Action Figure Battle Game With Movement Mechanisms
Various embodiments of an action figure battle game including figures with movement mechanisms are disclosed.
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This application claims priority to U.S. Provisional Patent Application Ser. No. 60/780,935, entitled “Action Figure Battle Game with Movement Mechanisms,” filed Mar. 8, 2006, Attorney Docket No. MAT 3Z031P, and also claims priority to U.S. Provisional Patent Application Ser. No. 60/848,231, entitled “Action Figure Battle Game with Movement Mechanisms,” filed Sep. 29, 2006, Attorney Docket No. MAT 3Z031P1. The disclosures of the above-mentioned provisional patent applications are incorporated herein by reference in their entirety.
BACKGROUND OF THE INVENTIONThe present disclosure relates generally to games and, more particularly, to battle or war games utilizing action figures. Specifically, this disclosure relates to battle or war games utilizing action figures having movement mechanisms.
Examples of games using movable elements or pieces, such as action figures, having a measuring device are disclosed in U.S. Published Patent Application Nos. 2004/0119234, 2005/0040598, and 2005/0189715, as well as in U.S. Pat. Nos. 2,052,035, 3,387,778, 4,005,543, 4,280,300, 4317,570, and 6,659,463. The disclosures of these and all other publications referenced herein are incorporated by reference in their entirety for all purposes.
The game pieces in games using movable elements or pieces, such as action figures, may comprise a game figure character having a base, the character adapted for movement a distance over a surface, and a distance measuring device disposed in the base for contacting the surface when the game figure character is disposed at the surface, the distance measuring device providing an indication of the distance of movement of the character over the surface. Game play in games using movable elements or pieces, such as action figures, may comprise providing for each player a plurality of game pieces, each game piece having an indicium indicating a point value, a distance indicating device indicating a distance the game piece has moved over the surface, and a weapon for attacking an opponent player's game pieces, selecting for each player a group of the game pieces having point values summing to a predetermined value, and selecting a number of actions each player can take per player's turn, an action comprising either a move, comprising moving a game piece a distance up to the particular game piece's point value, or an attack, comprising actuation of the particular game piece's weapon, wherein the players alternate taking turns, selectively making a move or an attack, until the game is determined to have ended.
Examples of toys having motion based on a torsional elastic element that is energized by a pull-string are disclosed in U.S. Pat. Nos. 3,583,096 and 6,123,598. The disclosures of these and all other publications referenced herein are incorporated by reference in their entirety for all purposes.
Examples of games using game pieces having information, such as scoring indicia, disposed thereon are disclosed in U.S. Published Patent Application Nos. 2004/0051243, 2004/0051244, 2004/0212148, 2005/0017450, 2005/0073098, and 2005/0167919 as well as in U.S. Pat. Nos. 6,899,332 and 6,899,333. The disclosures of these and all other publications referenced herein are incorporated by reference in their entirety for all purposes.
Examples of toy figures, such as may be used with a game, having moving or separable components are disclosed in U.S. Published Patent Application Nos. 2005/0048866, International Publication No. WO 2005/021115, and in U.S. Pat. Nos. 946,778, 3,848,357, 3,845,956, 3,927,883, 3,955,311, 4,031,657, 4,570,938, 4,623,318, 5,087,219, 5,458,523, 5,690,330, 5,727,982, 6,280,286, 6,296,543, 6,343,969, 6,682,392, and 6,860,787. The disclosures of these and all other publications referenced herein are incorporated by reference in their entirety for all purposes.
Examples of toy figures configured to perform appropriate motions for use in simulated combat, such as swinging or striking arm motions, are disclosed in U.S. Pat. Nos. 946,778, 3,848,357, 3,845,956, 3,927,883, 3,955,311, 4,031,657, 4,570,938, 4,623,318, 5,087,219, 5,458,523, 5,690,330, 5,727,982, 6,280,286, 6,296,543, 6,682,392, and 6,860,787. The disclosures of these and all other publications referenced herein are incorporated by reference in their entirety for all purposes.
SUMMARY OF THE DISCLOSUREEmbodiments of an action figure battle game including figures with movement mechanisms are provided.
BRIEF DESCRIPTION OF THE DRAWINGS
FIGS. 88, 89A-89E, 90, 91A-91B, 92-94, 95A-95H illustrate the functionality, structure and components of exemplary throwing action figures that are capable of throwing objects and are suitable for use with an action figure battle game.
An exemplary embodiment of an action figure battle game is illustrated in
The figures 100, 120, 140, 160, 180, and 200 can be associated with a common theme, such as superheroes and villains. The figures 100, 120, 140, 160, 180, and 200 have one or more types of functions as described below. One type of function a figure may have is a certain type of movement. Another type of function a figure may have is a certain type of attack or battle function. The different types of functions are described in greater detail below.
In this embodiment, the environments or environmental structures 300, 320, 340, and 360 are configured to resemble buildings, each of which has a different functionality. The environments are configured to be interacted with by the figures 100, 120, 140, 160, 180, and 200 during play or during a game. The different embodiments of environments and the interactions between the environments and action figures are described in greater detail below. In other embodiments, the environments or structures can resemble items other than buildings.
The action figure battle game may also include one or more objective cards, such as ones similar to those shown in
Referring to
As illustrated in
Figure 120 includes a body 122 and a base 124. The body 122 of figure 120 is removably coupleable to the base 124. This figure 120 can be referred to as a “flying figure” because the body 122 can be launched or projected from the base 124 so that the figure 120 appears to fly through the air. Figure 120 includes a movement mechanism 126 that can be actuated to impart movement to the body 122. In this example, movement mechanism 126 is a launching mechanism with a launch lever 128. The operation of the movement mechanism 126 is illustrated in and described relative to
Figure 140 includes a body 142 and a base 144. The body 142 of figure 140 is fixedly coupled to the base 144. This figure 140 can be referred to as a “shooting figure” because the body 142 includes a projectile launcher 146 that is coupled to the body 142. The projectile launcher 146 is a spring-loaded launcher with a release mechanism that can be used to project or launch a projectile 148. In one embodiment, figure 140 can include a movement mechanism similar to the movement mechanism of figure 100 that imparts substantially linear movement to the base 144 of the
Referring to
Similarly, figure 180 includes a body 182 and a base 188. The body 182 of figure 180 includes a torso 183, a waist portion 184, and a leg portion 185. Coupled to the torso 183 is an arm 186 that extends outwardly from the torso 183. This figure 180 is another embodiment of a “punching figure” and its torso 183 can be rotated against a spring force relative to leg portion 185. Figure 180 includes a movement mechanism 190 that includes a string pull. The movement mechanism 190 includes a retractable string 192 internal to the base 188 which can be actuated to impart movement to the base 188. The punching functionality and operation of figure 180 is illustrated in and described relative to
Figure 200 includes a body 202 and a base 204. Similar to figure 140 described above, body 202 of figure 200 is fixedly coupled to the base 204. This figure 200 can be referred to as a “shooting figure” because the body 202 includes a projectile launcher 206 that is coupled to the body 202. The projectile launcher 206 is a spring-loaded launcher with a release mechanism that can be used to project or launch a projectile 208. In this embodiment, figure 200 can include a movement mechanism similar to the movement mechanism of figure 100 that imparts substantially linear movement to the base 204 of the
The base of the figures may include a generally cylindrical structure, as shown in
The size of the base may vary from figure to figure. In some embodiments, the bases of selected figures may be relatively larger than the bases of selected other figures. Figures having relatively larger bases may be more difficult to knock over.
Now some exemplary embodiments of the environments or structures are described. Referring to
Referring to
As illustrated in
As illustrated in
Similarly, environment 360 is configured to resemble a different building with parts that can be used to simulate damage to the environment 360. Environment 360 includes several openings 362, 364, and 366 formed in its front side. Inside the openings are movable panels that function as target portions or shootable windows 368, 370, and 372. The function and operation of the environments 300, 320, 340, and 360 are described in greater detail below.
