GAME WITH MINIATURE COLLECTIBLE GAME PIECE FIGURINES USED AS RANDOM OUTCOME GENERATORS

This invention discloses collectible game pieces used as random outcome generators and designed in the form of miniature figurines that are cast onto a playing surface to land in one of multiple stable orientations for various embodiments of games of chance and strategy. Also disclosed is a novel game and method of game play utilizing the collectible game pieces.

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Description
CROSS REFERENCE TO RELATED APPLICATION AND PRIORITY CLAIM

This application claims the benefit of priority from U.S. Ser. No. 61/077705 filed Jul. 2, 2008 entitled “Game with miniature collectible game piece figurines used as random outcome generators.”

FIELD OF THE INVENTION

The present invention relates to games of chance and strategy using collectible game pieces used as random outcome generators and designed in the form of miniature figurines that are cast onto a playing surface to randomly land in one of multiple stable orientations.

BACKGROUND OF THE INVENTION

In 1993, MAGIC: THE GATHERING R burst onto the game scene and essentially created a new category of game: the collectible card game (CCG). Today, MAGIC is still going strong and collectible games now come in many forms. The attraction for collectible games found its appeal by combining strategic game play, personal customization and collectability. On the heels of the huge success of collectible card games, Collectible Miniatures Games (CMG) were introduced in 1999 with perhaps the most popular and well-known CMG being HEROCLIX R. From these two niches, other collectible games were created and became successful in their own right including Constructible Strategy Games (CSG) and Collectible Throwing Games (CTG).

Although the games mentioned launched the collectibles industry, innovation is needed and will be welcomed in order to expand the industry. For CMG's, existing miniatures are made of a rigid material and are affixed to a platform that track game play statistics. The miniatures are closer in form to a miniature collectible statue and less like a toy. Other games have placed a miniature figure inside of a transparent polyhedron to mimic the outcome of a dice; however, these games lose the game toy aspect. The same can be said for Collectible Card Games in that they are a collection of cards with great art work but lack the unpredictable nature and playfulness that a toy captures.

Presently, there are no collectible gaming platforms that have replaced the use of dice with a unique random outcome generator that takes the form and function of a toy figurine with multiple stable orientations, wherein the figurines when combined with a playing surface designed for the game, allows two or more people to engage in a novel method of play and game of chance and strategy.

SUMMARY OF THE INVENTION

In accordance with this invention, there is provided a game of chance including a plurality of collectible game pieces, a game mat, a plurality of collectible cards and associated rules. The game pieces are in the form of the novel collectible game piece, a random outcome generator, of this invention. Players take turns by casting the game pieces onto the playing surface, preferably the game mat.

In accordance with this invention, there is also provided an improved random outcome generator for games of chance that overcomes the limitations of the prior art by using unique and previously unknown collectible game pieces comprising three dimensional figurines with distinctive stances, sizes and stable orientations. The collectible game pieces are made with a material having a specific elasticity which allows the collectible game piece to rest in one of several multiple stable orientations when tossed onto a flat surface. The probability outcome of a collectible game piece is modified by removably affixing a game piece accessory, such as a weapon, to an appendage (e.g., a hand or paw) that has been bored out to create a hole for receiving a weapon (e.g., staff, sword, and the like) in the hand or paw. The game play value of a collectible game piece roll is modified by a game mat and/or a plurality of collectible cards and associated rules.

In accordance with this invention, there is further provided a unique and previously unknown method of play comprising the steps of: Step 1 of obtaining one or more random outcome generator game pieces for each player, a plurality of cards for each player, and a flat playing surface; Step 2 of designating an active player and at least one opposing player; Step 3 of performing a draw round wherein the active player draws a predetermined number of cards from the top of his deck and places the cards in his hand and the at least one opposing player draws a predetermined number of cards from the top of his deck and places the cards in his hand; Step 4 of performing a ready round wherein the active player selects a predetermined number of cards from his hand and places the cards onto the flat playing surface and the at least one opposing player selects a predetermined number of cards from his hand and places the cards onto the flat playing surface; Step 5 of performing a challenge round wherein the active player and the at least one opposing player casts one or more game pieces onto the flat playing surface and play select cards of choice; Step 6 of performing a resolution round wherein the active player and the at least one opposing player will determine the results; Step 7 of determining whether a victory condition has been satisfied and if yes, then the game is ended, and if not play continues to the next step; Step 8 (Where a victory condition has not been satisfied) of performing a player status change wherein one of the at least one opposing player becomes the active player; and Step 9 of repeating steps 3-7 until a player has achieved victory conditions.

The method, game of chance and collectible game pieces of this invention may be applied to any type of theme or genre including, but not limited to, historical, comic book, science fiction, mythical, political, sports, entertainment, martial arts, war or battle related themes or genres. The advantages of the present invention will be understood more readily after a consideration of the drawings and the detailed description.

It is an object of this invention to provide a unique random outcome generator that takes the form and function of a toy figurine and collectible game piece with multiple stable orientations.

It is a further object of the present invention to provide a novel method of play that incorporates games of chance, collectible game cards and collectible game pieces.

It is a further object of the present invention to provide a novel game of chance incorporates random outcome generators, collectible game cards, a game board or mat and associated rules.

Whereas there may be many embodiments of the present invention, each embodiment may meet one or more of the foregoing recited objects in any combination. It is not intended that each embodiment will necessarily meet each objective.

Thus, having broadly outlined the more important features of the present invention in order that the detailed description thereof may be better understood, and that the present contribution to the art may be better appreciated, there are, of course, additional features of the present invention that will be described herein and will form a part of the subject matter of the claims appended to this specification. In this respect, before explaining at least one embodiment of the invention in detail, it is to be understood that the invention is not limited in its application to the details of construction and the arrangements of the components set forth in the following description or illustrated in the drawings. The present invention is capable of other embodiments and of being practiced and carried out in various ways. Also it is to be understood that the phraseology and terminology employed herein are for the purpose of description and should not be regarded as limiting.

BRIEF DESCRIPTION OF THE DRAWINGS

Understanding of the present invention will be facilitated by consideration of the following detailed description of the embodiments of the present invention taken in conjunction with the accompanying drawings, in which like numerals refer to like parts, and wherein:

FIG. 1 is a perspective view of a bipedal game piece;

FIG. 2A is a left side orthogonal view depicting one stable orientation of the game piece depicted in FIG. 1;

FIG. 2B is a left side orthogonal view depicting one stable orientation of the game piece depicted in FIG. 1;

FIG. 2C is a left side orthogonal view depicting one stable orientation of the game piece depicted in FIG. 1;

FIG. 2D is a left side orthogonal view depicting one stable orientation of the game piece depicted in FIG. 1;

FIG. 2E is a left side orthogonal view depicting one stable orientation of the game piece depicted in FIG. 1;

FIG. 2F is a left side orthogonal view depicting one stable orientation of the game piece depicted in FIG. 1;

FIG. 3 is a perspective view of a quadrupedal game piece;

FIG. 4A is a left side orthogonal view depicting one stable orientation of the game piece depicted in FIG. 3;

FIG. 4B is a left side orthogonal view depicting one stable orientation of the game piece depicted in FIG. 3;

FIG. 4C is a left side orthogonal view depicting one stable orientation of the game piece depicted in FIG. 3;

FIG. 4D is a left side orthogonal view depicting one stable orientation of the game piece depicted in FIG. 3;

FIG. 4E is a left side orthogonal view depicting one stable orientation of the game piece depicted in FIG. 3;

FIG. 4F is a left side orthogonal view depicting one stable orientation of the game piece depicted in FIG. 3;

FIG. 4G is a left side orthogonal view depicting one stable orientation of the game piece depicted in FIG. 3;

FIG. 4H is a left side orthogonal view depicting one stable orientation of the game piece depicted in FIG. 3;

FIG. 5 is a left side orthogonal view depicting the polyhedral shape of the game piece depicted in FIG. 3;

FIG. 6 is a left side orthogonal view depicting a game piece having supplemental weights; and

FIG. 7 is schematic diagram of a collectible game card.

