the base 18 may include a lever mechanism 46 connecting the target zone 28 to the health assembly 20. As will be described in more detail below, when the target zone 28 is moved (e.g., when hit by a ball during gameplay) the lever mechanism 46 may move (e.g., rotate) between a first position and a second position, which may at least partially, cause a corresponding movement of the health assembly 20 relative to the base 18.

    Wall Assembly

    [0035] The wall assembly 22 may include a housing 48 and a ribbon 50 retractably disposed within the housing 48. The wall assembly 22 may be coupled (e.g., removably coupled) to the base 18. In some implementations, the wall assembly 22 is removably coupled to the second end 34-1 of the first arm 26-1. In some implementations, the wall assembly 22 is configured to remain attached to the base 18 during gameplay and is only removable from the base 18 by the user.

    [0036] In some implementations, the housing 48 has a cylindrical shape (e.g., a circular cylinder). The housing 48 may include an opening 52 through which the ribbon 50 may extend and retract. The opening 52 may be configured as an elongated slit.

    [0037] The ribbon 50 may include a first connection feature 54 configured to connect to an opposing base assembly 12 (e.g., a health assembly 20) and/or a rebound unit 14. In some implementations, the first connection feature 54 is larger than the opening 52, which prevents the ribbon 50 from retracting completely within the housing 48. The ribbon 50 may be up to 24 inches long or longer. During operation of the battle game 10, the ribbon 50 may at least partially define the arena 16.

    Health Assembly

    [0038] With reference to FIG. 2A-3B, the health assembly 20 may include a first side 56, a second side 58 opposite the first side 56, and first end 60. The health assembly 20 may include a health bar 62 and a score bar 64 extending from the first side 56. The score bar 64 may be substantially parallel to (e.g., +/10 degrees) and disposed above the health bar 62. The health assembly 20 may include a second connection feature 66 extending from the second side 58. The second connection feature 66 may be configured to receive a first connection feature 54 of another base assembly 12 or a corresponding connection feature of a rebound assembly 14. In this regard, the other base assembly 12 (e.g., via a ribbon 50) or rebound assembly 14 (e.g., via a ribbon 110) impart a force (e.g., a tension T1) on the health assembly 20. The health assembly 20 may include a pedestal 68 extending from the first end 60. The health assembly 20 may be coupled (e.g., removably coupled) to the base 18. In some implementations, the health assembly 20 is removably coupled to the second end 34-2 of the second arm 26-2.

    [0039] The pedestal 68 may include one or more posts 70 extending from a first surface 72 of the pedestal. In some implementations, a character 74 may be removably connected to the pedestal 68. The character 74 may rest on the first surface 72 and be connected via a friction-fit when the one or more posts 70 extend into detents (not shown) within the character 74, such as on a bottom surface or base of the character 74. In some implementations, the character 74 is configured to remain attached to the pedestal 68 during gameplay and is only removable from the pedestal 68 by the user. Characters 74 of different forms may be positioned on the pedestal 68.

    [0040] The health bar 62 may include a set of protrusions 76 extending from a first side 78 and a second side 80 of the health bar 62. The set of protrusions 76 may be spaced (e.g., equally spaced) along a length L1 of the health bar 62. The set of protrusions 76 may define a set of landings 82 on the health bar 62. A landing 82 may be the space between two adjoining protrusions 76. In some implementations, the health bar 62 includes three landings 82. In some implementations, the health bar 62 includes six landings 82. In some implementations, the health bar 62 includes eight landings 82. The landings 82 may define how many times a user can let their target zone 28 be hit (e.g., by a ball during gameplay) before losing the battle game 10. For example, if the health bar 62 includes three landings, then the third time a user's target zone 28 is hit, the health assembly 20 will detach from the base 18 and the user will lose the battle game 10. As will be described in more detail below, the lever mechanism 46 may be configured to engage and disengage one or more landings 82 of the set of landings 82.

    [0041] The score bar 64 may include a top side 84, a bottom side 86, and a set of notches 88 disposed in the top side 84 of the score bar 58. Each notch 88 of the set of notches 88 may correspond to a landing 82 of the set of landings 82 in the health bar 62. Each notch 88 of the set of notches 88 may include a number 90 within the notch 88 that indicates the remaining number of landings 82 in the set of landings 82 before an end 92 of the health bar 62 is reached. The base 18 may include a counter 94 that rests on the top side 84 of the score bar 64 and points to the notch 88 that indicates the remaining number of landings 82 before the end 92 of the health bar 62 is reached.

