Striking implement for ''CAROM'' games and method of propelling such implement

A striking implement for use in a “Carom” game comprising a lightweight disc-shaped structure having formed in a center of a top surface thereof a concave recess and a button member coupled in the concave recess for providing a discrete pre-positioned finger contacting area positioned about a center of gravity of the lightweight disc-shaped structure to significantly enhance the airfoil properties of the lightweight disc-shaped structure when propelled by a finger of the player therefrom. Furthermore, the striking implement has an alternate discrete pre-positioned finger contacting area behind the button member within the concave recess for propelling the striking implement therefrom. The method of propelling the striking implement utilizes the discrete pre-positioned finger contacting area or the alternate discrete pre-positioned finger contacting area to exert a force of pressure to propel the striking implement forward.

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Description
TECHNICAL FIELD

[0001] The present invention relates to a striking implement for the game of “Carom” and, more specifically, to a disc-shaped striking implement which is capable of being propelled with the force exerted by a single finger engaging, for example, a button member having a discrete pre-positioned finger contacting area positioned about the center of gravity of the striking implement or an alternate discrete pre-positioned finger contacting area in a zone behind the button member.

BACKGROUND ART

[0002] Typically, when playing a “Carom” game, a plurality of lightweight disc-shaped playing objects are arranged in a predetermined pattern at the start of the game wherein the outer perimeter of any one such playing object of the arrangement abuts the outer perimeter of a plurality of adjacent playing objects there-around. Thereafter, a player of the “Carom” game applies a force of pressure to the circumferential outer perimeter surface of a striking implement by flicking a finger, such as, without limitation, a forefinger, to contactingly engage the striking implement with a force to propel the striking implement in the direction of the arranged plurality of playing objects. As the striking implement contacts any one of the arranged plurality of playing objects, the striking force of the striking implement disperses the playing objects about the playing field of the game. The striking implement is propelled by tensioning a finger against the playing surface, as best seen in the prior art exemplified by FIG. 1, and sharply releasing it against the side of the striking implement. Tensioning a finger against the playing surface and sharply releasing it against the side of the striking implement is hereinafter referred to as the “old finger flicking approach”.

[0003] A significant problem with the old finger flicking approach, to propel a known striking implement of the “Carom” game, is that when the finger is flicked to propel the striking implement, often, the finger nail of the player scratches the surface of the playing field. The problem with this is that the playing surface, which has painted lines thereon to guide the plays of the game, gets scratched with the sharp end of the finger nail as it traverses the surface of the playing field. Thereby the useful life of the “Carom” game is diminished. Furthermore, because the playing objects of the “Carom” game are very lightweight, the airfoil properties of the playing objects and the striking implement are compromised by the imperfections, i.e., scratches, if such imperfections become exaggerated in the surface of the playing field. More specifically, the movement of the lightweight playing objects and/or striking implement are hindered as the playing objects or striking implement traverse the scratch laden surface of the playing field.

[0004] Another problem with the old finger flicking approach to propel the striking implement is that, as the finger contacts the striking implement, the player immediately experiences unpleasant sensations in the finger. More to the point, the player experiences a sufficient amount of unpleasant pain in the finger when the finger exerts a very strong force to the striking implement.

[0005] Moreover, on occasion, a finger nail becomes chipped as the player's finger is flicked to propel the striking implement. Therefore, it is desirable to provide, not just a new striking implement which when propelled is surface friendly in the playing field of the “Carom” game, but also a new method of propelling such new striking implement which essentially eliminates the unpleasant sensations experienced by the finger of the player.

[0006] The primary objective of the “Carom” game is to place those playing objects designated to the player in any one of a plurality of pockets of the playing field. The player flicks their finger using the old finger flicking approach to propel the striking implement in the direction of a playing object with the intention to propel the playing object in the direction of a pocket such that such playing object falls into the pocket. However, the old finger flicking approach does not allow the player to have sufficient control of the striking implement to achieve the primary objective. The new striking implement and the associated method of propelling the new striking implement, significantly enhances the control of the striking implement to achieve the primary objective of the “CAROM” game. Moreover, the new striking implement and method of propelling the new striking implement is “surface friendly” in the playing field of the “Carom” game and essentially eliminates the unpleasant sensations experienced by the finger of the player.