The drawings are not to scale, in fact, some aspects have been emphasized for a better illustration and understanding of the written description.

DETAILED DESCRIPTION OF THE INVENTION

The present invention relates to various embodiments of games of chance and methods of playing such games of chance with a plurality of collectible game pieces that can be cast onto a playing surface as random outcome generators, with associated rules. This invention also relates to various embodiments of an improved random outcome generator for games of chance using unique and previously unknown three dimensional figurines that are also collectible game pieces.

Novel Game

One embodiment of the present invention is a game played by at least two players involving strategy and chance. The game starts by pitting players against one another and each participant in the game commands at least one character (but can be multiple characters), each represented by a miniature figurine collectible game piece. Each character is endowed with certain strengths and weaknesses, all of which enter into the resolution of a given battle. To add interest to the battle, other factors such as magic, special abilities, weapons, environment and terrain are also included in some aspects of the game. Players start by obtaining a collection of game components including collectible game pieces (figurines), game mat (or game board) and game cards from a universe of distinctive game components. Gaming components are obtained in many manners, including for example, from retail outlets, internet download sites, trading with other enthusiasts, winning components at tournaments, and the like. As will be appreciated, these manners are merely illustrative and do not form an exclusive list of possible manners to obtain gaming components.

In the following description, certain specific details are set forth in order to provide a thorough understanding of various embodiments of the invention. However, upon reviewing this disclosure one skilled in the art will understand that the invention may be practiced without many of these details. Also, not all possible collectible game piece designs, game card designs and elements, support configurations, poses, stances or orientations relating to game outcomes are illustrated in the attached drawings. The drawings are intended only to be examples and are in no way exhaustive as to the various possible collectible game component designs, as will be appreciated by those skilled in the art upon review of this disclosure.

Although the invention is described above in a standard format comprised of cards, game mat, and collectible game pieces cast on a flat playing surface, game components may take other forms and different media—such as board games, electronic games, video games, computer games, simulators, and interactive networks. For instance, in one version of the game, the players interact with each other via a computer network or internet, with the game components visually displayed on the monitor. Hence, the game, including the tradable aspects, is not to be limited.

Game component collectability may be enhanced by providing rarity. Rarity is the limited distribution of certain game components. Rarity aspects include, but are not limited to, collectible game pieces, game genre, character poses, weapons, accessories, colors, special game play actions or statistics, game mat, and game cards.

Novel Random Outcome Generator Collectible Game Piece

There has been a wide array of game components that have been developed and utilized as random number or random outcome generators in conjunction with games. The most common of such game components is dice. Dice are small polyhedron shaped objects, usually cubic. The present invention employs a similar concept of rolling or casting a random outcome generator, but replaces the polyhedron shape of conventional dice with a miniature three dimensional character game piece in the form of a figurine.

FIG. 1 is a perspective view of one embodiment of a novel collectible game piece 2 of the present invention. The game piece depicted is in the form of a bipedal human character. FIG. 3 is a perspective view of a quadrupedal game piece. Referring to FIG. 1, each collectible game piece 2 is a three dimensional figurine with a central body core and multiple extremities 5,7,9,11 (appendages). Each collectible game piece 2 figurine body has a center of mass that lies on a sagittal plane 4 and maintains an approximate balance or equality of shape, proportion and relative position of parts on opposite sides of a plane through the collectible game piece figurine 2. Each unique game piece 2 has multiple stable orientations (as depicted in FIGS. 2A, 2B, 2C, 2D, 2E and 2F for game piece 2 of FIG. 1 or FIGS. 4A, 4B, 4C, 4D, 4E, 4F, and 4G for game piece 50 of FIG. 3) and when cast on a flat playing surface, it will randomly come to rest in one stable position. In one embodiment of the invention, the probability of a single specific stable game piece position can be manipulated by design features or adding accessories to the collectible game piece character 2.

Unlike the equal probability of rolling dice, the novel random value generating collectible game piece 2 has uneven probabilities for each roll when cast on a playing surface. As will be obvious, any particular game piece may be provided with equal probability if desired for that character. The probability outcomes are design specific and are unique to each type of collectible game piece 2. This feature of uneven probability fits well with the battle theme, understanding that real life battles never result in matched opponents and even probabilities when conducted. Furthermore, this allows players to employ strategies around the advantages and disadvantages, strengths and weaknesses of each character game piece 2. Players will have the ability of utilizing strategic card play along with the game piece 2 roll to overcome unequal probabilities or short comings of game piece 2 rolls. One embodiment of the game utilizes identical collectible game pieces 2 in a head to head match, which would be more suited to a game of pure chance with a goal of highest score wins.

Miniature figurines (“miniatures”) are used in many games to enhance the gaming experience and in many cases they are the central game component for game play. Some miniatures are integrated with a complex record-keeping system to track game statistics. The collectible game pieces 2, 50 described herein are three-dimensional character figurines representative of, but not limited to, an animal (e.g., see FIG. 3), a human (e.g., see FIG. 1), a humanoid type character, a fictitious character, a mythical character, a comic book character, a science fiction character, a martial arts character, a political character, a historical based character, a machine or robot, any anthropomorphic character, an entertainment celebrity or sports figure.

The collectible game pieces 2 are designed with different but distinctive sizes, stances, extremities, touch points, stable orientations, and all with the same elasticity designed about a center of mass. As used in this specification, touch point is the game piece surface that comes in contacting engagement with the flat surface when the game piece is cast. As used in this specification, stable orientation means a position or anatomical orientation upon which a game piece comes after being cast onto a flat surface. Each collectible game piece has at least 2 such stable orientations. As used in this specification, extremities means portions of the anatomy, including accessories affixed thereto, that extend outwardly from the core of the body, such as, heads, ears, legs, arms, tails, wings, fins and the like.

Referring to FIG. 1, a correlation will exist between the center of mass of the collectible game piece 2 and the length and angle of its extremities 5,7,9,11 relative to its touch points 16, 20, 22. The correlation directly affects the stability of the collectible game piece 2 when cast on a flat surface. The more stable a collectible game piece 2 stable orientation, the greater the probability of achieving that stable orientation when cast on a flat surface. The designs are formed to result in unpredictable behavior resulting in a probability based outcome when collectible game pieces 2 are cast upon a flat playing surface. In order for the three-dimensional collectible game piece 2 figurine to roll, the size, stance and material are taken into consideration.

The polyhedron shape is used as a model for designing collectible game pieces 2 in the form of miniature figurines. A polyhedron is a geometric shape with flat surfaces. The collectible game piece 2 of the present invention, on the other hand, is created to resemble a character figurine. To create a figurine that rolls similar to a geometric shape, the present invention's designs comprise figurines that have extremities 5,7,9,11 which will be bound by an imaginary polyhedron shape. Polyhedron shapes are named for their number of faces tetrahedron (4 faces), pentahedron (5 faces) hexahedron (6 faces) and heptahedron (7 faces). The collectible game piece 2 is formed with designs that will mimic the number of faces of a polyhedron having from 2 to 20 faces by using collectible game piece extremities 5, 7, 9, 11, 3 and/or the sides of the core body to represent various faces of a geometric shape while maintaining the structure of a figurine shape.