    Lever Mechanism

    [0042] Referring to FIG. 3A-3B, the lever mechanism 46 may be coupled to the target zone 28 and the health assembly 20 (e.g., the health bar 62). The lever mechanism 46 may include a first linkage 96 including a proximal end 96p and a distal end 96d and a second linkage 98 including a proximal end 98p and a distal end 98d. The proximal end 96p of the first linkage 96 may be coupled (e.g., rotatably-coupled) to the target zone 28 (e.g., the rotation feature 44). The distal end 96d of the first linkage 96 may be coupled (e.g., rotatably-coupled) to the proximal end 98p of the second linkage 98. The distal end 98d of the second linkage 98 may be coupled (e.g., rotatably-coupled) to the health assembly 20 (e.g., the health bar 62). The lever mechanism 46 may include a rotation feature 100 and a spring 102 coupled to the rotation feature 100. The rotation feature 100 may be coupled (e.g., rotatably-coupled) to the base 18 and the second linkage 98. In some implementations, the rotation feature 100 is coupled to the second linkage 98 between the proximal end 98p and the distal end 98d. The rotation feature 100 may define a second axis of rotation A2. The second axis of rotation A2 may be transverse to the first axis of rotation A1. The spring 102 may be connected to the second linkage 98.

    [0043] The distal end 98d of the second linkage 98 may include a first finger 104-1 and a second finger 104-2 spaced apart from the first finger 104-1. The first finger 104-1 may engage and disengage the bottom side 86 of the score bar 64 and the second finger 104-2 may engage and disengage the second side 80 of the health bar 62 (e.g., a landing 82).

    [0044] During gameplay, a ball 106 may contact (e.g., hit) the target zone 28 (FIG. 2C), which may cause the lever mechanism 46 move (e.g., rotate) from the first position to the second position. For example, a force of the ball 106 hitting the target zone 28 may cause the target zone 28 to rotate in a clockwise direction about the first axis of rotation A1. The rotation of the target zone 28 may cause the first linkage 96 to rotate in a clockwise direction about the first axis of rotation A1. As the first linkage 96 rotates, the first linkage 96 (e.g., the distal end 96d) may impart a force on the second linkage 98 (e.g., the proximal end 98p), which may cause the second linkage 98 to rotate in a clockwise direction about the second axis of rotation A2. As the second linkage 98 rotates about the second axis of rotation A2, the first finger 104-1 may disengage the bottom side 86 of the score bar 64 and the second finger 104-2 may disengage a first landing 82-1 of the health bar 62. When the lever mechanism 46 reaches the second position, both of the fingers 104-1, 104-2 are disengaged from the health assembly 20.

    [0045] Once the second linkage 98 (e.g., the fingers 104-1, 104-2) disengages the health assembly 20 (e.g., the health bar 62 and the score bar 64), the tension T1 moves the health assembly 20 (e.g., the health bar 62) relative to the base 18 (e.g., the fingers 104-1, 104-2). Next, the spring 102 may impart a force on the second linkage 98, which causes the lever mechanism 46 to return to the first position. When the lever mechanism 46 returns to the first position, the second linkage 98 (e.g., the fingers 104-1, 104-2) may re-engage the health assembly 20 (e.g., the health bar 62 and the score bar 64) stopping the movement of the health assembly 20. The second finger 104-2 may engage another landing 82-2 adjacent to the first landing when the second linkage 98 re-engages the health assembly 20. This process may be repeated each time the ball 106 hits the target zone 28. When the second finger 104-2 disengages from the landing 82-n nearest the end 92 of the health bar 62, the tension T1 may cause the health assembly 20 to de-couple from the base 18.

    Rebound Assembly

    [0046] With reference to FIG. 4A-4E, a rebound assembly 14 may include a base 108, a ribbon 110 retractably disposed within the base 108, and a topper 112 coupled (e.g., detachably-coupled) to the base 108. The base 108 may include a bottom surface 114, a top surface 116 opposite the bottom surface 114, and a side surface 118 extending between the top surface 116 and the bottom surface 114. The top surface 116 may be the same shape as the bottom surface 114. In some implementations, the bottom surface 114 has a circular shape. In this regard, the base 108 may be a cylinder (e.g., a circular cylinder).