Referring back to the action figures, the function and operation of a figure with a string pull movement mechanism are described relative to
The recoil mechanism may include a torsional biasing element that is used with the string and the string pull. The string may extend through an opening, such as a hole or a slot, which may be disposed on the side of the base. The string pull may be sized such that it is larger than the opening so that the string pull remains in a position in which a user may grasp it.
The length of the string may vary from figure to figure such that the string is longer in some figures than in other figures. The torsional bias of the torsional biasing element may vary from figure to figure such that the torsional bias of the recoil mechanism in some figures is greater than the torsional bias of the recoil mechanism in other figures. The length of the string may be proportional to the torsional bias in some figures such that the torsional bias in figures having a relatively shorter string may be greater than the torsional bias in figures having a relatively longer string.
As will be described in more detail below, the string may provide measurement and movement functionality. In particular, the length of the string may define the distance the figure may move, such as the distance the figure may move at one time and/or in one turn. The torsional bias on the string, which may tend to rewind or withdraw the string into the base, may be used to move the figure.
An exemplary functionality of a figure having a string pull is presented in
In some embodiments, the user may use the torsional bias on the string 108 to at least partially move the
The body of one or more of the figures 100, 120, 140, 160, 180, and 200 may be sculpted in any suitable style, such as to resemble one or more of a series of licensed characters, such as those illustrated in
As previously discussed, each of the figures 100, 120, 140, 160, 180, and 200 may be classified as at least one type of figure based on the functionality or functionalities of the particular figure. For example, each figure may be configured to function as one or more of a rigid figure, a flying figure, a shooting figure, and/or a punching figure, or the like. Each figure may include any combination of anyone or more of the various functionalities described herein. Some figures may include some or all of the functionality of a rigid figure, a flying figure, a shooting figure, and/or a punching figure, or the like. Although specific characters are shown as being a rigid figure, a flying figure, a shooting figure, or a punching figure, any character may include anyone or more of the various functionalities of anyone or more of these or similar types of figures. Other types of functionalities of the various figures are described below. The different types of figures are now described in greater detail, including each figure's movement and attack capabilities.
A rigid figure, such as
Another type of figure is the flying figure or launching figure. A flying figure may include a sculpted body and a base, such as shown in the embodiment presented in
In this embodiment, the body 122 of a flying figure 120 may be separable from the base 124, as shown in
The one or more holes 125 and any corresponding one or more projections on the movement mechanism 126 (as described below) may be mutually configured such that a particular flying figure body 122 may be compatible with one or more flying figure bases 124. For example, some of the flying figure bodies may be interchangeably used with one or more of the flying figure bases. In some embodiments, one or more flying figures may be configured such that the body is compatible only with predetermined bases. For example, a particular body may be associated with or keyed to a particular base or bases. In some embodiments, one or more flying figure bases may be configured such that the base is compatible only with predetermined figures. For example a particular base may be associated with or keyed to a particular body or bodies. Although the illustrative embodiment of the flying figure 120 presented in
The flying figure 120 may include or be used with any suitable mechanism that is configurable to launch the figure body 122. Exemplary mechanisms include those that directly transform a user input into motion, such as a catapult, and those which include an energy storage mechanism, such as a mechanism including a spring or other elastic element.
In the embodiment presented in
An exemplary functionality of a launching figure or flying figure is illustrated in
An illustrative embodiment of a jump-through environment and another use of a launching figure or flying figure is illustrated in
The entry panel 308 may be movable between a first or closed position 309A, as shown in
The exit panels 314 may be movable between a first or closed position 315A, as shown in
In some embodiments, the environment 300 may include an internal mechanism such as a ramp, chute, or the like. The internal mechanism, such as the ramp, chute, or the like, may be configured to transport a figure that as entered the environment 300, such as through the entry panel 308 as shown in
Now the interaction of a shooting figure and an impact-damageable environment will be described. As previously discussed, a shooting figure may include a sculpted body, a base, a projectile launcher, and an associated projectile, such as shown in the embodiments presented in
Referring to
The projectile launcher 206 may include any suitable mechanism configurable to launch the projectile 208. Exemplary mechanisms include those that directly transform a user input into motion, such as a catapult, and those which include an energy storage mechanism, such as a spring or other elastic element.
In this embodiment, the impact-damageable environment 360 may include one or more shootable components 368, 370, and 372, such as shootable windows, as shown in
Now the interaction of a punching figure and an impact-damageable environment will be described. As previously discussed, a punching figure may include a sculpted body and a base, such as shown in the embodiments presented in
As previously described relative to
An exemplary functionality of a punching figure is shown in
An impact-damageable environment 340 may include one or more breakaway features 346, as shown in the embodiment presented in
As set forth above, each of the environments may be configured to represent a structure, such as a building, and may be classified as at least one type of environment based on the functionality or functionalities of the particular environment. For example, each environment may be configured as one or more of a jump-through environment, a pass-through environment, and/or an impact-damageable environment, or the like, as shown in
An example of a pass-through environment is presented in
The pass-through environment 320 may be configured such that a user may pass a string 108 associated with a figure 100 through the slit 326, as shown in
The path through the environment 320 may include one or more effects, such as doors 328 and 330, fire effects 332 and 334, or the like. The doors 328 and 330 may be movable between a closed position, as shown in
The fire effects 332 and 334 may be configured to move between a first position simulating a burning building, as shown in
The figures and environments described above can be utilized together as part of a system for playing a game, such as an action battle game. As part of a game, players may have to complete tasks or objectives using a figure. For example, a player may need to complete an objective using a figure relative to another person's figure. Alternatively, a player may need to complete an objective using a figure relative to an environment. The completion of an objective or the winning of a battle against another player's figure may result in the award of points in a game. The objectives can be any type of challenge, task, or action that involves one or more action figures. In one embodiment, the objectives can be included on objective cards that form a part of the game.
In different embodiments, the objective cards may be fabricated from any suitable material such as paper, cardstock (e.g., pressed paper), plastic, or wood. Each of the objective cards may include a first surface and a second surface. At least some of the objective cards may include indicia printed, engraved, and/or embossed on one or more surfaces, such as on the first and/or second surfaces.
At least some of the objective cards may define an objective for a user, such as a particular task or objective a user must perform. In some embodiments, at least some of the objective cards may define a particular action to be executed by one or more figures such as relative to one or more of the environments. As an illustrative example, an objective card may specify that a figure pass through an environment, such as to simulate extinguishing the fire simulated by the fire effects. Exemplary objective cards may also specify that a figure jump through an environment and/or damage an environment with an impact, such as punching and/or shooting a projectile at an environment.
At least some of the objective cards may include at least one indicia that may correspond to a point value, such as a victory point value. The point value may be associated with completion of an objective. In some embodiments, the point value may be associated with completion of at least one objective defined on the objective card.
An action figure battle game may be configured for suitable number of users and/or players, such as two to four players. The action figure battle game may be configured such that a player may assemble a team and/or set of figures suitable for completing at least one objective, such as an objective specified on at least one objective card and/or to defeat an opposing player. The player may choose figures having appropriate abilities and/or functionalities for completing the objectives and/or defeating an opposing player. In some embodiments, one or more players may use the various components of the games, such as figures and/or environments to recreate stories or scenes, such as those in comic books.
As described in greater detail below, an embodiment of the action figure battle game may be packaged as a basic or starter set. An illustrative example of a starter set may include one environment, two figures, a booklet, such as a mini-comic, and three objective cards. An action figure battle game may also include additional components, such as may be packaged in a booster or add-on set. A booster set may include three figures and one objective card.