This design consideration is accomplished in order to create the most favorable rolling shape of a figurine collectible game piece.

FIG. 5 depicts the imaginary polyhedral shape 86 of the quadrupedal game piece depicted in FIG. 3. In the embodiment depicted, the polyhedron comprises eight sides, forming intersections 110, 112, 114, 116, 118, 120, 122, 124, 126, 128, 130, 132, 134, 136, 138, 140. Each plane of the polyhedron is defined by the points along its intersection with the adjacent planes such that one plane is defined by the intersection points along 128, 132, 134, 136 and another plane is defined by intersecting points along 122, 126, 128, 130 and so on with each of the faces of the imaginary polyhedron. The touch points of the collectible game piece 50 fall within and/or define its respective plane.

Unlike dice, rolling a three-dimensional character will not result in even probabilities for each random outcome (except in the case where it has been designed to do so). The dynamics of rolling an object are based on many variables, from the mass and elasticity of the material to velocity of the throw, to angle of throw, internal friction and kinetic energy. Elasticity equates to the hardness of the material and the ability of the material to return to its original form following a collision. As you cast the collectible game piece 2, 50 at a certain velocity and angle onto a playing surface, the stored kinetic energy, which is directly proportional to velocity, is released as the internal molecular bonds return to their original shape. The resulting bounce of the collectible game piece 2, 50 is a product of the elasticity of the material, the orientation of the game piece upon impact and the deflection angle relative to the playing surface. Some of the resulting energy will be lost to the internal friction of the molecules absorbing energy.

When the collectible game piece 2, 50 is cast on a game surface, the characteristics lie between that of traditional dice and a rubber ball. The collectible game piece 2, 50 figurine poses are chosen for the ability to balance in at least 2 poses, thus at least two stable orientations. By way of illustration, these can include, but are not limited to, standing, squatting, kneeling, or any balanced action pose similar to martial arts, any attack, defense or fighting stances, boxing, yoga or cheerleading stances.

In one aspect, the probability of a single specific stable collectible game piece 2, 50 position is manipulated by design features such as extended appendages that add weight to a particular portion and increase its probability of landing in a downward position when cast on a flat surface. The angle of an appendage may also be manipulated to create a more stable landing surface, or stable orientation, on a particular portion of the figurine.

The probability may also be manipulated by adding accessories to the collectible game piece 2, 50 character. FIG. 6 depicts an embodiment of a collectible game piece having supplemental weights. These accessories may be weapons (as more fully described below) or may take the form of clip on or snap in weights. Referring to FIG. 6, the body of the collectible game piece 50 may be formed to receive a supplemental weight 142, 146 via a recess 144, 148 where it may be removably snapped in during game play. The supplemental weight 142, 146 may take a generic shape such as a ball-like object, a disk shaped object (as depicted in FIG. 6), a geometric shaped object, a tubular shaped object and the like. In one aspect, the supplemental weight is substantially flush with the peripheral surface of the game piece when snapped in place. In another aspect, the supplemental weight protrudes from the core of the body of the collectible 50 game piece character and creates another contact point with the flat surface.

Alternatively, a supplemental weight may be removably affixed to the collectible game piece in a clip on manner such as, for example, as a belt, piece of jewelry, bag, purse, collar, toy, cellular telephone or other electronic device, flashlight, torch, backpack, briefcase, crown, hat, sash, cape, or the like.

In one aspect, the probability outcome of a collectible game piece 2, 50 is modified by removably affixing a weapon to an appendage (e.g., a hand or paw) that has been bored out to create a hole for receiving a weapon (e.g., staff, sword, and the like) in the hand or paw. The game play value of a collectible game piece 2, 50 roll is modified by a game mat and/or a plurality of collectible cards and associated rules.

The collectible game piece 2, 50 is in the form of a three dimensional figurine formed of one solid piece of injected molded material. Preferably, the collectible game piece 2, 50 is formed of an elastomer, specifically a thermoplastic elastomer. Most preferably, the collectible game piece 2, 50 is formed of a thermoplastic polyolefin elastomer. The physical property of hardness is preferably measured in accordance with the International Rubber Hardness Degree (IRHD), and in particular, ASTM D 1415. Preferably, hardness of the collectible game piece 2, 50 is from about 20 to about 90 hardness on the IRHD scale, more preferably from about 30 to about 60 hardness IRHD, and most preferably from about 35 to about 40 hardness on the IRHD scale.

The three dimensional collectible game pieces 2, 50 have multiple support configurations defined by the game pieces' number of contacts or touch points with a flat surface. Contact with the playing surface includes any articulation between the playing surface and the collectible game piece 2, 50 where the game piece lands in a stable position. These include, but are not limited to, appendages (e.g., legs, arms), extremities (e.g., tails, ears, horns), accessories (e.g., weapons) or objects (e.g., wheels). Examples of collectible game piece 2, 50 support configurations include, but are not limited to, unipod support (one contact with flat surface), bipod support (two contacts with flat surface), tripod support (three contacts with flat surface), tetrapod support (four contacts with flat surface) and pentapod support (five contacts with flat surface). Preferably, collectible game piece 2, 50 support configurations are generally represented by character figurines that are of a bipedal form (2 legged stance) or quadrupedal form (4 legged stance).

In one aspect, a tripod support configuration is a bipedal character designed with a tail which is in a standing position, resulting in three contacts with the playing surface. In another aspect, a unipod support configuration is a bipedal game piece character in a standing position, but due to the game piece design, the character's two legs are fused together creating a single base rather than two legs and thus resulting in unipod support configuration of the game piece.

As will be readily appreciated, the positional orientation of extremities and size of the figurine collectible game piece 2, 50 are taken into consideration in order to have a game piece 2, 50 successfully roll end over end on a flat surface. This is accomplished by creating a collectible game piece 2, 50 with a low center of mass and designing extremities that maintain a close proximity to the central core of the game piece 2, 50. The rotation or roll of the game piece 2, 50 is increased as the extremities are designed closer to the central body. Thus, the the collectible game piece comprises an omnidirectional rollable random outcome generator that approximates a sphere having a geometry such that a substantial number of outer points lie on a surface of the sphere. Creating a stable orientation, a stable unique static orientation, requires at least 3 points on a flat surface or the same plane. Keeping the outer points (from the center of mass of the figurine) along an imaginary sphere, the rollable aspects of the game piece are facilitated. A toy soldier shaped figurine is not particularly rollable end over end as a standard die is, due to the irregular outer points lying essentially in a linear fashion rather than a sphere shape. The spherical shape of the outer points creates an omnidirectional or omnirollable game piece that has the rollability of a standard die.

By way of further illustration, the three-dimensional bipedal (e.g., see FIG. 1) and quadrupedal (e.g., see FIG. 3) figurine's stable positions on a flat surface 12 include, but are not limited to, a left side orientation, a right side orientation, back orientation, upright standing orientation (two appendages or extremities specific to bipedal figurine), standing orientation (four appendages or extremities specific to quadrupedal figurine), balancing on two arms and two feet (similar to a push-up position and specific to a bipedal figurine), balancing on arms and head (specific to bipedal figurine), balancing on front legs and head (specific to quadrupedal figurine), balancing on back legs (specific to quadrupedal figurine), and the like.

