Tabletop object knock-down game

A tabletop game for head-to-head competition including a platform having a curved path. The game includes a plurality of knock-down objects configured to be knocked down by a ball. The ball includes a weighting that is off center from a geometric center of the ball causing the ball to roll in a non-linear path.

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Description
FIELD OF THE INVENTION

The present invention relates to a tabletop object knock-down game, and more particularly a tabletop game for head-to-head competition in object knock-down.

BACKGROUND

Children often enjoy competing in head-to-head competition. Games that provide action oriented head-to-head competition are popular among children of all ages. Games that involve action oriented head-to-head competition are often large in size and expensive. For example, Fooze® ball is a popular game that simulates soccer, and Air Hockey is a popular game that simulates ice hockey. One problem with these games is that they require expensive furniture-size equipment that take up considerable space and are not easily moved or packed up.

Games can be more fun when an element of skill is required to succeed at the game. Well known games, such as shooting marbles, require participants to develop a level of skill at shooting marbles. Various techniques may be used to increase one's skill and prowess at effectively hitting the target when playing marbles.

It would be desirable to provide a tabletop game that is action oriented and provides head-to-head competition, where, with practice, players can develop and improve their skill at playing the game. Such a game would be popular with children and provide a mobile head-to-head format for children to compete. A skill element added to the play of the game enhances its play value.

SUMMARY

A tabletop game for head-to-head competition includes a platform having a curved path. The game includes a plurality of knock-down objects configured to be positioned in an un-knocked down orientation on the platform and to be knocked down by a ball. The ball includes a center of gravity offset from a geometric center of the ball to permit the ball to roll in a non-linear path.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a perspective view of an object knock-down game according to one embodiment of the present invention.

FIG. 2 is a top plan view of the object knock-down game of FIG. 1.

FIG. 3A is a schematic view of a travel path for a weighted ball for use with the game of FIG. 1, showing an orientation for creating a curved travel path.

FIG. 3B is a schematic view of a travel path for a weighted ball for use with the game of FIG. 1, showing an orientation for creating a random travel path.

FIG. 3C is a schematic view of a travel path for a weighted ball for use with the game of FIG. 1, showing another orientation for creating a random travel path.

FIG. 3D is a schematic view of a travel path for a weighted ball for use with the game of FIG. 1, showing another orientation for creating a curved travel path.

FIG. 4 is a partial schematic perspective view of a reset mechanism for use with the game of FIG. 1.

FIG. 5A is a bottom plan view of the game of FIG. 1, showing the reset mechanism.

FIG. 5B is a top plan view of the game of FIG. 1, illustrating the function of the reset mechanism as set in FIG. 5A.

FIG. 6 is a top plan view of another embodiment of an object knock-down game according to the present invention, illustrating a U-shaped platform configuration.

FIG. 7 is a top plan view of another embodiment of an object knock-down game according to the present invention, illustrating an S-shaped platform configuration.

FIG. 8 is a top plan view of another embodiment of an object knock-down game according to the present invention, illustrating a plus-shaped configuration.

DETAILED DESCRIPTION OF PREFERRED EMBODIMENTS

An object knock-down game according to the present invention is generally indicated at 10, in FIG. 1. Game 10 is played on a game platform 12. A set of knock-down objects 14 are positioned on game platform 12. Knock-down objects 14 may be positioned initially in an upright, or not knocked down/un-knocked down position. A game ball 16 may be rolled along game platform 12 to knock down the knock-down objects. Gutters or traps 18 may be positioned along portions of platform 12 to catch the game ball as it travels toward knock-down objects 14.

Game platform 12 may include a reset lever 20 configured to return knock-down objects 14 to an upright position. Game platform 12 may include a banner divider 22 to separate two halves of the game platform.

The two halves of game platform 12 are more clearly illustrated in FIG. 2. A different player uses each half of game platform 12 and rolls their game ball 16 toward their set of knock-down objects. Players roll game ball 16 in an attempt to send the ball along a curved path 24 that intersects the knock-down objects.

A first player rolls their game ball from first player end 26 along game platform 12 in an attempt to knock down the first player's set of knock-down objects 14. Similarly, A second player rolls their game ball 16 along game platform 12 in an attempt to knock-down the second player's set of knock-down objects 14. Score is determined by the number of knock-down objects 14 knocked down during a players attempt. No score results if the player's game ball 16 fails to knock down any of objects 14, or lands in trap 18.