In some embodiments of the action figure battle game, at least some of the sets may be configured such that, prior to purchase, a purchaser may be unaware of the type and/or functionality of at least some of the included components. For example, the type or identity of at least one of the included figures, environments and/or objective cards may be concealed prior to purchase. Such an embodiment may encourage a user to purchase additional sets. In some embodiments of the action figure battle game, at least some of the sets may be configured such that, prior to purchase, a purchaser may be aware of the type and/or functionality of at least some of the included components. In such an embodiment, a purchaser may make a purchasing decision at least partially based on the contents of a particular set.
In some embodiments, an object of the action figure battle game may be to be the first player to reach a certain number of victory points, such as 12 victory points. A player may earn victory points such as by completing different objectives. For example, a player may complete an objective associated with one or more environments and/or figures. In some embodiments, the player may complete an objective associated with the player's environments and/or figures. In some embodiments, the player may complete an objective associated with an opposing player's environments and/or figures.
An example of an action figure battle game may begin with one or more players choosing the number of environments with which the player will play. In some embodiments, the number of environments used by a given player may be the same as the number of environments used by other players. A first player may set up his or her environments in a play area, such as between the first player and a second player, such as in front of the second player. The second player may then set up his or her environments in the play area, such as in front of the first player. Each of the players may set out at least one objective card, such as face down. Each player may place the objective cards such that the indicia indicating an objective and/or a point value associated with completion of the objective may be concealed, such as from other players.
A method of play for an illustrative example of an action figure battle game may include a series of turns. On a particular player's turn, such as each player's turn, that player may perform a predefined number of actions, such as three actions. Exemplary actions may include moving a figure, activating the functionality of a figure, and/or switching a figure in play for another figure, such as a figure not currently in play. During a turn, a player may select appropriate actions to maneuver the player's figures and/or to complete an objective, such as one specified on at least one objective card held by the player. When a player completes an objective specified on an objective card, the player may reveal the point value associated with completion of the objective, such as by turning over the objective card. A player may keep track of his or her score, such as by keeping objective cards associated with completed objectives in front of the player. In some embodiments, a player may win a game when that player earns a predetermined number of points, such as twelve points, by completing objectives.
During a turn, a player may move at least one figure. A player may move a figure using the retractable string on the base of the figure, as described above. The length of the string may be unique to each character. A player may move a particular figure any distance, such as a distance less than or equal to the length of the string associated with that figure. In some embodiments, the figure may move along other than a straight path, such as when the figure moves around the corner of an object.
During a turn, a player may activate a functionality associated with a particular figure. For example, a figure may be made to jump, punch, and/or shoot a projectile, as described above. A player may use a particular functionality for purposes such as completing an objective and/or attacking another player's figures.
During a turn, a player may switch a figure in play for another figure, such as a figure not currently in play. For example, a player may choose to substitute a figure having a functionality more appropriate to a particular objective and/or for attacking another figure. In some embodiments, a player may substitute figures the player has acquired such as through the purchase of additional game sets.
As an illustrative example, a player may switch a flying figure into play when the player desires to launch a figure to complete an objective and/or to attack another player's figures. For example, a player may switch a flying figure into play to knock over obstacles, land on top of an environment, and/or, or attempt an aerial assault on another player's figures.
As an illustrative example, a player may switch a punching figure into play when the player desires to strike environments and/or other figures. For example, a player may switch a punching figure into play to complete an objective, such as by damaging an environment, and/or attempt to knock over other figures.
As an illustrative example, a player may switch a shooting figure into play when the player desires to use a projectile to complete an objective and/or attack another figure. For example, a player may switch a shooting figure into play when the player desires to shoot out the windows in an environment having windows that may be damaged.
As an illustrative example, a player may switch a figure having a longer and/or more powerful retractable string into play. A player may use the movement of such a figure to attack other figures or to move through an environment, as discussed above.
In some embodiments of an action figure battle game, a player may interfere with other players. For example, a player may use his or her figures to attack an opponent's figures. As an illustrative example, a player may use one or more of the functionalities of his or her figures to cause at least one of another player's figures to be knocked over. In some embodiments, if a figure is knocked over during play, that figure may be eliminated from play and/or may be required to return to a previous position, such as a starting position. When a figure is eliminated from play, the elimination may be for the remainder of a game or may be for a predetermined number of turns, or the like.
In some embodiments, some of the figures may have bases configured to make knocking the figure over more difficult. For example, some figures may have a larger base and/or a base having a shape configured to make tipping more difficult in some directions, such as a non-circular or polygonal base.
Another exemplary embodiment of an action figure battle game is illustrated in
Referring to
Figure 440 is a character that includes a weapon 442 with an extendable punch gun portion 444. Figure 450 is a character that includes a projectile launcher 452 that is configured to shoot or propel a projectile 454, which in this example resembles a missile. The figure 450 can include a back pack structure 456 that has additional projectiles 458 disposed therein. Figure 460 is a character that includes a projectile launcher 462 that is configured to shoot or propel a projectile 464, which in this example resembles a grappling hook projectile. Finally, figure 470 is a character that has a throwing action that can be used to throw or launch an object. In one implementation, figure 470 can have spring-loaded arms that can be pulled back and released to throw an object. In another implementation, figure 470 can have an upper portion, such as a torso, that is resilient biased relative to a lower portion. A user can pull back on the upper portion to launch an object. The object can be placed on the pivotally mounted arms, which pivot forwardly as the torso moves forwardly.
Also illustrated in
In some embodiments, there may be 5, 10, or even 20 or more different potential characters that the figures may be configured to resemble. As will be discussed more fully below, each of the figures may be configured to move and/or attack in at least one of several different possible ways. For example, as shown in the example presented in
The various components of an action figure battle game may be packaged into one or more different types of sets and/or packages. As illustrative examples, some of the components of an action figure battle game may be packaged into a starter set 500, such as is illustrated in
It should be understood that the following descriptions of sets and/or packages are given by way of example only. Thus, it is within the scope of this disclosure for the various components of an action figure battle game to be packaged in any suitable combination such that anyone of the described sets may include more or less of any given component and/or new and/or different combinations of components may be packaged together.
An illustrative example of a starter set for an action figure battle game is illustrated in
The figures in the starter set may be packaged such that one or more of the figures, such as figures 510, 512, 514, and 516, is visible to a potential purchaser prior to purchase. At least one of the figures, such as
An illustrative example of a booster set for an action figure battle game is illustrated in
An illustrative example of a deluxe set for an action figure battle game is illustrated in
In addition to the starter, booster, and deluxe sets and/or packages, other possible sets and/or packages may be utilized. For example, two figures, such as one good guy or hero and one bad guy or villain, may be packaged together to form a “versus” set or pack. In some embodiments of the “versus” set or pack one or both of the figures may be blind packed, such as to motivate additional purchases.
An illustrative example of a play map or play mat, such as one that may be included in the aforementioned starter set or deluxe sets, that is suitable for use with an action figure battle game is illustrated in
Some of the markings relating to landmarks or landmark locations in the game may include Wayne Enterprises 610 which is landmark location 612, Gotham Jail 614 which is landmark location 616, Arkham Asylum 618 which is landmark location 620, and Axis Chemicals 622 which is landmark location 624. Some exemplary markings relating to hot spot locations include the Bat Cave 630 which is a hot spot location 632, the City Hospital 634 which is a hot spot location 636, the Clocktower 638 which is a hot spot location 640, Gotham Heights 642 which is a hot spot location 644. The play mat 600 includes a location resembling City Hall 650.
The markings on the play mats for city specific locales may be explicit, such as suggested in
As illustrated in
The reverse side of the play mat may provide a fraction of a complete playing surface for use with a multi-player game, such as when the game is played by four or more players. For example, the reverse side of the play mat may provide one quarter of the playing surface for use with a multi-player game, such as one 90 degree quadrant such that four such play mats can be combined to form a complete playing surface, which may be 72 inches by 72 inches. The reverse sides of the play mats may be the same or the reverse side may vary from play mat to play mat, such as where the reverse side of each play mat includes one of a predetermined number of possible reverse sides such that multiple different playing surfaces may be created by combining different versions of the reverse side of various play mats. The reverse side of the play mat could be one-quarter of a giant four-player play mat. Each quarter section may fit together with the others, with four sections completing the expanded play mat area for an expanded number of players.