FIG. 2A depicts one stable orientation 10, an upright standing orientation, wherein the foot extremities 9, 11 of the game piece 2 have touch points 16 with the flat surface 12. FIG. 2B depicts another stable orientation 18, back orientation, wherein the foot extremities 9, 11 of the game piece 2 have touch points 20 and the hat 3 on the character's head has contact point 22 with the flat surface. FIG. 2C depicts one stable orientation 24, balancing on two arms and two feet, wherein the foot extremities 9, 11 game piece 2 have touch points 34 with the flat surface 12. The arm extremities 5, 7 (specifically the guns in the character's hands) have touch points 32 with the flat surface 12. FIG. 2D depicts one stable orientation 26, balancing on arms and head, wherein the hat 3 has touch point 36 with the flat surface 12. The arm extremities 5, 7 (specifically the guns in the character's hands) have touch points 38 with the flat surface 12. FIG. 2E depicts one stable orientation 28 wherein the hat 3 has touch point 40 with the flat surface 12. FIG. 2F depicts one stable orientation 30, a left side orientation, wherein the hat 3 has touch point 44 with the flat surface 12. The arm extremities 5, 7 have touch points 42 with the flat surface 12.

FIG. 3 depicts a quadrupedal game piece 50 in the form or character of an elephant. The elephant has a trunk 66, a right front leg 61, a left front leg 64, a right rear leg 60, a left rear leg 58, a right ear 62, a head 55 and a left ear 68 as appendages and creating various touch points. The backside 67 also forms a touch point with a flat surface 12.

FIG. 4A depicts one stable orientation 70, a standing orientation, wherein the foot extremities 61, 64, 60, 58 of the game piece 50 have touch points 84, 86 (other touch points not visible in this view) with the flat surface 12. FIG. 4B depicts another stable orientation 72 wherein the trunk 66 extremity of the game piece 50 has touch point 88 with the flat surface 12. FIG. 4C depicts one stable orientation 74, balancing on front legs and head, wherein two of the foot extremities 61, 64 of the game piece 50 have touch points 92 with the flat surface 12. The trunk extremity 66 has touch point 90 with the flat surface 12. FIG. 4D depicts one stable orientation 76, back orientation, wherein the head 55 has touch point 94 with the flat surface 12. FIG. 4E depicts one stable orientation 78 wherein the backside 67 has touch point 96 with the flat surface 12. FIG. 4F depicts one stable orientation 80 wherein the side of the body has touch point 98 and the ear 68 has touch point 100 with the flat surface 12. FIG. 4G depicts one stable orientation 82 wherein the side of the body has touch point 104 and the ear 62 has touch point 102 with the flat surface 12. FIG. 4H depicts one stable orientation 84 wherein the head 55 has touch point 106 and the ear 62 has touch point 108 with the flat surface 12.

For each collectible game piece 2 character of a bipedal form and posed in different orientations on a flat surface, the height of the bipedal figurine is from about 5 to about 35 mm, and more preferably from about 10 to about 30 mm, and most preferably from about 15 to about 25 mm as measured from the top to the bottom of the figurine along the sagittal plane. The width of the bipedal figurine is preferably from about 5 mm to about 20 mm, and more preferably from about 7 to about 17 mm, and most preferably from about 8 to about 15 mm width as measured along the transverse plane (from left to right side). The relationship between height and width can be approximately represented by a ratio of 5:3 height to width. The depth of the game piece figurine is preferably from about 3 mm to about 30 mm as measured from front to back, and more preferably from about 4 mm to about 24 mm, and most preferably from about 5 mm to about 20 mm.

Referring to FIG. 3, for each collectible game piece 50 character of quadrupedal form and posed in different orientations on a flat surface 12, the length of the quadrupedal collectible game piece 50 figurine is preferably from about 5 mm to about 35 mm, more preferably from about 10 mm to about 30 mm, and most preferably from about 15 mm to about 25 mm as measured along the Anterior-Posterior axis (AP Axis) 52 according to standard vertebrate directional terminology. FIG. 3 also shows Distal-Proximal Axis 56. The height of the quadrupedal collectible game piece 50 character is preferably from about 5 mm to about 35 mm, more preferably from about 10 mm to about 30 mm, and most preferably from about 15 mm to about 25 mm as measured along the Dorsal-Ventral axis (DV Axis) 54. The relationship between length and height can be approximately represented by a ratio of 5:3 length to height. The width of the quadrupedal game piece 50 character as measured from the left side to the right side over a Left-Right axis (LR Axis) to the outermost points on the collectible game piece 50 is preferably from about 3 mm to about 30 mm, more preferably from about 4 mm to about 25 mm, and most preferably from about 5 mm to about 20 mm over the Left-Right axis. The Left-Right Axis is also referred to as the dextro-sinistral (or, more uncommonly, the sinistro-dextral) axis, and the “left” and “right” sides are the sides of the organism/animal/game piece character, and not those of the observer.

Weapons and Other Game Piece Accessories

One embodiment of game play includes the incorporation of game piece accessories such as weapons. In one aspect, a series of game piece figures have appendages (e.g., hands and paws) which are bored out to create a hole for inserting a weapon. The hole will enable the game piece figurine to hold a weapon (e.g., staff, sword, and the like) in the hand or paw. As will be appreciated, the appendages may also be adapted to receive a game piece accessory in other manners such as snap on, mechanical fastener, press-fit, mating magnetic components and the like. These weapons are also provided with an additional trading card profile that provides an additional point structure for positions and related damage points and/or blocking counter points. Weapons are generally classified as offensive or defensive.

The combination of the game piece accessory and the appendage will cause a shift in the center of gravity of the game piece, altering the probability of outcomes when the game piece is cast on a playing surface. Specifically, the probability of the game piece landing in one certain stable orientation will be increased.

Positionable Appendages and Variable Random Outcome Generators

In one embodiment, at least one of the appendages is selectively positionable into at least two discrete positions (e.g., a first position and a second position). The appendage may be positioned such that the center of mass of the random outcome generator game piece is changed causing the probability of the game piece landing in one stable orientation to increase when the game piece is cast onto the playing surface. For example, the arm appendage of a human game piece may be positioned along the side with the hands toward the ground, positioned to be straight out in front such that they are horizontal with respect to the ground, or positioned with the hands over the head and toward the sky. Each of these positions affects the probability of the outcome when the game piece is cast, thereby creating a variable random outcome generator.

The novel game herein also incorporates a more complex random outcome generator system such that there are multiple levels of outcome for each player turn. The system combines the game piece component and a reference source component. The game piece component may be a standard die, but is preferably a collectible game piece according to the present invention. The reference source component has data concerning the plurality of stable positions and game play values. The reference source component may be a set of game rules, a reference card, a game (trading) card, a website, and the like. The reference source component is randomly selected such as when the player blindly draws a game card. The reference source component operates in conjunction with the game piece component according to a set of game rules to generate a random outcome game value for the player turn. The outcome is thus dependent upon several sources of chance while still providing an opportunity for strategic play as well.

The game piece of the present invention is a rollable game piece with a random outcome generator function, distinguishable from game piece components that merely mark location on a game board such as the player pieces in traditional board games such as MONOPOLY® or SORRY®. They have a visual aspect that is generally figurine-shaped and generally constructed with 1-10 stable unique static orientations when the game piece comes to rest after it has been cast by a player. The design of these unique static orientations provides a rolling probability associated with each of the stable unique static orientations that is determined by a geometry and a center of gravity of the rollable game piece. When designing the rollable game pieces, the geometry and the center of gravity are selected such that a predetermined probability is associated with each of the stable unique static orientations corresponding to a posture of the figure. This enhances the roll playing component of the game. For illustration of this feature, the following example is provided: A soldier game piece that is rolled such that it “lands on its feet,” carries an aura of visual accomplishment, versus one that lands on its face or its sword. Thus roll values or game values are assigned and awarded accordingly. A posture of the figurine that reflects a strong battle position offensively or defensively will have a higher game value than a position that reflects a weak battle position (weapons are blocked, vision is blocked, in an awkward physical position for engaging in battle, and the like).