Each player's knock-down objects 14 are positioned in a target zone 30 on platform 12. Banner divider 22 may divide the target zone into two sections, one for each player. As noted above, players roll their game balls 16 toward their portions of target zone 30 in an attempt to knock down objects 14. Game balls 16 employ a weighting bias that places the center of gravity of the ball offset from the geometric center of the game ball.

Game ball 16 employs a weighting bias to achieve rolling travel paths that are non-linear. It will be understood that any number of weighting methods may be used to offset the center of gravity of game ball 16 from the geometric center of game ball 16. For example, a high-density weight may be embedded inside ball 16 in a position that moves the ball's center of gravity. One method of creating ball 16 includes using a first hemisphere 32 of a first material having a relatively high density and a second hemisphere 34 of a second material having a relatively low density; the densities of the first and second hemisphere being relatively related to one another.

FIGS. 3A-3D illustrate the effects of offsetting the center of gravity of game ball 16 from the geometric center of game ball 16. FIGS. 3A and 3D illustrate curved travel paths for game ball 16, and FIGS. 3B and 3C illustrate random travel paths for game ball 16.

Aligning an equator line 37 of ball 16 vertically and positioning first hemisphere 32, the higher density hemisphere, on the left side of vertically aligned equator line 37, may achieve a leftward curved travel path 36. Rolling game ball 16 forwardly along equator line 37 causes ball 16 to roll along a leftward curved travel path 36, as illustrated in FIG. 3A. Similarly, aligning equator line 37 of ball 16 and positioning first hemisphere 32, the higher density hemisphere, on the right side of vertically aligned equator line 37, may achieve a rightward curved travel path 42. Rolling game ball 16 forwardly along equator line 37 causes ball 16 to roll along a leftward curved travel path 36, as illustrated in FIG. 3D.

Not aligning equator line 37 either vertically, or with the direction of rolling, causes ball 16 to travel along a random travel path 40, as illustrated in FIGS. 3B and 3C. The unpredictable random travel path is caused by shifting of the center of gravity of ball 16 about the center of geometry of ball 16.

A player tries to control game ball 16 when rolling it towards obstacles 14 to achieve a desired curve, in hopes of hitting the obstacles in target zone 30. The radius of the leftward curved travel path 36 and rightward curved travel path 42 is governed by the velocity that game ball 16 is rolled. Higher velocities lengthen the radius of curvature for each curved travel path. If a player is successful at knocking down obstacles 14 with their role, a means of easily returning the obstacles to an upright position may be needed.

A reset lever 20 may be used to reset obstacles 14 after they have been knocked down. FIG. 4 illustrates how reset lever 20 connects with knock-down objects 14. A tether 44 securely attaches to knock-down object 14. Attachment of tether 44 may be any suitable method that enables the knock-down object to be positioned upright when the tether is tensioned. Tether 44 passes through a tether hole 45 in game platform 12. Tether holes 45 may be positioned in preselected locations in target zone 30. A loop 46, in the end of tether 44 that is distal from the end attached to knock-down object 14, may be attached to a loop pin 48 located on a pull arm 56 of reset lever 20.

Each object 14 attaches to a tether 44 that is connected via loop 46 to loop pin 48. A washer 50 and screw 52 tighten and secure loops 46 to loop pin 48. A rotation point 54, or pivot point, connects reset lever 20 to platform 12. Lateral, or horizontal, movement of reset lever 20 causes tethers 44 to be tensioned or un-tensioned. The tensioning causes any slack in the tether to be taken up and the knock-down objects to be pulled upright by the tether connected to the bottom of the object.

FIGS. 5A and 5B illustrate both the top side and bottom side of platform 12 to show how reset lever 20 resets objects 14 to an upright position. FIG. 5A shows one half of platform 12′ with rest lever 20′ in an un-tensioned position. In the un-tensioned position, tethers 44′ have slack that permits objects 14′ (shown in FIG. 5B) to be knocked over when impacted by game ball 16. FIG. 5A shows the second half of platform 12″ with rest lever 20″ in a tensioned position. In the tensioned position, tethers 44″ have no slack and objects 14″ are pulled into an upright position.

Other embodiments of a: game according to the present invention are contemplated. Examples of other embodiments include the U-shaped game configuration of FIG. 6, the S-shaped game configuration of FIG. 7, and the Plus-shaped game configuration of FIG. 8. It will be understood that other game configurations may be used and the illustrated examples are not to be considered limiting of the possible configurations that such a game may employ.