Some examples of objective cards or mini-comics suitable for use with an action figure battle game are presented in
There may be multiple different mini-comics produced within the collective game play system for the action figure battle game, such as a total of 15 to 20 different mini-comics. As used herein, the term “collective game play system” may generally refer to the collective combination of all game components that are available to players. For example, the “collective game play system” may refer to the collection of all game components that have been sold to or otherwise distributed to all potential players of the action figure battle game.
The selection of mini-comics for inclusion in each set may be random, and the mini-comics may be blind packed into the sets to enhance the collectable nature of the mini-comics such as to encourage the purchase of additional sets. Some of the aforementioned sets or packages may include a predefined or selected mini-comic. For example each starter set may include the same mini-comics.
Referring to
The mini-comics may be used to track the scoring of a game, including providing a method and/or structure suitable for determining a player who has won a game. For example, as shown in the example presented in
In some embodiments, mini-comics may provide additional directions to the players. For example, some mini-comics may instruct a player to move his or her figures in a particular manner and/or to a particular location, such as a particular landmark or to or onto a particular structure or other game play element. An example of such instructions is illustrated in
The written instructions for the action figure battle game may be in the form of an instruction book. The instruction book may explain the basic game rules and concepts, such as the use of the secret power chips.
Some additional illustrations of various action figures and sets are illustrated in
Referring to
Referring to
Some illustrative examples of secret power chips suitable for use with an action figure battle game are shown in
The secret power chips may be punched out from a card, which may fabricated from styrene, paper, cardboard or the like, and have indicia printed on both sides. As shown in
A rarity value may be assigned to at least some of the secret power chips. The rarity value (e.g., common, uncommon, and rare) may be indicative of the relative frequency with which the particular secret power chip appears in the collective game play system of the action figure battle game. In particular, some of the secret power chips may appear relatively infrequently within the total available supply of secret power chips that are available in various sets and/or packages. The rarity value of a secret power chip may correspond to the power or overall value of the secret power chip. For example, more powerful secret power chips, which may appear relatively infrequently in the collective game play system, may have a higher rarity value. By way of non-limiting illustration, a secret power chip having a rarity value of “common” may occur at a frequency such as 1 in 10, 1 in 5, or even 1 in 3; a secret power chip having a rarity value of “uncommon” may occur at a frequency such as 1 in 10, 1 in 50, or even 1 in 100; while a secret power chip having a rarity value of “rare” may occur at a frequency such as 1 in 100, 1 in 500, even 1 in 1000 or even less frequently.
The secret power chips may be color coded, such as to define how the secret power chips should be used during game play. For example, some of the secret power chips may be blue and some may be green. The blue secret power chips may be intended to be inserted into the figure base face down (i.e., with text facing the surface of the play mat such that the text is only visible through the window on the lower surface of the figure base when the figure is knocked over). The green secret power chips may be intended to be inserted into the figure base face up (i.e., visible through the window on the upper surface of the figure base).
The color coding of the secret power chips may provide an indication of how and when the secret power chips are to be effective during game play. For example, the blue secret power chips may become active when the figure carrying the chip is knocked over, in which case the secret power is revealed and them resolved immediately. The green secret power chips may selectively activated during game play, such as by being one of the player's actions taken during a turn, at which time the secret power is used and then taken out of play.
Some illustrative examples of the powers granted by blue secret power chips, which may only come into effect when a figure is knocked over, may include the following examples.
Some blue secret power chips may be labeled “Stay in the fight.” The “Stay in the fight” blue secret power chips may have a rarity value of uncommon and may be included in the starter set, as illustrated in
Some blue secret power chips may be labeled “Sidekick.” The “Sidekick” blue secret power chips may have a rarity value of common and may be included in the starter set. The “Sidekick” blue secret power chips may permit a player to move one of his or her other figures, such as a superhero, that has a higher point value when the figure having the “Sidekick” blue secret power chip is knocked over.
Some blue secret power chips may be labeled “Inspiration.” The “Inspiration” blue secret power chips may have a rarity value of rare. When a figure having the “Inspiration” blue secret power chip is knocked out, the player associated with that figure may be permitted to move all of the player's other figures.
Some blue secret power chips may be labeled “Dodge.” The “Dodge” blue secret power chips may have a rarity value of common and may be included in the starter set. The “Dodge” blue secret power chips may permit the figure having the “Dodge” blue secret power chip to be recovered (i.e., stood up after being knocked down) and the opponent who knocked down the figure having the “Dodge” blue secret power chip gets no knockdown points for knocking down the figure. Subsequent to such usage, the “Dodge” blue secret power chip may be removed from the figure.
Some illustrative examples of the powers granted by green secret power chips, which may be selectively activated as an action during a player's turn, may include the following examples.
Some green secret power chips may be labeled “Speed Boost.” The “Speed Boost” green secret power chips may have a rarity value of common. The “Speed Boost” green secret power chip may permit a figure to be moved twice in one turn, but the two movements may count as two actions during that turn.
Some green secret power chips may be labeled “Kryptonite Weapon.” The “Kryptonite Weapon” green secret power chips may have a rarity value of rare. The “Kryptonite Weapon” green secret power chip may permit a player who uses a figure carrying the “Kryptonite Weapon” green secret power chip to knock over a specific figure, such as one resembling Superman, to cause that version of the specific figure (e.g., the punching version of the specific figure) to be removed from the current game such that the particular version of the specific figure cannot be recovered during the current game.
Some green secret power chips may be labeled “Taunt.” The “Taunt” green secret power chips may have a rarity value of common. To use the “Taunt” green secret power chip, prior to shooting at or otherwise attacking an enemy figure that is on an objective, a player attacking with a figure that is on a hot spot may discard the “Taunt” green secret power chip from that figure and then score two extra Knockdown Points for knocking out the enemy figure or lose one knockdown point for missing the enemy figure.
Additional types of secret power chips may be included in the action figure battle games. For example, there may be a secret power chip which permits a figure to be moved from the playing surface to an elevated position, such as atop an obstacle, structure or other three-dimensional feature of the game, such as one that the base or other portion of the figure is touching, which may enable the figure to then attack from an elevated position.
Some illustrative examples of hero/villain tokens suitable for use with an action figure battle game are shown in
The collective game play system for the action figure battle game may include multiple different cards, such as 15-20 different cards, which may include varying selections of the different types of secret power chips and hero/villain tokens. Some of the sets and/or packages may uniformly include the same card of secret power chips and hero/villain tokens. For example, the starter sets may always include the same card of secret power chips and hero/villain tokens.
Some illustrative examples of figures suitable for use with an action figure battle game are shown in
Each of the figures may generally include a body and a base to which the body may be removably, semi-permanently, or even permanently mounted. Each of the figures may be articulated at a plurality of points, such as 2, 3, 4, 5 or even 6 or more points. Exemplary points of articulation may include the waist, arms, head/neck, the attachment of the figure to the base, or the like. At least some of the figures may be approximately 6 cm tall, exclusive of the base thickness.
Some illustrative examples of bases for figures suitable for use with an action figure battle game are shown in
Each base may be configured to receive at least one secret power chip. For example, each base may be provided with one or more slots configured to receive the secret power chip. The slots may be disposed on the side of the base, as generally shown or suggested in FIGS. 16, 26-27, 29-36, 38, and 48-49. The slots and the secret power chips may be configured such that the secret power chips slide or snap into the slots.