This differs substantially from the game PASS THE PIGS® where the roll value or game value is not determined by such figurine postures, but by pure random probability orientation. And as previously set forth, the game values are not determined solely on the roll or casting of the game pieces, but are potentially modified by card playing, game rules, location on a game mat where the game pieces come to rest after being cast, positionable appendages, and the addition of game piece accessories. These game piece accessories may take the form of unique static state blocking game piece accessories. The rollable game piece is adapted to receive one or more unique static state blocking game piece accessories such that when a unique static state blocking game piece accessory is removably affixed to the rollable game piece, at least one roll possibility is physically blocked, thus making a probability outcome of the random outcome generator game piece variable. This complexity in the random outcome generation is not previously known for game pieces of this nature.

There is also a collectability feature of the game pieces as collectible character figurines. Each game piece character has a unique three dimensional shape, a unique stance, a plurality of unique extremities, a plurality of unique touch points, and a plurality of unique stable orientations. Additionally, each game piece character further has a rarity index created by a combination of the set of game rules and distribution of a predetermined number of the game piece characters thus creating the “collectability” feature of the collectible game pieces.

Playing Cards

A plurality of game cards, preferably trading cards, are utilized to enhance the game of strategy and chance by combining a game piece roll playing (e.g., a novel random outcome generator) and card playing game wherein said playing cards include indicia representing game piece position poses for multiple simulated attack and defense moves by each game piece figurine, wherein results of the battle depend on the combination of the game piece roll, rules described on the trading cards and/or the position on the game mat and the strategy of integrating the two.

One embodiment of the game includes a plurality of collectible playing cards, wherein said playing cards include a plurality of information, rules and event information corresponding to game pieces, game mat and game play. In one embodiment of the game invention, each game piece will be accompanied by a trading card with an illustrated rendition of the game piece character. Included on the character profile trading card will be the details and values of a game piece figurine's characteristics.

FIG. 7 is an exemplary schematic of a game trading card. The game card contains various sections containing insignia in the form of symbols, letters, numbers or pictures that contain data for playing the game according to the game rules. The data is used in combination with the game pieces in a random outcome generating system, and allows a player to use strategy to affect the outcome of a turn. In the card depicted, there are sections containing a title and subtitle of the card 150 identifying the card type or character and victory points 152 that may be earned. To enhance the role playing aspect of the game world, there is provided character information 154 such as martial art, species, terrain, birth place and group affiliation. An illustration 156 and hit points and defenses 158 are set forth for game play, as well as rules and “flavor” information. As will be appreciated, the game cards may take many forms and designs and the exemplary embodiment is not to be limiting.

The game invention will include a plurality of trading card types. The card types listed below may or may not utilize the generic name as listed below. This list is merely illustrative and not exhaustive of the possible card types.

    • 1. Character cards: these cards represent the characters in the game.
    • 2. Equipment cards: these cards typically add abilities or strengthen a game character.
    • 3. Location cards: set the stage for character play and may be advantageous or disadvantageous for a particular character.
    • 4. Interrupt cards: These cards alter the course of game play via game play order or additional resources and thus used to change game strategy. These types of cards usually come into play for a brief period of time and then expire. This is also referred to as an event card.
    • 5. Effects cards: These cards alter the course of game play in larger ways and typically last over multiple turns. Generally, these cards act like interrupt cards but build a support base for key game strategies.
    • 6. Reward cards: These cards represent the trophy or treasure objectives within a game. They are typically represented by artifacts and/or relics.
    • 7. Action cards: These are game play action and are typically represented by power cards and/or special ability cards.
    • 8. Grid cards: These cards typically mimic a grid matrix associated with the game mat grid. Each individual grid contains, for example, a game action that can alter game play.
    • 9. Attack cards: Each of these cards has written on it a dice total (the amount and type of dice rolled to use this card) and a combat style (which may be “none”).
    • 10. Trainings cards: Each of these cards has written on it a dice total (the amount and type of dice spent to use this card). These cards are played on a character, either enemy or friendly, and remain in play on that character modifying it until that character is removed from play. When this happens, place all training cards on it into the discard pile of their owner.
    • 11. Utilities cards: Each of these cards has written on it a dice total (the amount and type of dice rolled to use this card). These represent non-attack actions, and usually have no combat style associated with them.
    • 12. Reaction cards: Each of these cards has written on it a dice total (the amount and type of dice rolled to use this card) and a combat style (which may be “none”). They are played in reaction to actions.

Each of the card types will include additional information which includes one or more of the following: additional rules, character name, character abilities, card type, play requirements, flavor text, unique serial number, rarity symbol/code, martial art/fighting discipline/s, fighter category specialty (e.g., striker, grappler, and the like), character bio, artistic rendering, indicia depicting game piece landing positions with associated points or advantages, probability statistics, play actions including attack and defense, weapons, powers, and the like.

Game Mat

One embodiment of the game includes a playing surface designed for the game. A game mat is preferably fabricated from any suitably smooth and rigid material, such as heavy gauge paper, cardboard or a cloth that allows surface printing. A second embodiment of the game mat can include cutouts formed within a heavy cardstock, or other substantially rigid planar material and the cutout pieces are arranged together in a puzzle form to create a compact game mat. It may also be sturdy like a conventional game board. In yet another embodiment of the present invention, the playing surface is a graphical representation of a designed playing surface displayed on a computer screen, monitor, game console, PDA, television, cellular telephone or other digital medium.

In other embodiments, a playing surface has indicia value markings that are usable to asses outcomes of the roll. In one aspect, the game mat is designed with artistic renditions of terrain (rocks, hedges, moats, rivers, hills, lakes, and the like) depicting a battle field, arena, landscapes, ancient archaeological or historical sites, and combinations thereof. In other embodiments, a playing surface will have a grid matrix for example a (nine by nine) or (ten by ten) but not limited to that. A grid matrix is basically a series of intersecting vertical and horizontal axes. The grid will be divided into any number of squares as a result of the intersections.

Novel Method of Game Play

Various embodiments of the present game invention comprise game components (collectible game pieces 2, 50) that can be cast onto a playing surface and methods of play suitable for one or more players. In some embodiments, the object of the game is to acquire the highest number of points. The players may compete against one another to establish or maintain the highest score at the end of a set of game turns. Each of the players may play with one or more collectible game pieces 2, 50, selected by each player from a collection of collectible game pieces 2, 50. Each player may have her or his own collection of collectible game pieces 2, 50 acquired by purchase, competition or trading of the collectible game pieces 2, 50.

Different rule sets can be provided. In some preferred embodiments, a single rule set is used for any given tournament or game. In one embodiment of the present invention, a game with collectible game components (e.g., collectible game piece 2, 50 figurines, cards and game mat) are provided. In one aspect, the present game invention will be played in the context of imaginary battles or fights between characters in an imaginary world. In one embodiment, players can represent a character in the game.