[0007] A list of prior patents which may be of interest is provided below: 1 Patent No. Inventor Issue Date 2,425,966 Tjomsland 19 AUG. 1947 2,600,856 Decepoli 17 JUN. 1952 2,606,030 Tjomsland 05 AUG. 1952 2,695,174 Cusano 23 NOV. 1954 2,704,211 Decepoli 15 MAR. 1955 3,797,057 Smelden 19 MAR. 1974 4,325,556 Decanto 20 APR. 1982 5,421,588 Browne 06 JUN. 1995 5,443,106 Browne 22 AUG. 1995 5,501,468 Browne 26 MAR. 1996

[0008] The references may be generally divided into two categories: shuffleboard weights and discs used in disc-stacking games such as milk cap games and pogs.

[0009] The shuffleboard weight patents, namely, Decepoli '211, '856, Tjomsland '966, '030, Cusano '174, and Smelden '057, all show essentially circular disks with concave or indented top surfaces. These indented surfaces serve to provide a recessed location for identifying markings on the disks so that the markings are protected from wear and tear during play. The identifying markings are particularly important in the game of shuffleboard, as there is often a significant distance between the players and the weights. Further, it should be noted that in the game of shuffleboard, the weights are moved with relatively large cues or shuffleboard sticks, not with the players' fingers, and the size of the shuffleboard weights are much greater than the discs of the present invention.

[0010] Only one patent, the Decepoli '211 patent, shows a weight with an indented top surface and a domed or convex piece within the indented surface. Again, identification means are generally considered to be the improvements of the Decepoli patent. The '211 patent mentions only that it shows a disc having a dome or convex surface.

[0011] The Tjomsland '030 patent further shows an annular contact ring. The ring is made a part of the body of the weight and is therefore of a relatively rigid material and essentially serves aesthetic and identification purposes only.

[0012] Therefore the shuffleboard patents generally do not disclose a disc-shaped striking implement, particularly one comparable in size to the present invention, with a concave upper surface and either a concave or convex button member within the recess formed by the concave upper surface, such that the button member serves to provide a discrete pre-positioned finger contacting area positioned about the center of gravity of the disc-shaped striking implement. The discrete pre-positioned finger contacting area provides an improved contact surface from which to sharply straighten (flick) therefrom the players finger to propel forwardly the disc-shaped striking implement of the present invention. Nor is there an alternate discrete pre-positioned finger contacting area behind the button member within the concave recess from which to sharply straighten (flick) therefrom the players finger. Nor is a flexible and resilient buffer means, such as, without limitation, an 0-ring, utilized around the circumferential outer perimeter surface of the disc-shaped striking implement as a “bumper,” which eliminates the noise of the disc-shaped striking implement colliding with the playing objects and softens the striking implements' collisions. However, on the latter point, it is noted that the use of a resilient ring around members on a game board, typically if not exclusively, static ones, are known in the pin ball machine and other nonanalogous arts.

[0013] With respect to the other category of patents, namely, DeCanto et al. '566, and Browne '588, '106, '468, all pertain to discs used in disc stacking type games.

[0014] The Decanto et al. patent discloses a disc designed with a central concave area in the top face of the disc such that when one disc is thrown against a stack of the same type of discs, the consecutive concave areas of the aligned discs are compressed and the top disc(s) are thrust from the stack. There is no concave or convex button member within the central indentation.

[0015] The Browne patents disclose “slammer” discs with a top surface having two finger tip type indentations which serve to provide a more secure gripping surface for the disc which is used as a slammer in a game similar to that played with the Decanto et al discs. Again there is no concave or convex button member within these indentations.

[0016] Further it should be noted that the discs of the Decanto et al. and Browne patents are generally thrown against other discs as opposed to being slid or pushed across a game board or planar surface in order to contact other game pieces.

GENERAL SUMMARY DISCUSSION OF INVENTION

[0017] The striking implement of the present invention, currently referred to as the “JESSER”™ game implement, is still a circular disc and lightweight wherein the lightweight properties of the striking implement allows the force exerted by a single finger of the player to propel forwardly the striking implement.

[0018] However, the disc-shaped striking implement preferably has a concave recess, or rounded indentation, formed in the center of its top surface. Within this concave recess is placed, centrally, either a concave or convex, propelling button member. It is this button member which the striking finger contacts in order to propel the striking implement.