Each figure base may be configured to view a secret power chip that has been received in the secret power chip slot. For example, the base may include one or more windows which intersect with the secret power chip slot. As shown in the examples generally depicted in
At least some of the figure bases may be configured to provide a motion capability to the action figure such that the figure's motion capability can become an element of play in the action figure battle game. Two exemplary types of motion for which a base may be configured may be “running” and “flying.” In some embodiments, a base may be either a running base or a flying base. However, it is within the scope of the present disclosure for a base to at least partially include some of the features of both a running base and a flying base.
Another embodiment of an action figure according to the invention is illustrated in
There are several components of action figure or game piece 850. The figure 850 includes a base 852 that can be referred to as an energy base. The base 852 contains a wind up motor feature, with two wheels for piece movement. The base 852 is designed in a way to facilitate piece movement as well as being susceptible to being knocked over if action is taken upon it. The base 852 contains the energy wheel therein. The figure 850 also includes a power wheel 854. The power wheel 854 can be advanced to simulate and store the figure's “maximum” energy. The power wheel 854 could also be used to “reset at beginning of play” or “power back up during play” the figure's statistics. The figure 850 also includes an action button 856 that when pressed, causes the figure to go into action.
The figure 850 includes a weapon button 858 that can be pressed every time the figure 850 uses a ranged or close quarters weapon. This button 858 may also be used when activating a special powers feature. The figure 850 includes an exhaustion meter 860 that has an indicator dial that advances when the action button or weapon button are used. The exhaustion meter 860 displays what the figure 850 has left for battles. The figure 850 includes a “pooped out” flag 862 that protrudes or indicates through a window 861 that the figure 850 is so low in energy that it is to tired to continue playing.
The action figure 850 is exemplary of a detailed figure with articulation. In different embodiments, the figure may have any variety of “combat” weapons. Such weapons may be ranged projectiles or close in “swing and punch” devices. Toppling or overcoming a figure's defeat mechanism will at least render it temporarily out of play. The above components of a game piece can be arranged for use n any variety or type of figure, vehicle or environmental component such as a building.
Referring to
Projectile firing figure 900 includes a body 902 coupled to a base 904. The base 904 includes a window 906 through which a secret power chip that is inserted into the base 904 can be viewed. Figure 900 includes a launcher 908 that is configured to launch a projectile 910. Figure 900 includes a movement mechanism that includes a release mechanism or button 907 that is mounted in an opening 905 formed in the base 904. Similarly, projectile firing figure 920 includes a body 922 coupled to a base 924. The base 924 includes a window 926 through which a secret power chip inserted that is inserted into the base 924 can be viewed. Figure 920 includes a launcher 928 that is configured to launch a projectile 930.
In this embodiment, whipping or horizontal-attack figure 940 includes a body 942 and a base 944 to which the body 942 is movably coupled. The body 942 includes a weapon extension 943 that extends therefrom. Body 942 is biased relative to the base 944 so that the body 942 can be twisted against the resilient bias and then released to rotate back to its starting position. Figure 940 includes a movement mechanism that includes a release mechanism or button 947 that is mounted in an opening 945 formed in the base 944. In this embodiment, a flying figure 960 is illustrated without its corresponding base, but can be used in a manner similar to the previously described flying or launching figures.
Referring to
Some additional embodiments of action figures are illustrated in
Some illustrative examples of “running” bases are generally illustrated in FIGS. 34, 38A-38C, and 39-52. Referring to
Referring to
Referring to
The base 1200 includes one or more drive wheels 1242 and 1244 that are driven by a drive mechanism 1240. As the user moves the base 1200 rearwardly along the direction of arrow “A” in
As illustrated in
In another embodiment, as illustrated in
Referring to
Some examples of “flying” bases are generally illustrated in
Some illustrative examples of the attack functionalities suitable for action figures that are suitable for use with the action figure battle game are generally illustrated in
The melee attack functionalities may include the punch-attack, the whipping or horizontal-attack, and the limited range or captive projectile.
Some illustrative examples of punching or striking figures, which have a punch-attack attack functionality, are shown in
Referring to
The lower portion 1314 of the body 1310 has a base pivot portion or lower end 1320 that extends into an opening 1334 formed in the upper surface 1332 of the base 1330. A pivot spring 1326 is used with the base pivot 1320 to form a secondary pivot 1324 for the
As set forth above, the figure 1300 includes articulated points to provide a punching action by the
The performance of the figure 1300 can be based on combination of several elements, which are illustrated in
Some illustrative examples of whipping or horizontal-attack figures, which have a whipping or horizontal-attack attack functionality, are shown in
Referring to
In this embodiment, the arm 1420 of the figure 1400 has a rotating object 1430 pivotally coupled to the arm 1420 at a rotating object pivot point 1432. The arm 1420 includes an opening 1422 (see
Figure 1400 includes articulation points to allow the angle of the rotating object 1430 to be aimed. Some articulation points include the figure's head, shoulders 1446 and waist. The goal of using
The performance of the figure 1400 can be based on combination of several elements, which are referred to in
In this embodiment, the base 1450 includes an upper surface 1452 with an opening or window 1454 through which a secret power chip can be seen. The upper surface 1452 also includes an opening 1456 through which a push lever 1460 of the drive mechanism can extend. The base 1450 also includes a slot 1458 that is configured to receive a secret power chip.
Some illustrative examples of limited range or captive projectile figures, which are capable of firing a limited range or captive projectile, are shown in
The ranged attack functionalities may include the projectile firing, throwing, and flying action figures.
Referring to
In this embodiment, the figure 1500 has a support or launcher 1530. A limited range or captive projectile or punching object 1520 is operably engaged with the support 1530. The object 1520 has a shaft 1522 with an engaging or punching end 1524 and an opposite retaining end with a punching object stop 1528. The shaft 1522 is mounted in the opening 1532 in the support 1530 and the object stop 1528 limits the movement of the shaft 1522 and prevents the object 1530 from disengaging from the support 1530.
The launcher 1530 includes an internal spring biased launching mechanism that has a release trigger 1534. As illustrated in
Figure 1500 includes articulation points to allow the punch or limited range projectile launcher to be aimed. Some articulation points include the figure's head, shoulders and waist. The goal of using
The performance of the figure 1500 can be based on combination of several elements, which are referenced in
Some illustrative examples of projectile firing figures, which are capable of firing a projectile, are shown in
Referring to
The body 1610 has an upper portion 1612 and a lower portion 1614. The upper portion 1612 includes a projectile launcher 1630. The upper portion 1612 is movable relative to the lower portion 1614 and is coupled thereto by a biasing member, such as a pivot spring. The pivot spring forms a waist pivot 1615 for the
In this embodiment, the figure 1600 has a launcher 1630. The launcher 1630 includes an opening 1632 that is in communication with an internal spring biased launching mechanism. A firing trigger 1634 is operably coupled to the launching mechanism and can be actuated by a user to launch a projectile. Several projectiles 1640, 1642, 1644, 1646, and 1648 can be used with the launcher 1630. As shown in
Figure 1600 includes articulation points to allow the projectile launcher to be aimed. Some articulation points include the figure's head, shoulders and waist. The goal of using
The performance of the figure 1600 can be based on combination of several elements. A first element is the strength of the launcher spring. A second element is the shape of the projectile tip. A third element is the weight of the projectile. A fourth element is the preload on the launcher spring when it is engaged.