In one method of play, each player takes his/her turn throwing, or casting, the collectible game pieces 2, 50 in his casting hand in a manner similar to rolling dice. Due to their design, each collectible game piece 2, 50 will come to rest in one of multiple (from 2 to 20) stable orientations depending on which collectible game piece 2, 50 is utilized in game play. The game play values correspond to the stable position of a collectible game piece 2, 50 on a playing surface. The game play information of the stable collectible game piece 2, 50 positions is expressed by numbers, letters, symbols, pictures or game rules. The positions of the collectible game pieces 2, 50 on a playing surface can be cross-referenced to a rule set, reference card, trading card or website, associated with the game, where the aforementioned sources provide the information related to the plurality of stable positions of a plurality of multiple game pieces 2, 50 which are cast onto a playing surface.

During game play, players may take turns casting collectible game pieces 2, 50 onto a playing surface. The playing surface can be a game mat, tabletop or other planer surface, including playing surfaces designed for use with the present invention. “Casting” the collectible game pieces 2, 50 means throwing, tossing, rolling, dropping or bouncing the collectible game pieces 2, 50 onto the playing surface. After each player's turn, players can determine the value of each roll. In some embodiments of the present invention, the stable collectible game piece 2, 50 orientation or “pose”, the physical location of the game piece 2, 50 on the game mat and card interaction can affect the value of the turn. In some embodiments, collectible game piece 2, 50 characters can be associated with special abilities. These special abilities can be an advantage or disadvantage depending on strategic card play, collectible game piece 2, 50 stable positions or physical location of landing on game mat.

An interaction (such as an effect of one collectible game piece 2, 50 on a specific location on the game mat) can be a function of game play strategy and ultimate value for the player's turn. Game pieces 2, 50 can have outcomes that signify point values, defense values, attack values or special outcomes determined by the card play directions. One or more of the collectible game piece 2, 50 positions can be cross-referenced to a rule set, rule booklet, or website associated with the game. The rule set provides indicia related to a plurality of outcomes associated with collectible game pieces 2, 50. Unique indicia can be provided for different collectible game pieces 2, 50 so that various game pieces 2, 50 can interact differently. By integrating the collectible game piece 2, 50 with trading cards and a game mat, multiple levels of turn outcomes can be achieved. The roll of the collectible game piece 2, 50 in combination with the location on the game mat will result in multiple actions each playing card can act on.

This is only one example of game play, and various other game mechanics may be employed, although, in alternative embodiments, rule modifications may be made. However, one skilled in the art will understand that the invention may be practiced without these details. In other instances, rules, mechanics, structures and functions are not shown or described in detail to avoid unnecessarily obscuring the description of the embodiments of the invention.

The invention will now be described with respect to one embodiment. The following description provides details for a general understanding of the present game invention. The players execute the following steps (turn sequence in overview):

In this game invention embodiment, there can be numerous ways to win. Players can win by inflicting total damage on the opponent or depleting the opponent's deck of cards. This is accomplished by rolling the collectible game piece 2, 50 and utilizing card play mechanics.

Preparing for game, each player will need a deck of 40 cards, such as, for example, a DICEOID® branded collectible game piece 2, 50 of the present invention and game mat. A flat playing surface is also required.

To start a game, first, each player will shuffle their deck of cards. Second, players will take required number of cards to start the game. Next, players will choose their collectible game piece 2, 50 and game mat. The collectible game piece 2, 50 and game mat can be selected from a player's collection of collectible game pieces 2, 50 and game mats. Players will now determine turn order. The person who is chosen to go first will choose the game mat to be used.

How a turn works: A turn is typically made up of four steps. Both players will act in every turn. The active player goes first in every step. The opposing player/s follow/s the active player's actions.

First step is the draw round. The active player draws the required number of cards from the top of their deck. The opposing player will also draw the required number of cards from the top of their deck.

The second step in game play is the ready round. The active player may now place required number of cards onto the table from their hand. At the stage of the ready round various cards and combination of cards will be brought into play and placed face-up on the table top. Examples of cards to play but not limited to these cards include character cards, event cards, location cards, equipment cards, effect cards, interrupt cards, action cards, reward cards, grid cards and the like. Some cards may affect one or all players in the game. In some embodiments of the game rules, cards in the game will have a card cost to bring them into play. Card cost is the number of cards you must discard from your deck to play the card. When the active player has completed card placement, the opposing player may now play his or her cards. When all players have completed card placement, the step is complete.

The third step is the action (battle) or challenge round. Each player casts a collectible game piece 2, 50 either in specified order or simultaneously determined by the rule set. Players alternate action phases with the active player going first. In one embodiment of the rules, each player may perform one of the following actions at a time in an action round: play one of the following cards including an action card, character card, equipment card, effect card, interrupt card, location card or rewards card in play; or pass. The card play will simulate various scenarios, such as, for example, attacking your opponent or setting up for a game change. A player can only play or use a card if it is his turn to act, unless the card changes the timing of play. To play certain cards from a player's hand, the player will be required to pay the card cost of the card, play the card from his hand resolve its effects and discard it. Some card effects last after the card is played. These card effects end when the Action Step ends.

The final step for the turn may be to pass. A player will pass when he or she cannot perform an action. When both players pass one-after-another, the step ends. The final phase of the turn will be the resolution round, after all game pieces have been cast and cards have been played, the results for the round are determined which can include points or specific objectives. If victory conditions have not been accomplished, the game will continue, but the player who achieves the specified objective according to game rules is the victorious player in some embodiments. Objectives can include the highest score value or the player with cards left in his or her hand or the depletion of a predetermined amount of “life points”. If victory objectives are not accomplished, the active player will perform a resolution step by discarding cards and/or drawing new cards to replenish his cards in his/her hand. The opposing player will now perform the same actions as above.

Upon completion of al players performing the above steps a new round will begin.

An exemplary game method and rule set is set forth below:

Goal

The goal is to be the first player to earn 10 victory points. Victory points are earned by engaging in combat with an opponent or completing important missions. All character and location cards have a victory point total written on them, and when that character is defeated, the opponent adds that number of victory points to his total.

Setup

Each player starts with two decks of game trading cards: a character deck with a minimum of 20 characters and a main deck with a minimum of 40 cards. Each player starts with 6 collectible game pieces in play such that there 3 each of two different traits.

Each player shuffles his decks and flips up 3 character cards onto the flat playing surface, preferably a game mat. Duplicates are discarded into a character discard pile. No “comes into play” effects are triggered during set-up. 3 is the maximum amount of characters a player can have in play. While this number may sometimes temporarily go down, it never goes up.

Each player then draws 5 cards from his main deck.

Turn Phases

Beginning

At the beginning of each turn, the active player returns all his collectible game pieces to the active game piece pool. This game piece pool will comprise the 6 initial game pieces, altered by any game pieces added or subtracted by cards currently in play.

The active player now addresses any ongoing effects generated by cards in play (for example, ongoing damage or healing to characters).

Draw

The active player then draws one card from the main deck and places it onto the flat playing surface. The active player then flips one reinforcement card from the character deck and places it onto the flat playing surface and uses any “come into play” effects written on the card, taking into account reinforcement/rescue rules.

Main Phase

Locations

Each turn the active player may play 1 location card from his hand by placing it onto the flat playing surface. This triggers any “come into play” effects. There is a maximum of 3 locations allowed in play at any one time. If the active player chooses, he may “overwrite” a location already in play with a new one by placing it onto the flat playing surface, however the opponent scores victory points for this just as if it had been defeated by him.