[0019] Therefore, the button member serves as a discrete, pre-positioned finger contacting area centered about the center of gravity of the striking implement. The discrete pre-positioned finger contacting area centered about the center of gravity of the striking implement serves to significantly enhance the airfoil properties of the striking implement when propelled by the finger of the player therefrom.

[0020] Thus the striking implement for use in the “Carom” game, comprises a lightweight disc-shaped structure having formed in a center of a top surface thereof a concave recess; and a button member coupled in the concave recess for providing a discrete pre-positioned finger contacting area positioned about the center of gravity of the lightweight disc-shaped structure to significantly enhance the airfoil properties of the lightweight disc-shaped structure when propelled by a finger of the player therefrom.

[0021] Additionally, the striking implement of the present invention is provided with an alternate discrete pre-positioned finger contacting area behind the button member within the concave recess which can be utilized to propel the striking implement.

[0022] The method of propelling the striking implement with a finger for playing a “Carom” game, preferably comprises the following steps:

[0023] providing a striking implement having a lightweight disc-shaped structure having formed in a center of a top surface thereof a concave recess;

[0024] providing a button member coupled in said concave recess centered about a center of gravity of said lightweight-disc-shaped structure for providing a discrete finger contacting area positioned about the center of gravity;

[0025] placing the finger on said discrete finger contacting area of said button member wherein said finger is somewhat perpendicular to the hand;

[0026] sharply rotating said finger in a direction which would align said finger parallel to said hand; and

[0027] exerting a force of pressure via said finger to a surface of said discrete finger contacting area as said finger rotates in the preceding rotating step.

[0028] Alternatively, the method of propelling the striking implement with a finger for playing a “Carom” game may utilize an alternative discrete pre-positioned finger contacting area behind the button member within the concave recess from which to sharply rotate the finger.

[0029] Therefore, the discrete, pre-positioned finger contacting area and the alternate discrete pre-positioned finger contacting area of the disc-shaped striking implement of the present invention and the method of propelling the striking implement of the present invention from such areas provides an enhanced contacting finger surface which alleviates scratching frictional forces of the old finger flicking approach impacting the surface of the playing field of the “Carom” game to preserve its appearance, and significantly increases the contact time of the finger with the striking implement and the area of contact between the finger and the striking implement to maximize the striking force of the striking implement.

[0030] Additionally, the disc-shaped striking implement of the present invention further comprises a buffer means, such as, without limitation, an O-ring circumferentially coupled around the outer perimeter surface of the striking implement, wherein the buffer means is made of resilient material. The resilient properties of the buffer means eliminates the noise of colliding surfaces of rigid material as would otherwise be heard when the striking implement strikes at least one of the playing objects of the “Carom” game and serves as a “bumper” to soften the collisions of the striking implement with the vertical surface walls of the playing field and/or other playing objects.

[0031] It is thus an object of the present invention to provide a disc-shaped striking implement and the method of propelling the striking implement which allow the finger of the player to apply a larger range of varying amounts of pressure to the button member of the striking implement for maximizing the accuracy of the strikes made by the striking implement whereby even gentle strikes are easier to perform and control. Henceforth, the primary objective of placing the player's designated playing objects into the pockets can be achieved much quicker and with less frustration.

[0032] It is thus an object of the present invention to provide such a disc-shaped striking implement which is uniquely constructed and contoured to provide a ratio of weight to surface area which serves to maximize the airfoil properties of such disc-shaped striking implement as the striking implement traverses the surface of the playing field while providing a sufficient weight to provide a striking force which is capable of dispersing the plurality of playing objects of the “Carom” game arranged together at the start of the game.

[0033] It is a further object of the present invention to provide a recessed button member within the central structure of the striking implement which does not compromise the airfoil properties of such a lightweight striking implement.

[0034] It is a still further object of the present invention to provide such a disc-shaped striking implement and the method of propelling the striking implement which serve to greatly minimize, if not, eliminate unpleasant sensations experienced by the finger regardless of the contacting force of the finger with the striking implement when propelling the striking implement.

[0035] It is a still further object of the present invention to provide a method of propelling the striking implement which provides for a sharp straightening (flick) of a finger of a player from the discrete pre-positioned finger contacting area positioned about the center of gravity of the striking implement for exerting thereto a sufficient force to propel the striking implement.