Some illustrative examples of flying figures, which have an aerial or flight based movement and/or attack capability, are shown in
Referring to
The figure 1700 can be coupled to a launching mechanism 1720. In this embodiment, the launching mechanism 1720 includes a post 1722 with an upper end 1724 and a lower end 1726. The post 1722 includes a bent portion 1725 that can be inserted in the opening 1712 of the body 1710 to support the body 1710 on the post 1722. The lower end 1726 can be operatively inserted into the opening 1744 in the base 1740. In one embodiment, the post 1722 can be pivotally mounted to the base 1740 about a pivot point 1729. Such mounting allows the post 1722 to rotate about the pivot point 1729 along the directions of arrows “F” and “G” in
The post 1722 can include a pull back tab 1728 that a user can engage to move the upper end 1724 rearwardly along the direction of arrow “F” in
Referring to
The goal of using
Some illustrative examples of throwing figures, which are capable of throwing objects such as parts of the terrain, are shown in
Referring to
Referring to
The body 1810 includes arms 1812 and 1814 that are pivotally mounted thereon. The arms 1812 and 1814 are coupled together by a central portion 1815 that is rotatably mounted in a shoulder 1818. The rotation of the arms 1812 and 1814 occurs about pivot point 1860 and is limited by a stop 1820. As illustrated in
Referring to
In one arrangement, the object 1870 can be thrown in more of a straight line. In another arrangement, the object 1870 can be thrown in a lobbing or arcuate manner. By engaging the pins 1827 and 1829 of the figure in the holes 1871 and 1873 of the object 1870, the result of throwing the object 1870 is a more direct line throw. When the object 1870 is placed on the hands of the figure and the pins and holes are not engaged, the result is a lobbing, arcuate throw. The players will achieve different throwing results by playing and adjusting the object on the throwing figure.
Some exemplary steps in a throwing process are illustrated in
The goal of using
An example of a vehicle suitable for use with the action figure battle game is shown in
Some illustrative examples of various packages and/or package components that are configured for use during game play, such as to simulate buildings, structures, or other three dimensional objects or obstacles, are shown in
An exemplary embodiment of packaging that can be used with any of the action figures, environments or other game components described herein is illustrated in
In this embodiment, packaging 2000 includes a top cap 2010. The top cap 2010 can become a start area for one player during game play. The top cap 2010 may also prop up a card and act as a visual effect or a support for visual support. Packaging 2000 includes another top cap 2012 that can become a start area for another player during game play. The top cap 2012 may also prop up a card and act as a visual effect or a visual barrier to “hide an objective” from the other player. Either or both of the top caps 2010 and 2012 are injection molded parts with molded-in game details.
Packaging 2000 includes an outer sleeve 2014 that can be used as a storage bucket with attached caps 2010 and 2012. Packaging 2000 also includes a figure blister 2016 that is typically a discarded item, but can be used to hold items for display. Packaging 2000 includes printed inserts 2018 and 2020 that function as packaging communication areas and can fold back on themselves. Insert 2018 can be folded back on itself for instructions. Insert 2018 includes a perforated communication flap 2019 that can be torn off and become a collector checklist. Insert 2020 can be folded back on itself to reveal a game play element, such as a building. Packaging 2000 can include an inner sleeve 2022 that is a packaging structure that can hold printed insert sleeve 2020. Inner sleeve 2022 forms a packaging area where a mystery figure or other components can be held. Packaging 2000 can also include a bottom cap 2024 that is an injection molded package bottom structure that can be used as a play surface, such as a top of a building.
Referring to
Referring to
Additional embodiments of action figures according to the invention are illustrated in
Referring to
Referring to
Referring to
Referring to
Referring to
Referring to
An exemplary embodiment of a game system according to the invention is illustrated in
The game system 2800 includes an environment 2818, which in this example, can be a building, such as a city hall. The system 2800 may include a rectangular, blister shell or sleeve 2819 that provides structure and stability to the sleeve of environment 2818.
The game system 2800 includes scoring trays 2820 and 2830 that can be used by the players to keep track of points during a game. Scoring tray 2820 includes several slots 2822 that extend along its length. Similarly, scoring tray 2830 includes several slots 2832. In this embodiment, the scoring trays 2820 and 2830 are the same, but in different embodiments, the scoring trays may have different configurations or appearances, such as colors.
Also included in game system 2800 is a re-useable card 2840. Card 2840 includes several game play pieces that are easily detached from the card 2840 and used in a game. The openings in the card 2840 from which the game play pieces are removed are configured so that the game play pieces may be reinserted.
In this embodiment, card 2840 includes scoring tokens 2842 and 2844 that can be inserted into any of the slots 2822 and 2832 of the scoring trays 2820 and 2830. Each of the scoring tokens 2842 and 2844 has different indicia thereon. The card 2840 also includes secret power chips 2846, 2848, 2850, and 2852. An exemplary secret power chip is illustrated in FIGS. 116A-C.
Referring to
Now, some exemplary game play rules are described. In one game, the first player to score a certain number of points, such as ten, will be the winner of the game. One player goes first and each player moves and attacks with two figures for each turn. A player scores a point if that player knocks down an opponent's figure. That player can update his or her score by moving the scoring token a slot in the scoring tray. The opponent stands that figure back up where the figure fell down. Another way for a player to score a point is for that player to have a figure on top of the environment at the start of a turn. In one game play variation, only one figure can be on top of an environment at a time.
An exemplary interaction between a figure and an environment is illustrated in
As illustrated in
Several exemplary types of movement and attack functionalities for the different action figures have been previously described. Two types of movement functions are ground moves and aerial moves. Ground moves utilize a base with wheels and a drive mechanism that is activated by the user. The location at which the figure stops moving is where the figure starts the next turn. Aerial moves utilize the structure described above for the flying figure. The location at which the figure lands is where the figure starts the next turn. The various types of attack functions include a punching attack, a projectile attack, a limited range attack, a throwing attack, and a swinging attack.
Referring to
Referring to
As shown in
Referring to
Illustrated in
In various embodiments of the invention, other special actions can be provided on different secret power chips that can be used with various action figures.
Referring to
In this embodiment, the base 3200 includes an energy wheel 3230 that has indicia 3222 thereon that can be used to track the energy level of the figure. Indicia 3222 includes numbers that can be viewed through opening 3212 in the base 3200 as shown in
A website related to the game is available for player to access and download mini-comics or objective cards. The mini-comics can be used to change the basic rules of the game and to test the skills of the players in new and challenging ways.
The action figure battle game may be played by a suitable number of players, such as 2, 3, or even 4 or more. For example, one or two starter sets may be sufficient to enable two players to play the action figure battle game. Inclusion of additional components, such as figures or other elements, from additional sets or packages, such as booster sets, deluxe sets, or even additional starter sets may permit more than two players to play the action figure battle game.
An illustrative example of set up for a two player game may include placing a play mat in a suitable area, with the front or Gotham side of the mat facing up, picking teams for each player, assigning secret power chips, picking a start area, and setting up figures. A first player, such as the youngest player, may pick a team (e.g., Batman & Robin or The Joker & Harley Quinn). In some embodiments, no more than one version of any character may begin the game on a player's team (e.g., there can only be one Joker of any type (such as punching or limited range or captive projectile) on the villain team when the game begins). Other versions may enter play later such as during a replacement, as will be discussed below. The extra figures may initially be set aside. The players may assign secret power chips, such as by the players taking turns picking secret power chips and snapping them into the base of each of their figures. The extra secret power chips may initially be set aside. The second player, such as the oldest player, may then pick a start area and set up his or her figures. The youngest player may set up his or her figures in the opposite corner.
An illustrative example of general set up, such as for more than two players and/or when using more sets may include placing the play mat in a suitable area, deciding on a team size, assembling teams, assigning secret power chips, and placing team figures in the player start areas.
When assembling teams, each player may choose a team of hero or villain figures equal to the point total. Players may use either heroes or villains, but not both. Each figure may have a predetermined value, which may be indicated by its base shape. In some embodiments, no more than one version of any character may begin the game on a player's team (e.g., there can only be one Joker of any type (such as punching or limited range or captive projectile) on the villain team when the game begins). Other versions may enter play later such as during a replacement, as will be discussed below. The extra figures may initially be set aside.
When assigning secret power chips, the players may select one secret power chip for each figure in their team and snap it into the figure's base. The extra secret power chips may initially be set aside.
To commence game play, the players may select a particular mini-comic to guide their game play and/or to provide a scoring system and/or method for the action figure battle game.