    [0047] The base 108 may include a securement mechanism 119 connected to the bottom surface 114. The securement mechanism 119 may be configured to secure the rebound assembly 14 (e.g., the base 108) to a surface upon which the battle game 10 is played (e.g., a tabletop or floor). The securement mechanism 119 may prevent movement of the rebound assembly 14 (e.g., the base 108) while the battle game 10 is played. In some implementations, the securement mechanism 119 is a suction cup. The securement mechanism 119 may also be any other mechanism capable of preventing movement of the rebound assembly 14 (e.g., the base 108) while the battle game 10 is played, such as an adhesive or a stick pad.

    [0048] The base 108 may include a boss 120 extending from the top surface 116. The boss 120 may include a top surface 122 and a side surface 124 extending between the top surface 122 of the boss 120 and the top surface 116 of the base 108. The boss 120 may include a set of grooves 126 disposed on the side surface 124. The set of grooves 126 may be equally spaced around the side surface 124. The boss 120 (e.g., the set of grooves 126) may be configured to secure the topper 112 to the base 108. In some implementations, the boss 120 is rotatable and rotating the boss 120 engages the securement mechanism 119 (e.g., the suction cup).

    [0049] The base 108 may include an opening 128 formed in the side surface 118 through which the ribbon 110 may extend and retract. The ribbon 110 may include a third connection feature 130 disposed at a first end 132 of the ribbon 110 and configured to connect to a corresponding connection feature (e.g., the second connection feature 66 or a fourth connection feature 134 of another rebound assembly 14). In some implementations, the third connection feature 130 is larger than the opening 128, which prevents the ribbon 110 from retracting completely within the base 108. During operation of the battle game 10, the ribbon 110 may at least partially define the arena 16.

    [0050] The base 108 may include a fourth connection feature 134 configured to receive a corresponding connection feature (e.g., the first connection feature 54 or the third connection feature 130 of another rebound assembly 14). The fourth connection feature 134 may extend from the side surface 118. In some implementations, the fourth connection feature 134 is opposite the opening 128.

    [0051] The topper 112 may include a top side 136, a bottom side 138 opposite the top side 136, and at least one side surface 140 extending between the top side 136 and the bottom side 138. The topper 112 may include an opening 142 extending through the top side 136 and the side surface 140. The opening 142 may be sized such that the ball 106 may fit through the opening 142. During gameplay, a user may drop the ball 106 through the opening 142. The bottom side 138 may be configured to receive the boss 120. In some implementations, the topper 112 is coupled to the base 108 via a friction-fit of the boss 120 in the bottom side 138 of the topper 112. In one embodiment, the topper 112 may have the shape of an animal or other creature. As shown in FIG. 4A, the topper 112 may be formed to resemble a dragon's head.

    Target Practice Characters

    [0052] With reference to FIG. 5, a set of target practice characters 146 is shown. The target practice characters 146 may be placed within the arena 16 during operation of the battle game 10. A user may attempt to knock over the target practice characters 146 by using the flippers 36-1, 36-2 to hit the ball 106 into the target practice characters 146. The target practice characters 146 may be placed in the arena 16 or hooked to the ribbons 50, 110 that define the arena 16. The target practice characters 146 may be used in a single player implementation whereby a user may practice aiming the ball 106 using the flippers 36-1, 36-2. Alternatively, the target practice characters 146 may be used during a multiplayer implementation and award bonus points to users or increase the number of obstacles necessary to score points on opponents.

    Character Cards

    [0053] With reference to FIG. 6, a set of character cards 148 is shown. A character card 148 may correspond to a character 74. The set of character cards 148 may add a strategy aspect to the battle game 10.