[0036] It is a still further object of the present invention to provide a method of propelling the striking implement which provides for a sharp straightening (flick) of a finger of a player from an alternate zone for exerting a sufficient force thereto to propel the striking implement wherein such alternate zone creates a discrete pre-positioned finger contacting area slightly offset from the center of gravity.

[0037] In view of the above objects, it is a feature of the present invention to provide a striking implement having a central structure made of a lightweight rigid material wherein the lightweight properties of the material allows the striking implement to be propelled forwardly by a single finger.

[0038] Another feature of the present invention is to provide a striking implement which is generally made of hard wood or plastic and a button member or portion generally being of a relatively resilient material.

[0039] A further feature of the present invention is to provide a striking implement which is relatively simple structurally and inexpensive to manufacture.

[0040] The above and other objects and features of the present invention will become apparent from the drawings, the description given herein, and the appended claims.

BRIEF DESCRIPTION OF DRAWINGS

[0041] For a further understanding of the nature and objects of the present invention, reference should be had to the following detailed description, taken in conjunction with the accompanying drawings, in which like elements are given the same or analogous reference numbers and wherein:

[0042] FIG. 1 illustrates the user's or player's finger for propelling the old striking implement using the old finger flicking approach of the prior art.

[0043] FIG. 2 illustrates the first position of the player's finger for propelling the exemplary, preferred embodiment of the disc-shaped striking implement of the present invention using the exemplary, preferred method of the present invention.

[0044] FIG. 3 illustrates an alternative position of the player finger for propelling the disc-shaped striking implement of the present invention using the method of the present invention.

[0045] FIG. 4 is a top view of the exemplary embodiment of the disc-shaped striking implement of the present invention.

[0046] FIG. 5 is a bottom view of the disc-shaped striking implement of FIG. 4.

[0047] FIG. 6 is a side view of the disc-shaped striking implement of FIG. 4.

[0048] FIG. 7 is a cross-sectional view, taken along the section lines 7-7 of FIG. 4, showing the button member and its concave surface.

[0049] FIG. 8 is cross-sectional view, similar to that of FIG. 7, but illustrating an alternative embodiment for a button member having a convex surface with an “O” ring buffer surface.

EXEMPLARY MODE FOR CARRYING OUT THE INVENTION

[0050] Referring now to the drawings, and in particular FIGS. 4-7, an exemplary, currently preferred embodiment of the disc-shaped striking implement of the present invention for use in playing the game of “CAROM” is designated generally by the numeral 10. The disc-shaped striking implement 10 comprises a disc-shaped structure 20, a button member 30 and a buffer means 40. Therefore as the striking implement 10 is propelled, the component of force to lift the striking implement off the surface is minimized.

[0051] The disc-shaped structure 20 is essentially made of a sufficiently rigid and lightweight material such as, without limitation, hard wood or plastic. The disc-shaped structure 20 has a surface area bounded by outer circumference C1.

[0052] The disc-shaped structure 20 comprises a top surface 21, a bottom surface 22 and a circumferential outer perimeter surface 28. The bottom surface 22 has formed in the center thereof a circular recess 23.

[0053] The top surface 21 has formed in the center thereof a concave recess 24. The depth of the concave recess 24 is bounded by a horizontal recess surface 27. The concave recess 24 comprises a circumferentially tapered surface 25 merging into a circumferentially vertical surface 26.

[0054] The circumference of concave recess 24 linearly decreases to the end of the circumferential tapered surface 25, thereby forming an upper hollow region having an essentially frustro-conical contour. Thereafter, the circumference of concave recess 24 is linear for the length of circumferential vertical surface 26, wherein the vertical surface 26 is perpendicular to horizontal recess surface 27. Thereby, a lower hollow region having an essentially circular contour is formed.

[0055] The formation of concave recess 24 serves to provide a recessed cavity for receiving therein the button member 30. Therefore, as the striking implement 10 is propelled forwardly, the airfoil properties are not compromised.

[0056] The button member 30 comprises a lower button disc member 31 and an upper button disc member 32, wherein the top surface 33 the of upper button disc member 32 is concave to form a discrete, pre-positioned finger contacting area. The lower button disc member 31 is dimensioned to fit within the circumference defined by the circumferential vertical surface 26 of the lower hollow region.