Playing Cards

Non-location, non-character cards detail (at the top thereof) the number of game pieces rolled (or spent) when the card is played. The active player must have that number of game pieces in his active pool, and rolling them moves the game pieces to the player's inactive pool. The cards dictate what happens based on the dice rolled. Most cards require a specific type of game piece, based on the characteristic required to perform that action (speed, strength, etc.) The card will usually also indicate extra non-specified game pieces that must be rolled, but those game pieces can be from any characteristic.

While most cards require the game pieces used are rolled, some have the game pieces merely “spent” and moved without rolling from the active to inactive pool.

Actions

The active player may take one action for each character he has in play. The active player simply selects the action card to be used, selects the character engaging in the action, rolls the number of game pieces indicated (this moves them from the active to inactive pool), and sees the result. For attacks, the active player usually must also choose a target, which can be any enemy character or location in play. Each turn the active player uses up game pieces, cards, and character actions until the end of his turn. Any unused game pieces are saved to be used for reactions during an opponent's turn.

Attacks and Defense: Most attacks come from action cards. These cards will specify the amount of damage done based on the number of game pieces rolled. The target's defense will be subtracted from this total, which will then be subtracted from the target's hit point total. Defense represents many aspects of a character-armor, toughness, training, reflexes, etc. Counters are used to indicate damage. When a character or location gets to 0 hit points, it is removed from play to the appropriate discard pile and the opponent scores its victory points.

Group Assault (Basic Attack)

Once per turn, the active player may invoke a “basic attack” action if he has at least one unused character left and one game piece left. This attack involves choosing the target character or location, the ‘point’ character who makes the attack (and who uses his turn to do so), and choosing the number of game pieces for the attack. The game pieces are then rolled (which moves them from active to inactive) and the total damage is 2 points for each critical success, 0 points for each critical failure, and 1 point for other positions. The target's defense number is subtracted from the damage total, which is then applied to the target's hit points.

Reactions

Each time an opponent takes an action, the non-active player may make 1 reaction. Reactions are a special type of card that can only be used in this way. A player must have the game pieces to play the card, but need not have any character with unused actions. The reacting player declares which of his characters is executing the reaction to the current action.

Reinforcements/Rescues

At the beginning of each turn, the active player flips face-up cards from his character deck to refill any open slots that may have been emptied during the other player's turn. Once the slots are filled, no more cards are flipped. If a card is flipped that is the same name as a card already in play, that character is rejuvenated and the flipped card goes to the character discard pile. Rejuvenation heals up to 5 points of damage to the character, any “come into play” effect on the character is triggered, any enemy trainings are removed, and no victory points are scored by the enemy. After rejuvenating, the active player may keep flipping up new character cards until he has 3 in play (i.e. all empty slots are filled).

If the active player started with 3 characters in play (i.e. no empty slots), 1 card is flipped. If that card is the same name as a character already in play, it is rejuvenated (see rules above). If it is not the same as any characters already in play, the active player has 3 options:

1) The active player can play the card over a character of lesser victory point value (“Rescuing” it). This removes the lesser character to the discard pile and the enemy scores no points. The active player still uses any ‘come into play’ effects on the new character.

2) The active player can play the card over a character of equal or greater victory point value, which is then removed to the character discard pile. If this happens, the enemy does score the victory points for the removed character, but the active player still gets to play any ‘come into play’ effects on the new character.

3) The active player can simply put the newly flipped character into the character discard pile. This triggers nothing and no victory points are awarded.

If at any time the character deck runs out of characters, the character discard pile is simply reshuffled and becomes the new character deck.

The above detailed descriptions of embodiments of the invention are not intended to be exhaustive or to limit the invention to the precise form disclosed above. While specific embodiments of, and examples for, the invention are described above for illustrative purposes, various equivalent modifications are possible within the scope of the invention, as those skilled in the relevant art will recognize. For example, while the game is described above with one example of game play and components, various other options are possible. Details of the game may vary considerably in its implementation details, while still be encompassed by the invention disclosed herein. As noted above, particular terminology used when describing certain features or aspects of the invention should not be taken to imply that the terminology is being re-defined herein to be restricted to any specific characteristics, features or aspects of the invention with which that terminology is associated. In general, the terms used in the following claims should not be construed to limit the invention to the specific embodiments disclosed in the specification, unless the above Detailed Description section explicitly defines such terms. Accordingly, the actual scope of the invention encompasses not only the disclosed embodiments, but also all equivalent ways of practicing or implementing the invention under the claims.

Thus, a novel method of game playing comprises the steps of:

Step 1 of obtaining a random outcome generator collectible game piece 2, 50 for each player, a plurality of cards for each player, and a flat playing surface;

Step 2 of designating an active player and at least one opposing player;

Step 3 of performing a draw round wherein the active player draws a predetermined number of cards from the top of his deck and places the cards in his hand and the at least one opposing player draws a predetermined number of cards from the top of his deck and places the cards in his hand;

Step 4 of performing a ready round wherein the active player selects a predetermined number of cards from his hand and places the cards onto the flat playing surface and the at least one opposing player selects a predetermined number of cards from his hand and places the cards onto the flat playing surface;

Step 5 of performing a challenge round wherein the active player and the at least one opposing player casts a collectible game piece 2, 50 onto the flat playing surface and play select cards of choice;

Step 6 of performing a resolution round wherein the active player and the at least one opposing player will determine the results;

Step 7 of determining whether a victory condition has been satisfied and if yes, then the game is ended, and if not play continues to the next step;

Step 8 (Where a victory condition has not been satisfied) of performing a player status change wherein one of the at least one opposing player becomes the active player; and

Step 9 of repeating steps 3-7 until a player has achieved victory conditions.

In a preferred embodiment, the flat playing surface comprises one or more game mats.

In a preferred embodiment, the plurality of cards comprises at least 40 cards per player.

In a preferred embodiment, the cards comprise cards selected from the group consisting of character cards, event cards, location cards, equipment cards, effect cards, interrupt cards, utilities cards, attack cards, trainings cards, reaction cards, action cards, reward cards, grid cards and combinations thereof.

Claims

1. A collectable game piece comprising a generally figurine-shaped playing piece adapted to land in any one of a plurality of stable orientations when cast onto a flat playing surface wherein each stable orientation represents a different game play value and a probability outcome of landing in any one of the plurality of stable orientations is unequal.

2. The collectible game piece of claim 1, wherein the collectible game piece comprises an omnidirectional rollable random outcome generator that approximates a sphere having a geometry such that a substantial number of outer points lie on a surface of the sphere.

3. The collectible game piece of claim 1, wherein each of the stable orientations comprise from one to four contact points between the game piece and the flat playing surface when the collectible game piece is cast and comes to a landing.

4. The collectable game piece of claim 1, wherein the figurine comprises a three-dimensional game piece having the general form of a character selected from the group consisting of an animal, a human, a humanoid type character, a fictitious character, a mythical character, a comic book character, a martial arts character, a science fiction character, a historical based character, a political character, an entertainment celebrity and a sports celebrity.

5. The collectible game piece of claim 1, wherein the game piece is formed of an elastomer.

6. The collectible game piece of claim 5, wherein the elastomer is a thermoplastic polyolefin elastomer.

7. The collectible game piece according to claim 6, wherein the elastomer has a Shore A Hardness reading range of from 30 to 45 when measured by a durometer.

8. A random outcome generator system comprising a game piece component and a reference source component wherein:

the game piece component comprises a standard die or a collectible game piece of claim 1,
the game piece component produces a random outcome when cast onto a flat playing surface,
the reference source component has data concerning the plurality of stable positions and game play values and is selected from the group consisting of a set of game rules, a reference card, a game (trading) card and a website, the reference source component is randomly selected, and
the reference source component operates in conjunction with the game piece component according to a set of game rules to generate a random outcome game value.