    Gameplay

    [0054] With reference to FIG. 1B-4E, a first method of playing the battle game 10 is disclosed below. The battle game 10 may be played by one or more users (e.g., persons) on a sufficiently smooth and flat surface (e.g., a tabletop or the floor). Each user may operate a base assembly 12. To set up the arena 16, a user may connect the ribbon 50 (e.g., the first connection feature 54) of their base assembly 12 to the health assembly 20 (e.g., the second connection feature 66) of another user's base assembly 12 or to a rebound assembly 14. Each ribbon 50 may impart a force (e.g., the tension T1) on the health assembly 20 to which it is connected. The base assemblies 12 and the ribbons 50 may define the arena 16. Optionally, the users may place one or more rebound assemblies 14 between the base assemblies 12. The rebound assemblies 14 may be secured to the surface (e.g., a tabletop or the floor) on which the battle game 10 is played using the securement mechanism 119. If a rebound assembly 14 is placed between base units 12, then a user may connect the ribbon 50 (e.g., the first connection feature 54) of the user's base assembly 12 to the rebound assembly 14 (e.g., the fourth connection feature 134). The user may then connect the ribbon 110 (e.g., the third connection feature 130) to the health assembly 20 (e.g., the second connection feature 66) of another user's base assembly 12. The base assemblies 12, the rebound assemblies 14, and the ribbons 50, 110 may define the arena 16. When a ribbon 50, 110 is connected to a health assembly 20, the ribbon 50, 110 may apply tension T1 to the health assembly 20.

    [0055] To start playing the battle game 10, the ball 106 is placed inside the arena 16. In some implementations, the ball 106 may be placed inside the arena 16 by passing the ball 106 through the opening 142 of the topper 112. Once the ball 106 enters the arena 16, the users may move (e.g., slide) their base assemblies 12 across the gameplay surface to get closer to or avoid the ball 106. When a base assembly 12 is close enough to the ball 106, the user may operate the trigger 30 to rotate the flippers 36-1, 36-2 to hit the ball 106. The users try to hit the ball 106 into the target zone 28 on the other user's base assemblies 12. Movement of the base assemblies 12 can cause the retraction mechanisms connected to the retractable ribbon 50, 110 to retract the ribbon or expand the ribbon 50, 110. The retraction/expansion of the ribbons 50, 110 in response to movements by the base assemblies 12 dynamically changes the size and/or shape of the arena 16. These changes in the size and/or shape of the area can change how the ball 106 ricochets off the ribbons 50, 110 adding to the challenge of hitting an opponent's target area 28, which thereby scores points.

    [0056] As discussed above, when the ball 106 hits a target zone 28, it causes the lever mechanism 46 to actuate (e.g., rotate) and momentarily disengages the first finger 104-1 from the bottom side 86 of the score bar 64 and the second finger 104-2 from the first landing 82-1 of the health bar 62. The tension T1 from the ribbon 50, 110 moves the health assembly 20 relative to the base 18. The spring 102 applies a force that re-engages the first finger 104-1 to the bottom side 86 of the score bar 64 and the second finger 104-2 to a second landing 82-2 of the health bar 62. Once a user's health bar 62 reaches the last landing 82-n, the next time the user's target zone 28 is hit, the health assembly 20 will completely disengage from the base 18 and that user is eliminated from the battle game 10. If the battle game 10 is played between only two users, then the user who ejected the health bar 20 from the other user is the winner. If the battle game 10 is played between more than two users, the remaining users may reconnect the ribbons 50, 110 to exclude the eliminated user and re-enclose the arena 16. The winner of the battle game 10 is the last user who still has a health assembly 20 attached to their base 18.

    [0057] With reference to FIG. 1A, and 2A-4E, a second method of playing the battle game 10 is disclosed below. The battle game 10 may be played by one user (e.g., person) on a sufficiently smooth and flat surface (e.g., a tabletop). To setup the arena 16, the user may place two or more rebound assemblies 14 on the surface (e.g., tabletop). The rebound assemblies 14 may be secured to the surface using the securement mechanism 119. The user may place a base assembly 12 on the surface. The user may connect the ribbon 50 (e.g., the first connection feature 54) of the base assembly 12 to a rebound assembly 14 (e.g., the fourth connection feature 134). The user may then connect the ribbon 110 (e.g., the third connection feature 130) of a rebound assembly 14 to another rebound assembly 14 (e.g., the fourth connection feature 134). Finally, the user may then connect the ribbon 110 (e.g., the third connection feature 130) to the health assembly 20 (e.g., the second connection feature 66) of their base assembly 12. The base assemblies 12, the rebound assemblies, and the ribbons 50, 110 may define the arena 16. When a ribbon 110 is connected to a health assembly 20, the ribbon 110 may apply tension T1 to the health assembly 20.