[0057] The bottom surface of the lower button disc member 31 of the button member 30 abuts the horizontal surface 27 of the concave recess 24 when button member 30 is coupled therein. The height of lower button disc member 31 is essentially equal to the length of circumferential vertical surface 26. The discrete, pre-positioned finger contacting area defined by concave top surface 33 of upper button disc member 32 is centered about the center of gravity of the striking implement 10, thereby significantly enhancing the airfoil properties of striking implement 10 when propelled by the finger 7 of the player therefrom.

[0058] The distance between the circumferential wall of the upper button disc member 32 and the circumferential tapered surface forms zone 36, wherein the zone 36 provides an alternate, discrete, pre-positioned finger contacting area slightly offset from the discrete, pre-positioned, finger-contacting area positioned about the center of gravity from which to sharply straighten (flick) therefrom finger 7.

[0059] The button member 30 preferably is made of resilient material. Therefore, as finger 7 of the player exerts a force of pressure any portion of button member 30 from the discrete, pre-positioned, finger-contacting area positioned about the center of gravity or the alternate discrete pre-positioned finger contacting area of the zone 36, such resilient material serves to greatly minimize, if not, eliminate unpleasant sensations experienced by the finger 7, regardless of the contacting force of finger 7 with any portion of button member 30 when propelling the striking implement.

[0060] As can be appreciated, the provision of the discrete, pre-positioned finger-contacting area and the alternate, discrete, pre-positioned finger-contacting area provide enhanced contacting finger surfaces to alleviate scratching frictional forces, of the old finger flicking approach, impacting the surface of the playing field of the “Carom” game to preserve its appearance, significantly increase the contact time of the player's finger 7 with the striking implement 10 and the area of contact between finger 7 and striking implement 10 to maximize the striking force of the striking implement 10.

[0061] Buffer means 40 is a resilient member, such as, without limitation, an O-ring, circumferentially coupled around the circumferential, outer perimeter surface 28 of the disc-shaped structure 20. The buffer means 40 is made of resilient material, wherein the resilient properties of buffer means 40 serve to eliminate the noise of colliding surfaces of rigid material, as would otherwise be heard when the disc-shaped striking implement 10 strikes at least one of the playing objects 5 of the “Carom” game. Furthermore, the resilient properties of buffer means 40 serve as a “bumper” to softens the collisions of the striking implement 10 with the vertical surface walls and sharp striking noise of the playing field of the “Carom” game to eliminate the formation of imperfections in such vertical surface walls and sharp striking noise.

[0062] Referring now to FIG. 8, an alternative embodiment of the cross-sectional view of FIG. 7 showing the button member having a convex surface is illustrated. The top surface 33′ of the upper button disc member 32′ of button means 30′ is convex to form the discrete pre-positioned finger contacting area.

[0063] In the exemplary embodiment, the weight of disc-shaped striking implement 10 is approximately four and a half (4.5 g) grams. Even with such a light weight of approximately four and a half (4.5 g) grams, the disc-shaped striking implement 10, when propelled using the method of the present invention, described in detail later, is capable of exerting such a striking force which is capable of dispersing the plurality of playing objects 5 of the “Carom” game arranged together at the start of the game. The lightweight properties of the disc-shaped striking implement serve to maximize the airfoil characteristics of the disc-shaped striking implement 10, even when propelled at a slow velocity, to achieve gentler strikes with striking implement 10.

[0064] In the exemplary embodiment, the circular recess 23 has an exemplary radius R2 of approximately one hundred and twenty-five thousandths (0.1250) of an inch, with an exemplary depth of approximately two hundredths (0.020) of an inch. An exemplary radius R3 of the concave recess 24 along the top surface 21 is approximately three hundred and seventy-five thousandths (0.3750) of an inch. An exemplary radius R4 is approximately an exemplary half (0.5000) of an inch, wherein radius R4 is that distance from the mid-point between the circumference of the lower button disc member 31 and the circumference of the upper button disc member 32 to the circumferential outer perimeter surface 28 of the disc-shaped structure 20.

[0065] An exemplary height H1 of the disc-shaped structure 20 is approximately a quarter (0.2500) of an inch, wherein height H1 is the distance between the top surface 21 and the bottom surface 22. An exemplary height H2 is approximately one hundred and seventy-three thousandths (0.1730) of an inch, wherein height H2 is the distance between the top surface 21 and the horizontal surface 27.

[0066] An exemplary radius R1 is approximately seventy-five hundredths (0.7500) of an inch, wherein radius R1 is the total radius of striking implement 10 with the buffer means 40 circumferentially disposed around the disc-shaped structure 20.