A U-Shaped game configuration is shown in FIG. 6, indicated generally at 110. Game configuration 110 includes a U-shaped game platform 112. A set of knock-down objects 114 are positioned at a target zone 130. Game balls 116, having the same offset center of gravity and geometric center as described with reference to game balls 16, are included one for each competing player. Gutters 118 bound the playing surface of platform 112 to add challenge to game 110. Proper rolling of game balls 116 causes them to travel along curved path 124 to knock-down objects 114.

An S-shaped game configuration is shown in FIG. 7, indicated generally at 210. Game configuration 210 includes an S-shaped game platform 212. A set of knock-down objects 214 are positioned at a target zone 230. Game balls 216, having the same offset center of gravity and geometric center as described with reference to game balls 16 and 116, are included one for each competing player. Gutters 218 bound the playing surface of platform 212 to add challenge to game 210. Proper rolling of game balls 216 causes them to travel along curved path 224 to knock-down objects 214.

A plus-shaped game configuration is shown in FIG. 8, generally indicated at 310. Game configuration 310 includes a plus-shaped game platform 312. A set of knock-down objects 314 are positioned at a target zone 330. Game balls 316, having the same offset center of gravity and geometric center as described with reference to game balls 16, 116, and 216 are included one for each competing player. Gutters 318 bound the playing surface of platform 312 to add challenge to game 310. Proper rolling of game balls 316 causes them to travel along curved path 324 to knock-down objects 314.

It is believed that the disclosure set forth above 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 inventions includes all novel and non-obvious combinations and sub-combinations of the various elements, features, functions and/or properties disclosed herein. Where claims recite “a” or “a first” element or equivalent thereof, such claims should be understood to include incorporation of one or more such elements, neither requiring, nor excluding two or more such elements.

It is believed that the following claims particularly point out certain combinations and sub-combinations that are directed to one of the disclosed inventions and are novel and non-obvious. Inventions embodied in other combinations and sub-combinations of features, functions, elements and/or properties may be claimed through amendment of those claims or presentation of new claims in this 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 tabletop game for head-to-head competition comprising:

a platform having a curved path;
a plurality of knock-down objects configured to be positioned in an un-knocked down orientation on the platform; and
a ball having a center of gravity offset from a geometric center of the ball to permit the ball to roll in a non-linear path.

2. A tabletop game according to claim 1, wherein the ball includes a first hemisphere and a second hemisphere, and wherein the density of the first hemisphere is greater than the density of the second hemisphere.

3. A tabletop game according to claim 2, wherein the ball includes an equator line separating the first hemisphere and the second hemisphere.

4. A tabletop game according to claim 3, wherein the game includes a reset system for returning knock-down objects to an upright position after they have been knocked down comprising:

a tether connected to a bottom of each knock-down object;
a tether aperture in the platform at a preselected location for each knock-down object; and
a reset lever coupled with each knock-down object by the tether through the tether apertures.

5. A tabletop game according to claim 4, wherein movement of the reset lever tensions the tethers causing the knock-down objects to be pulled into an upright position.

6. A tabletop game for head-to-head competition comprising:

a platform having a pair of curved paths;
a plurality of knock-down objects configured to be positioned in an un-knocked down orientation on the platform; and
a ball having a center of gravity offset from a geometric center of the ball to permit the ball to roll in a non-linear path.

7. A tabletop game according to claim 6, wherein the ball includes a first hemisphere and a second hemisphere, and wherein the density of the first hemisphere is greater than the density of the second hemisphere.

8. A tabletop game according to claim 7, wherein the ball includes an equator line separating the first hemisphere and the second hemisphere.

9. A tabletop game according to claim 8, wherein the game includes a reset system for returning knock-down objects to an upright position after they have been knocked down comprising:

a tether connected to a bottom of each knock-down object;
a tether aperture in the platform at a preselected location for each knock-down object; and
a reset lever coupled with each knock-down object by the tether through the tether apertures.

10. A tabletop game according to claim 9, wherein movement of the reset lever tensions the tethers causing the knock-down objects to be pulled into an upright position.

Patent History
Publication number: 20050275163
Type: Application
Filed: Feb 13, 2003
Publication Date: Dec 15, 2005
Inventors: Patrick Turner (Puyallup, WA), H. Lee
Application Number: 10/367,992
Classifications
Current U.S. Class: 273/108.100