    [0058] To start the battle game 10, the ball 106 is placed inside the arena 16. In some implementations, the ball 106 may be placed inside the arena 16 by passing the ball 106 through the opening 142 of the topper 112. Once the ball 106 enters the arena 16, the user may move (e.g., slide) the base assembly 12 across the gameplay surface to get closer to or avoid the ball 106. When the base assembly 12 is close enough to the ball 106, the user may operate the trigger 30 to rotate the flippers 36-1, 36-2 to hit the ball 106. The user may try to hit the ball 106 into the target practice characters 146. The battle game 10 may end when the user knocks over all the target practice characters 146 or the user's health assembly 20 is de-coupled from the base 18. Like with the above-described multi-player implementation, the arena 16 dynamically changes in shape in response to movements by the base unit 12 in the single player implementation because the ribbons retract and expand in response to the movements of the base unit 12 by the user.

    Conclusion

    [0059] The following Clauses provide an exemplary configuration for a tabletop battle game, as described above.

    [0060] Clause 1: A base assembly comprising: a base configured to move across a surface, the base including a target zone configured to be hit by a gameplay object; and at least one ribbon configured to expand and retract and connect to a connection point, wherein: the at least one ribbon at least partially defines an arena, and the at least one ribbon expands or retracts in response to movement of the base, thereby dynamically changing at least one of: a size of the arena or a shape of the arena.

    [0061] Clause 2: The base assembly of clause 1, further comprising: a health assembly, and a lever mechanism connecting the target zone to the health assembly.

    [0062] Clause 3: The base assembly of clause 2, wherein: the target zone is configured to move between a first position and a second position, and in response to the target zone moving from the first position to the second position, the lever mechanism disengages from the health assembly.

    [0063] Clause 4: The base assembly of clause 3, wherein, in response to the lever mechanism disengaging from the health assembly, the health assembly is configured to move relative to the base.

    [0064] Clause 5: The base assembly of clause 4, wherein: the health assembly includes a health bar including a set of landings, and the lever mechanism connects to the set of landings.

    [0065] Clause 6: The base assembly of clause 5, wherein, in response to the lever mechanism disengaging from a last landing of the set of landings, the health assembly is uncoupled from the base.

    [0066] Clause 7: The base assembly of any of clauses 1 through 6, further comprising: a first arm including a first flipper disposed at a first end of the first arm; and a second arm including a second flipper disposed at a first end of the second arm.

    [0067] Clause 8: The base assembly of clause 7, further comprising a joystick disposed between the first arm and the second arm, the joystick including a trigger configured to move between an extended position and a retracted position, wherein the first flipper and the second flipper move from a first position to a second position when the trigger moves from the extended position to the retracted position.

    [0068] Clause 9: The base assembly of clause 7, wherein the target zone is disposed between the first arm and the second arm.

    [0069] Clause 10: The base assembly of any of clauses 1 through 9, further comprising a wall assembly, wherein the ribbon is disposed within the wall assembly.

    [0070] Clause 11: A battle game comprising: a base assembly configured to move across a surface and including: a target zone configured to track how many times the target zone is hit; a first arm including a first flipper disposed at a first end of the first arm; a second arm including a second flipper disposed at a first end of the second arm; and a first ribbon configured to expand and retract; a first rebound assembly including a second ribbon configured to expand and retract; and a second rebound assembly including a third ribbon configured to expand and retract, wherein: the first ribbon connects to the first rebound assembly, the second ribbon connects to the second rebound assembly, the third ribbon connects to the base assembly, the first ribbon, the second ribbon, and the third ribbon at least partially define an arena, and the first ribbon expands or retracts in response to movement of the base assembly, thereby dynamically changing at least one of: a size of the arena or a shape of the arena.

    [0071] Clause 12: The battle game of clause 11, wherein the third ribbon expands or retracts in response to movement of the base assembly.

    [0072] Clause 13: The battle game of any of clauses 11 through 12, wherein, during operation of the battle game, the first rebound assembly and the second rebound assembly are fixedly placed on a surface.