[0067] An exemplary radius R5 is approximately seven thousand, three hundred and forty-one ten-thousandths (0.7341) of an inch, wherein radius R5 is the distance from the center of the disc-shaped structure 20 to the circumferential outer perimeter surface 28.

[0068] The disc-shaped striking implement 10 preferably is provided with a ratio of weight to surface area which serves to maximize the airfoil properties of the disc-shaped striking implement 10, as the striking implement 10 traverses the surface of the playing field, while providing a sufficient weight to provide a striking force which is capable of dispersing the plurality of playing objects 5 of the “Carom” game arranged together at the start of the game. The above dimensions of disc-shaped structure 20 and the weight of striking implement 10 may be varied provided the airfoil properties preferably are not compromised and a sufficient striking force can be obtained when striking implement 10 is propelled forwardly by a single finger.

[0069] In operation, the method of propelling striking implement 10 of the present invention essentially eliminates the old finger flicking approach normally used to propel the striking implement of the “Carom” game, as best seen in the exemplary prior art illustrated in FIG. 1. Referring now to FIG. 2, typically, a plurality of lightweight disc-shaped playing objects 5 are arranged in a predetermined pattern at the start of the game wherein the circumferential outer perimeter surface of any one playing object 5 of the arrangement abuts the outer perimeter surface of a plurality of adjacent playing objects therearound.

[0070] Thereafter, a player of the “Carom” game places his/her finger 7, such as without limitation, the forefinger, onto the top surface 33 (33′) of the button member 30 (30′), respectively. Moreover, when the forefinger is tensioned on the top surface 33 (33′) of the button member 30 (30′), respectively, the forefinger is somewhat perpendicular to the hand. The forefinger of the player's hand rests on button member 30 (30′) until the finger is sharply straightened (flicked) to thereby apply the force of pressure to propel disc-shaped striking implement 10 forwardly.

[0071] In general, the forefinger is preferred since the player typically has the most control of the movement of the forefinger, especially when perpendicular to the hand. Since the forefinger of the player's hand rests on the button member 30, the contact time of the finger with disc-shaped striking implement 10 is increased.

[0072] In order to exert a force of pressure to propel the striking implement 10 forward, the player simply sharply rotates finger 7 in a direction which would align finger 7 parallel with the hand. As the finger 7 rotates, the finger 7 engages a portion of the concave surface of the upper button disc member 32 or the finger 7 may engage circumferential tapered surface 25 when straightening the finger 7 from upper button disc member 32′. Therefore, the significantly increased contact time of the finger with disc-shaped striking implement 10 and the increase in the area of contact between the finger and the disc-shaped striking implement 10 via the provision of button member 30 (30′) allow the player to maximize the striking force of disc-shaped striking implement 10.

[0073] This provides greater control and accuracy of the direction in which striking implement 10 traverses the surface of the playing field of the “Carom” game.

[0074] Since the finger 7 exerts the force of pressure to the striking implement 10 from the discrete pre-positioned finger contacting area defined by concave or convex top surface 33 (33′), respectively, the scratching frictional forces of the old finger flicking approach to the surface of the playing field of the “Carom” game are substantially reduced, if not eliminated.

[0075] Henceforth, the problems with the formation of scratches in surface of the playing field with the old finger flicking approach to propel the known-type of striking implements of the “Carom” game are likewise substantially reduced, if not eliminated. As can be appreciated, the elimination of surface imperfections such as, scratches, significantly increases the useful life of the “Carom” game and does not diminish the airfoil properties of the playing objects 5 and/or the disc-shaped striking implement 10. Furthermore, as the player's finger 7 propels the disc-shaped striking implement 10, the immediately experienced unpleasant sensations in finger 7 of the player is essentially eliminated with the use of resilient button member 30 (30′) and the preferred method of propelling of the present invention.

[0076] As the disc-shaped striking implement 10 contacts any one of the arranged plurality of playing objects 5, the striking force of disc-shaped striking implement 10 disperses the playing objects about the playing field of the game.

[0077] Referring now to FIG. 3, an alternative position from the player's finger for propelling the disc-shaped striking implement therefrom using the preferred method of the present invention is illustrated. Upper button disc member 32 (32′) of button member 30 (30′), respectively, creates a zone 36 between the circumferentially tapered surface 25 of the upper hollow region of concave recess 24 and the circumferential perimeter surface of the upper button disc member 32 (32′).