During game play, one player, such as the youngest player, may go first. Subsequently, the players may take alternating turns until one player scores a number of Knockdown Points equal to or greater than the number of figures in each players' force or until one player captures the locations required by the particular mini-comic being used. For example, if each player is using four characters that may be in play together, such as from starter sets, four knockdown points need to be scored. The player's may track the scores on a mini-comic, such as by using the hero/villain tokens.
During each player's turn, the player may take three actions. The player may take actions using the same character or two or more different characters. Possible actions to be taken may include move, attack, using a secret power, recover, and replace. A player may take any combination of three actions during a turn, unless otherwise prohibited. In some embodiments, no figure may move or attack twice in the same turn.
During game play for the action figure battle game, such as when using the figures and motion bases defined above, there may be two methods of movement: running and flying. In some embodiments, each figure may only be able to run or fly, but not both. To move a figure by running, a player may turn the figure to face the desired direction of movement, energize the movement mechanism, and cause the movement to begin, such as by releasing the activation element or brake and letting the figure move. To move a figure by flying a player may turn the figure to face the desired direction of movement, energize the flight mechanism, and release the figure. Once the figure lands, the player may move the base to the point of landing and replace the figure on the base.
A figure may use its attack to attempt to knock out an opponent's figure during play of the action figure battle game. The methods of attack may include punching or striking, shooting at, throwing, charging, or any other method by which a first player may use one or more of his or her figures to cause at least one of an opposing player's figures to be knocked over.
Any figure knocked over by an opponent (whether via projectile, punch, throw or charging) may be considered “knocked out” and should be immediately placed on its side in the player's start area. The figure may be considered out of the game unless it is “recovered” in a following turn. Each time the player knocks out an opponent's figure he may gain 1 Knock Down point, which may be marked on the mini-comic track, such as with one of the hero/villain tokens.
In some embodiments, if a player's figure is standing on a ‘hot spot’ location (e.g., Batcave, Gotham Heights, The Clocktower, City Hospital) and the figure is used to knock over an opponent's figure, the player may replace the figure's secret power chip with any available secret power chip.
A player may use a figure to punch or strike another figure by holding the base of the figure, twisting the figure back, then letting it swing to knock down an opponent's figure or special sections of buildings.
A player may use a figure to knock down an opponent's figure, or special sections of building, by firing a projectile, which may be captive, at the opponent's figure or the special sections of buildings.
A player may use a figure to throw an object at an opposing figure by placing an object in or on the figure's arms, pulling the arms back, releasing the arms, and letting the object knock down an opponent's figures or special sections of buildings. Figures may pick up and throw an object, such as terrain or other figures, such as those that are in contact with their base.
A player may use a figure in a charging attack. For example, characters that run quickly or fly may knock down an opponent's figures during their move. Knocking down a figure during movement (i.e., by charging) may not count as an additional action. Rather, knocking down a figure during movement may merely count as the one action associated with the “move.”
During game play for the action figure battle game, a player may use secret power chips. For example, a player may use a green secret power chip during that player's turn, which counts as one action. As discussed above, blue secret power chips are activated when the figure carrying the chip is knocked over.
A player may “recover” a figure that was previously knocked out (by being knocked down) and return that figure to play by taking a Recover action. A recovered figure should be placed upright on its base in the player's start area. In some embodiments, recovering a knocked out character may take two actions.
A figure may be “replaced” with a different version of the same character. To take a replacement action, a player may declare the replacement and swap out the different figures in place. The replacement may come from the player's collection, as opposed to from the starting pieces. For example, if the player picked punching Batman to start the game, the player may replace it with his Flying Batman or Projectile Batman, which may come from his general collection.
The starter set mini-comic may provide two ways to win the action figure battle game. First, a player may get one point, such as a knockdown point, each time he knocks down an opponent's figure. The first player to score a predetermined number of points, such as four points, wins the game. Second, a player may also win by controlling a predetermined number of landmarks, such as four landmarks, on the play mat, which may represent Gotham City. If a player ends his turn with a figure in one of the four objective landmarks (e.g., Wayne Enterprises, Arkham Asylum, Axis Chemicals, Gotham Jail), the player should place one of the player's appropriately oriented hero/villain tokens (Hero or Villain) on the matching mini-comic spot. If an opposing token is already on the spot, flip it to the appropriate side. Capturing the predetermined number of landmarks, which may be all four landmarks on the play mat, wins the game.
If the players possess a sufficient numbers of figures and other components, such as when players have expanded their collections of figures, the players can increase the size of the teams they play with. Players may agree on the size of team to play with. Knockdown points may continue to be scored as normal. The game winner may then be determined based on the first player to score a particular number of points, such as a number of points equal to the number of figures at start of the game.
The use of different or additional mini-comics may permit use of the different marked map locations to alter the win conditions or to provide different story experiences and/or challenges. For example, a mini-comic might say having the only figure in City Hall gives the player 2 bonus Knockdown points per turn.
If sufficient players are available and the players possess a sufficient numbers of figures and other components, the game may be expanded from two to a greater number of players, such as four players. Four player may play on a map that may be formed using the rear or Metropolis sides of four individual maps to form a single large map. All four corners of the large or Metropolis play mat may be used for start areas. The youngest player may take the first turn, with play continuing clockwise around the map.
It is believed that the disclosure set forth herein encompasses multiple distinct inventions with independent utility. While each of these inventions has been disclosed in its preferred form, the specific embodiments thereof as disclosed and illustrated herein are not to be considered in a limiting sense as numerous variations are possible. The subject matter of the disclosure includes all novel and non-obvious combinations and subcombinations of the various elements, features, functions and/or properties disclosed herein. Similarly, where any claim recites “a” or “a first” element or the equivalent thereof, such claim should be understood to include incorporation of one or more such elements, neither requiring nor excluding two or more such elements.
Applicant reserves the right to submit claims directed to certain combinations and subcombinations that are directed to one of the disclosed inventions and are believed to be novel and non-obvious. Inventions embodied in other combinations and subcombinations of features, functions, elements and/or properties may be claimed through amendment of those claims or presentation of new claims in that or a related application. Such amended or new claims, whether they are directed to a different invention or directed to the same invention, whether different, broader, narrower or equal in scope to the original claims, are also regarded as included within the subject matter of the inventions of the present disclosure.
Claims
1. A system for playing an action figure battle game, comprising:
- a game board including a plurality of locations;
- a first action figure and a second action figures, each action figure including at least one of a movement mechanism and a battle mechanism, each action figure being disposable at any of the plurality of locations; and
- an objective card, the objective card identifying an task for a player to attempt with one of the first and second action figures, the task involving one of the locations on the game board.
2. The system of claim 1, wherein the first action figure includes a body and a base, the body and the base being fixedly coupled to each other, and the second action figure includes its own body and its own base, the body of the second action figure being removably coupled to the base of the second action figure.
3. The system of claim 2, wherein the first action figure includes a movement mechanism, the second action figure includes its own movement mechanism, the movement mechanism of the first action figure being configured to impart motion to the first action figure in a different manner than the motion imparted to the second action figure by its movement mechanism.
4. The system of claim 3, wherein the first action figure movement mechanism imparts substantially linear movement to the first action figure across a surface, and the second action figure movement mechanism imparts an movement to the second action figure through the air.
5. The system of claim 3, further comprising:
- a third action figure, the third action figure including its own body removably coupled to its own base, the third action figure body including its own movement mechanism configured to impart motion to the third action figure in a manner that is different from the motion imparted to the first action figure and the motion imparted to the second action figure.
6. The system of claim 5, wherein the movement mechanism of the first action figure imparts substantially linear movement to the first action figure body and base, the movement mechanism of the second action figure launches the second action figure body away from the second action figure base, and the movement mechanism of the third action figure rotates a portion of the third action figure body relative to the third action figure base.
7. The system of claim 1, further comprising:
- an environmental structure, the environmental structure resembling a building, the environmental structure including an engaging portion with which one of the action figures can interact.