    [0073] Clause 14: The battle game of any of clauses 11 through 13, wherein the base assembly includes: a health assembly, and a lever mechanism connecting the target zone to the health assembly.

    [0074] Clause 15: A battle game comprising: a first base assembly including: a first base configured to move across a surface, the first base including a first target zone configured to track how many times the first target zone is hit; and a first ribbon configured to expand and retract; and a second base assembly including: a second base configured to move across the surface, the second base including a second target zone configured to track how many times the second target zone is hit; and a second ribbon configured to expand and retract, wherein: the first ribbon is configured to connect to the second base assembly, the second ribbon is configured to connect to the first base assembly, the first ribbon and the second ribbon at least partially define an arena, and at least one of: the first ribbon or the second ribbon expands or retracts in response to movement of at least one of: the first base or the second base, thereby dynamically changing at least one of: a size of the arena or a shape of the arena.

    [0075] Clause 16: The battle game of clause 15, wherein both the first ribbon and the second ribbon expand or retract in response to movement of at least one of: the first base or the second base.

    [0076] Clause 17: The battle game of any of clauses 15 through 16, wherein the first base and the second base move simultaneously.

    [0077] Clause 18: The battle game of any of clauses 15 through 17, wherein the first base assembly includes a first health assembly, and a first lever mechanism connecting the first target zone to the first health assembly.

    [0078] Clause 19: The battle game of clause 18, wherein the second base assembly includes a second health assembly, and a second lever mechanism connecting the second target zone to the second health assembly.

    [0079] Clause 20: The battle game of clause 19, wherein: the first ribbon connects to the second health assembly, and the second ribbon connects to the first health assembly.

    [0080] The terminology used herein is for the purpose of describing particular exemplary configurations only and is not intended to be limiting. As used herein, the singular articles a, an, and the may be intended to include the plural forms as well, unless the context clearly indicates otherwise. The terms comprises, comprising, including, and having, are inclusive and therefore specify the presence of features, steps, operations, elements, and/or components, but do not preclude the presence or addition of one or more other features, steps, operations, elements, components, and/or groups thereof. The method steps, processes, and operations described herein are not to be construed as necessarily requiring their performance in the particular order discussed or illustrated, unless specifically identified as an order of performance. Additional or alternative steps may be employed.

    [0081] When an element or layer is referred to as being on, engaged to, connected to, attached to, or coupled to another element or layer, it may be directly on, engaged, connected, attached, or coupled to the other element or layer, or intervening elements or layers may be present. In contrast, when an element is referred to as being directly on, directly engaged to, directly connected to, directly attached to, or directly coupled to another element or layer, there may be no intervening elements or layers present. Other words used to describe the relationship between elements should be interpreted in a like fashion (e.g., between versus directly between, adjacent versus directly adjacent, etc.). As used herein, the term and/or includes any and all combinations of one or more of the associated listed items.

    [0082] The terms first, second, third, etc. may be used herein to describe various elements, components, regions, layers and/or sections. These elements, components, regions, layers and/or sections should not be limited by these terms. These terms may be only used to distinguish one element, component, region, layer or section from another region, layer or section. Terms such as first, second, and other numerical terms do not imply a sequence or order unless clearly indicated by the context. Thus, a first element, component, region, layer or section discussed below could be termed a second element, component, region, layer or section without departing from the teachings of the example configurations.

    [0083] The term set generally means a grouping of one or more elements. The elements of a set do not necessarily need to have any characteristics in common or otherwise belong together. The phrase at least one of A, B, and C should be construed to mean a logical (A OR B OR C), using a non-exclusive logical OR, and should not be construed to mean at least one of A, at least one of B, and at least one of C. The phrase at least one of A, B, or C should be construed to mean a logical (A OR B OR C), using a non-exclusive logical OR.

    [0084] The foregoing description has been provided for purposes of illustration and description. It is not intended to be exhaustive or to limit the disclosure. Individual elements or features of a particular configuration are generally not limited to that particular configuration, but, where applicable, are interchangeable and can be used in a selected configuration, even if not specifically shown or described. The same may also be varied in many ways. Such variations are not to be regarded as a departure from the disclosure, and all such modifications are intended to be included within the scope of the disclosure.