[0078] Thereby, the zone 36 provides an alternate discrete pre-positioned finger contacting area offset from the center of gravity. When propelling the striking implement 10, the player's finger 7 preferably is placed somewhat perpendicular to the hand in zone 36.

[0079] Thereafter, the player preferably sharply straightens (flicks) his/her finger 7 in a direction which would align the finger 7 parallel to the hand. As, the finger 7 is rotated, a force of pressure is exerted to the circumferential surface of the upper button disc member 32 (32′). Therefore, as the finger 7 propels the disc-shaped striking implement 10, the immediately experienced unpleasant sensations in the finger 7 of the player is essentially eliminated with the use of resilient button member 30 (30′) and the preferred method of propelling of the present invention using the zone 36.

[0080] The provision of the alternate discrete pre-positioned finger contacting area in the back of button member 30 (30′) serves to provide an alternate area from which to maximize the striking force of disc-shaped striking implement 10 and provide an alternate finger contacting area from which to control the accuracy of the direction in which striking implement 10 traverses the surface of the playing field of the “Carom” game, as well as, the striking force of striking implement 10.

[0081] It is noted that the embodiments described herein in detail for exemplary purposes are of course subject to many different variations in structure, design, application and methodology. Because many varying and different embodiments may be made within the scope of the inventive concept(s) herein taught, and because many modifications may be made in the embodiments herein detailed in accordance with the descriptive requirements of the law, it is to be understood that the details herein are to be interpreted as illustrative and not in a limiting sense.

Claims

1. A striking implement for use in a “Carom” type game, comprising:

a lightweight disc-shaped structure having formed in a center of a top surface thereof a concave recess; and
a button member coupled in said concave recess for providing a discrete pre-positioned finger contacting area positioned about a center of gravity of said lightweight disc-shaped structure significantly enhancing the control of the lightweight disc-shaped structure when propelled by a finger of the player therefrom and to eliminate scratch marks on the playing surface.

2. The striking implement of claim 1, wherein:

said concave recess has an upper hollow region which is frustro-conically contoured and a lower hollow region containing therein said button means.

3. The striking implement of claim 1, wherein the “Carom” type game has a playing field with vertical surface walls, further comprising:

buffering means circumferentially coupled to a circumferential outer perimeter surface of said lightweight disc-shaped structure, eliminating colliding noises of said lightweight disc-shaped striking implement with another playing object and softening collisions of said lightweight disc-shaped structure with the vertical surface walls of the playing field of the “Carom” type game.

4. The striking implement of claim 3, wherein:

said buffering means is an 0-ring made of resilient material.

5. The striking implement of claim 3, wherein:

said lightweight disc-shaped structure, said button member and said buffering means have in combination a weight of about four and a half (4.5 g) grams.

6. The striking implement of claim 1, wherein:

said structure has a bottom surface;
and wherein:
said bottom surface of said structure has centrally formed therein a circular recess.

7. The striking implement of claim 1, wherein said button member comprises:

a lower button disc member and an upper button disc member, said upper button member having a top surface;
and wherein:
said top surface of said upper button disc member is concave, providing said discrete pre-positioned finger contacting area.

8. The striking implement of claim 1, wherein said button member comprises:

a lower button disc member and an upper button disc member, said upper button member having a top surface;
and wherein:
said top surface of said upper button disc member is convex, providing said discrete pre-positioned finger contacting area.

9. The striking implement of claim 1, wherein:

said button member is made of resilient material for eliminating unpleasant sensations experienced by the finger when such finger exerts a force of pressure to said discrete pre-positioned finger contacting area to propel forwardly said lightweight disc-shaped structure.

10. The striking implement of claim 1, wherein:

said lightweight disc-shaped structure having said button member recessed therein is constructed and contoured to provide a ratio of weight to surface area which serves to maximize airfoil properties thereof as said lightweight disc-shaped structure traverses a surface of a playing field of said “Carom” type game, while providing a sufficient weight to provide a striking force which is capable of dispersing a plurality of playing objects of the “Carom” type game arranged together at the start of the “Carom” type game.