8. The system of claim 7, wherein the engaging portion is an opening formed in the environmental structure, the opening being configured to receive one of the first action figure and the second action figure.
9. The system of claim 8, wherein the environmental structure has at least two sides and has two openings, each of the openings being formed in a different side of the environmental structure, the openings being in communication with each other so that when one of the action figures enters the environmental structure via one opening the action figure exits the environmental structure via the other opening.
10. The system of claim 1, wherein the objective card includes a narrative relating to the game.
11. The system of claim 10, wherein the objective card includes a scoring portion that is configured to be used by a player to keep track of a score for the game.
12. The system of claim 10, wherein the objective card includes a first portion that is configured to be used to track a first type of points, and a second portion that is configured to be used to track a second type of points, the second type of points being different than the first type of points.
13. The system of claim 10, wherein the objective card includes instructions to move one of the first action figure and the second action figure in a particular manner.
14. The system of claim 1, wherein the objective card includes point value indicia associated with the completion of the action.
15. The system of claim 1, further comprising:
- an enhanced play element, the enhanced play element being associated with an action for the first action figure, and the first action figure is configured to receive the enhanced play element.
16. The system of claim 15, wherein the first action figure base defines a receptacle and an opening in communication with the receptacle, the receptacle being configured to receive the enhanced play element, the enhanced play element being visible through the opening.
17. The system of claim 15, wherein the enhanced play element is a first enhanced play element, the system further comprising:
- a second enhanced play element, the second enhanced play element being associated with a different action for an action figure, the action of the second enhanced play element being different than the first enhanced play element.
18. The system of claim 17, wherein the action of the first enhanced play element allows the first action figure to remain in the game in the event that the first action would otherwise be removed from the game.
19. The system of claim 1, wherein each of the game, the game board, the first action figure, the second action figure, the objective card, and the task relate to a common theme for the game.
20. A set of components for playing an action figure battle game, comprising:
- an action figure, the action figure having a battle function;
- an environmental structure, the environment structure being configured to be engaged by the action figure; and
- an objective card, the objective card including an objective to be performed using the action figure, the objective involving the environmental structure and the action figure.
21. The set of claim 20, wherein the battle function of the action figure includes a punching action being performed by the action figure.
22. The set of claim 21, wherein the environmental structure resembles a building that includes a breakaway portion removably coupled to the environmental structure, the breakaway portion being configured to be separated from the environmental structure in response to the punching action of the action figure.
23. The set of claim 22, wherein the objective on the objective card includes separating the breakaway portion from the building using the action figure.
24. The set of claim 20, wherein the action figure includes a launching mechanism, battle function of the action figure includes a projecting action, the projecting action involving the launching of a projectile by the action figure.
25. The set of claim 24, wherein the environmental structure resembles a building that includes openings formed therein, the openings being configured to receive the projectile launched by the action figure.
26. The set of claim 25, wherein the objective on the objective card includes projecting the projectile with the action figure through one of the openings of the environmental structure.
27. The set of claim 20, wherein the action figure is a first action figure, and the set further comprises:
- a second action figure, the second action figure having its own battle function, the battle function of the second action figure being different than the battle function of the first action figure.
28. The set of claim 27, wherein the objective card is a first objective card, and the set further comprises:
- a second objective card, the second objective card including an objective to be performed using the first action figure relative to the second action figure.
29. The set of claim 20, wherein the objective card includes an image portion and a score portion, the score portion being configured to be used by a player to keep track of a score of a game.
30. A system for playing a game, comprising:
- a first action figure, the first action figure including a body and a base, the first action figure including a movement mechanism configured to move the base relative to a surface, the first action figure including a battle function;
- a second action figure, the second action figure including its own body and its own base, the second action figure including a movement mechanism configured to move at least a portion of the body of the second action figure relative its base, the other portion of the body of the second action figure remaining fixed relative to its base, the second action figure including its own battle function different from the battle function of the first action figure; and
- an objective card, the objective card including an image portion and a scoring portion, the objective card identifying an action for a player to attempt with one of the action figures, and completion of the action results in points for the player.
31. A set of components for playing a game involving action figures, comprising:
- an action figure, the action figure having a battle function;
- an environmental structure, the environment structure being configured to be engaged by the action figure; and
- an objective card, the objective card including an objective to be performed using the action figure, the objective involving the environmental structure and the action figure.
32. A method for playing an action figure battle game, the game involving a first action figure and a second action figure, each of the first action figure and the second action figure having its own movement function and its own attack function, the method comprising the steps of:
- reviewing a game piece identifying an objective to be performed using one of the first action figure and the second action figure;
- performing the action identified on the game piece; and
- determining the result of a successful performance of the action identified on the game piece.
33. The method of claim 32, wherein the performing the action includes utilizing one of the first action figure and the second action figure to attack an action figure of another player.
34. The method of claim 32, wherein the performing the action includes attempting to position one of the first action figure and the second action figure at a predetermined location on a play mat.
35. The method of claim 32, further comprising:
- selectively altering one of the movement function and the attack function of one of the first action figure and the second action figure during game play.
36. The method of claim 32, wherein the performing the action includes performing the action with the first action figure, the attack function of the first action figure being different than the attack function of the second action figure, the method further comprising the steps of:
- substituting the second action figure for the first action figure already in play.
37. A method of playing an action figure battle game, the method comprising the steps of:
- providing a plurality of action figures having movement and attack functions;
- providing a set of rules; and
- providing an objective card having a game specific objective and a scoring portion.
38. The method of claim 37, wherein the action figures includes a first action figure and a second action figure, the game specific objective involves using the first action figure to attack the second action figure.
39. The method of claim 38, wherein the objective card is a first objective card, and the game includes at least one environment, the method further comprises the step of:
- providing a second objective card, the second objective card having a game specific objective different than the objective on the first objective card, the game specific objective of the second objective card involves using one of the first action figure and the second action figure to interact with at least one environment.
40. The method of claim 39, further comprising:
- providing a plurality of enhanced play elements, each enhanced play element being related to changing a function or use of one of the action figures so as to provide a different function or use.
41. The method of claim 40, wherein each of the first action figure and the second action figure includes a base having a receptacle formed therein, the method further comprising:
- inserting the enhanced play element into the receptacle in the base of one of the first action figure and the second action figure.
42. A system for use in an action figure battle game, comprising:
- a first action figure, the first action figure having a movement function and an attack function;
- a second action figure, the second action figure having its own movement function and its own attack function;
- a plurality of packaging portions, the packaging portions collectively forming an assembled package containing components for the game, the packaging portions configured to include the first action figure and the second action figure therein, the packaging portions being configured to be disassembled and arranged in a configuration for use in the game.
43. The system of claim 42, wherein the plurality of packaging portions are configured to be re-assembled to form a container in which the first action figure and the second action figure can be disposed.
44. The system of claim 42, wherein the packaging portions are used as start areas for different players during the game.
45. The system of claim 42, wherein the packaging portions may be reconfigured to represent structures or obstacles during game play.
46. The system of claim 42, wherein at least one of the packaging portions is injection molded.
47. The system of claim 42, further comprising:
- an environment, the environment having a common theme with the packaging portions and the action figures.
48. The system of claim 42, wherein the environment is configured to be engaged by one of the first action figure and the second action figure.
Type: Application
Filed: Mar 8, 2007
Publication Date: Jan 31, 2008
Applicant: Mattel, Inc. (El Segundo, CA)
Inventors: Mark Barthold (Torrance, CA), Tyler Kenney (Redondo Beach, CA), Brian Yu (Los Angeles, CA), Benjamin Blagg (Carrollton, TX), Erich Weidetz (Santa Monica, CA), Scott Derman (Hermosa Beach, CA), Jeannie Hardie (Gardena, CA), Christopher Lawrence (Los Angeles, CA)
Application Number: 11/683,863
International Classification: A63F 3/00 (20060101);