11. A striking implement for use in a “Carom” type game, comprising:

a lightweight disc-shaped structure having formed in a center of a top surface thereof a concave recess; and
a button member coupled in said concave recess for providing a discrete pre-positioned finger contacting area positioned about a center of gravity of said lightweight disc-shaped structure from which to sharply release a finger therefrom to propel said lightweight disc-shaped structure and providing an alternate discrete pre-positioned finger contacting area in a rear of said button member in said concave recess from which to sharply release said finger therefrom to propel said lightweight disc-shaped structure.

12. The striking implement of claim 11, wherein:

said concave recess has an upper hollow region which is frustro-conically contoured, and a lower hollow region containing therein said button means.

13. The striking implement of claim 11, wherein the “Carom” type game has a playing field with vertical surface walls, further comprising:

buffering means circumferentially coupled to a circumferential outer perimeter surface of said lightweight disc-shaped structure for eliminating colliding noises of said lightweight disc-shaped striking implement with another playing object and for softening collisions of said lightweight disc-shaped structure with the vertical surface walls of the playing field of the “Carom” type game.

14. The striking implement of claim 13, wherein:

said buffering means is an 0-ring made of resilient material.

15. The striking implement of claim 11, wherein:

said structure has a bottom surface with a circular recess centrally formed therein.

16. The striking implement of claim 11, wherein said button member comprises:

a lower button disc member and an upper button disc member, said upper button disc member having a top surface;
and wherein:
said top surface of said upper button disc member is concave, providing said discrete pre-positioned finger contacting area.

17. The striking implement of claim 11, wherein said button member comprises:

a lower button disc member and an upper button disc member, said upper button disc member having a top surface;
and wherein:
said top surface of said upper button disc member is convex, providing said discrete pre-positioned finger contacting area.

18. A method of propelling a striking implement with a finger for playing “Carom” type game, comprising the following steps:

providing a striking implement having a lightweight disc-shaped structure having formed in a center of a top surface thereof a concave recess;
providing a button member coupled in said concave recess centered about a center of gravity of said lightweight-disc-shaped structure for providing a discrete finger contacting area positioned about the center of gravity;
placing the finger on said discrete finger contacting area of said button member wherein said finger is somewhat perpendicular to the hand;
sharply rotating said finger in a direction which would align said finger parallel to said hand; and
exerting a force of pressure via said finger to a surface of said discrete finger contacting area as said finger rotates in said rotating step to propel said striking implement.

19. The method of claim 18, wherein steps “b” and “e” further comprise the following steps:

(b-i) providing a button member coupled in said concave recess centered about a center of gravity of said lightweight-disc-shaped structure for creating a zone between a circumferential surface of said concave recess and a circumferential surface of an upper button disc member of said button member; and
(e-i) exerting a force of pressure via said finger to said circumferential surface of said upper button disc member of said button member as said finger rotates in said rotating step to propel said striking implement.

20. A striking implement for use in a “Carom” type game, the “Carom” type game having a playing field with vertical surface walls, comprising:

a lightweight disc-shaped structure having formed in a center of a top surface thereof a concave recess, said concave recess has an upper hollow region which is frustro-conically contoured, and a lower hollow region containing therein said button means;
a button member coupled in said concave recess for providing a discrete pre-positioned finger contacting area positioned about a center of gravity of said lightweight disc-shaped structure from which to sharply release a finger therefrom to propel said lightweight disc-shaped structure and providing an alternate discrete pre-positioned finger contacting area in a rear of said button member in said concave recess from which to sharply release said finger therefrom to propel said lightweight disc-shaped structure, said button member further including
a lower button disc member and an upper button disc member, said upper button disc member having a top surface, said top surface of said upper button disc member being concave, providing said discrete pre-positioned finger contacting area; and
buffering means circumferentially coupled to a circumferential outer perimeter surface of said lightweight disc-shaped structure for eliminating colliding noises of said lightweight disc-shaped striking implement with another playing object and for softening collisions of said lightweight disc-shaped structure with the vertical surface walls of the playing field of the “Carom” type game, said buffering means being an 0-ring made of resilient material.
Patent History
Publication number: 20030075862
Type: Application
Filed: Jan 3, 2002
Publication Date: Apr 24, 2003
Inventors: Jayadev Madhavan (New Orleans, LA), Valeriano Cantu (Marrero, LA)
Application Number: 10037951
Classifications
Current U.S. Class: Simulated Game (e.g., Hockey, Soccer, Etc.) (273/108.1)
International Classification: A63F007/07;