9. A random outcome generator game piece in the form of a three dimensional figurine having a central body core with a plurality of appendages and having uneven probabilities for a roll when cast onto a flat playing surface.

10. The random outcome generator game piece of claim 9, wherein the figurine is adapted to land in any one of a plurality of stable orientations when cast onto a playing surface wherein each stable orientation represents a different game play value.

11. The random outcome generator game piece of claim 9, wherein the figurine comprises a transverse plane and a sagittal plane and wherein a center of mass of the figurine lies along the sagittal plane such that the figurine is equally balanced on opposite sides of the transverse plane and the sagittal plane respectively.

12. The random outcome generator game piece of claim 9, wherein at least one of the appendages is adapted to receive a game piece accessory thus making a probability outcome of the random outcome generator game piece variable.

13. The random outcome generator game piece of claim 12, wherein the game piece accessory in combination with the appendage changes the center of mass of the random outcome generator game piece such that a probability of the game piece landing in one stable orientation is increased when the game piece is cast onto the playing surface.

14. The random outcome generator game piece of claim 9, wherein at least one of the appendages is selectively positionable into at least two discrete positions thus making a probability outcome of the random outcome generator game piece variable.

15. The random outcome generator game piece of claim 14, wherein the appendage may be positioned such that the center of mass of the random outcome generator game piece is changed thereby causing the probability of the game piece landing in one stable orientation to increase when the game piece is cast onto the playing surface.

16. The random outcome generator game piece of claim 9, wherein the figurine comprises a top, a bottom, a back and a front thereof, a left side and a right side thereof, and wherein a height from the top to the bottom of the figurine along the sagittal plane is from 10 to 30 millimeters, a width along the transverse plane from the left to the right side of the figurine is from 7 to 17 millimeters, and a depth from the back to the front of the figurine is from 5 to 20 millimeters and a ratio of the height to the width is 5:3.

17. A game of chance, comprising game components for each player consisting of a set of game rules, at least one collectible game piece of claim 1 and a plurality of mating game cards, wherein and wherein the game of chance is played according to the set of game rules providing that the collectible game pieces are cast onto a flat playing surface such that the game pieces come to rest in any one of the plurality of stable orientations, thereby obtaining a roll value, wherein the mating game cards modify the roll value when the game cards are put into play, and at least one mating game card is put into play by placing it onto the flat playing surface to modify the game play value for the roll such that the card play into play in combination with the collectible game piece roll overcomes the unequal probabilities of the game piece roll.

each collectible game piece has a plurality of stable orientations wherein each stable orientation represents a different game play value and a probability outcome of landing in any one of the plurality of stable orientations is unequal,
each collectible game piece produces a random outcome when cast onto a flat playing surface, and
the game play value represents a simulated interaction of the collectible game pieces according to the set of game rules,

18. The game of chance of claim 17 wherein the at least one collectible game piece of claim 1 comprises a plurality of game pieces having an elasticity measuring a Shore A Hardness reading range of from 30 to 45 when measured by a durometer and each game piece of the plurality of game pieces comprises a game character having a unique three dimensional shape, a unique stance, a plurality of unique extremities, a plurality of unique touch points, and a plurality of unique stable orientations, and each game character further has a rarity index created by a combination of the set of game rules and distribution of a predetermined number of the game character thus creating collectability of the collectible game pieces.

19. A method for playing a game, comprising the steps of:

obtaining at least one collectible game piece of claim 1 for each player, a plurality of cards for each player, and a flat playing surface, wherein the cards comprise collectible game cards that correspond to the collectible game piece;
designating an active player and at least one opposing player;
performing a draw round wherein the active player draws a predetermined number of cards from the top of his deck and places the cards in his hand and the at least one opposing player draws a predetermined number of cards from the top of his deck and places the cards in his hand;
performing a ready round wherein the active player selects a predetermined number of cards from his hand and places the cards onto the flat playing surface and the at least one opposing player selects a predetermined number of cards from his hand and places the cards onto the flat playing surface;
performing a challenge round wherein the active player and the at least one opposing player cast a collectible game piece onto the flat playing surface and play select cards of choice;
performing a resolution round wherein the active player and the at least one opposing player will determine the results;
determining whether a victory condition has been satisfied and if yes, then the game is ended, and if not play continues to the next step;
performing a player status change wherein one of the at least one opposing player becomes the active player; and
repeating the draw round, ready round, challenge round and resolution round until the active player has achieved a victory condition.

20. A method of playing a game comprising the steps of:

a. providing game components for each player consisting of at least one collectible game piece of claim 1 and a plurality of mating game cards, wherein each collectible game piece produces a random outcome when cast onto a flat playing surface, and the game play value represents a simulated interaction of the collectible game pieces according to a set of game rules,
b. casting the collectible game pieces onto a flat playing surface such that the game pieces come to rest in any one of the plurality of stable orientations, thereby obtaining a game play value for a roll,
c. putting at least one of the mating game cards into play by placing it on the flat playing surface and modifying the game play value for the roll, and
d. determining whether a victory condition has been satisfied and if yes, then the game is ended, and if not, play continues by repeating the casting the collectible game pieces step and the putting mating game cards into play step until a victory condition has been satisfied.

21. The method of playing a game of claim 20, wherein the flat playing surface comprises a mating game mat.

22. The method of playing a game of claim 21, wherein the mating game mat has a plurality of game play modifying locations thereon such that when a collectible game piece is cast onto the mating game mat, it comes to rest at one of the plurality of game play modifying locations and modifies the game play value of the collectible game piece.

23. A method of playing a game comprising the steps of:

a. providing game components for each player consisting of at least one collectible game piece of claim 1 and a plurality of mating game cards, wherein each collectible game piece produces a random outcome when cast onto a flat playing surface, and the game play value represents a simulated interaction of the collectible game pieces according to a set of game rules, and wherein the mating game cards have indicia representing the plurality of stable positions of the collectible game pieces and game play values of the collectible game piece,
b. casting the collectible game pieces onto a flat playing surface such that the game pieces come to rest in any one of the plurality of stable orientations, thereby obtaining a game play value for a roll,
c. referencing the mating game cards to determine the play value of the roll,
d. determining whether a victory condition has been satisfied and if yes, then the game is ended, and if not, play continues by repeating the casting the collectible game pieces step and the referencing mating game cards step until a victory condition has been satisfied.

24. A rollable game piece comprising a random outcome generator having a visual aspect that is generally figurine-shaped, and constructed having a plurality of stable unique static orientations;

a rolling probability associated with each of the plurality of stable unique static orientations that is determined by a geometry and a center of gravity of the rollable game piece; and
the geometry and the center of gravity are selected such that a predetermined probability is associated with each of the plurality of stable unique static orientations corresponding to a posture of the figure.

25. The rollable game piece of claim 24 wherein the rollable game piece is adapted to receive a unique static state blocking game piece accessory such that when a unique static state blocking game piece accessory is removably affixed to the rollable game piece, at least one roll possibility is physically blocked, thus making a probability outcome of the random outcome generator game piece variable.

Patent History
Publication number: 20100001465
Type: Application
Filed: Jun 30, 2009
Publication Date: Jan 7, 2010
Inventors: Housel Todd (Rochester, NY), Scott A. Housel (Virginia Beach, VA), Donald S. Collins (Rochester, NY)
Application Number: 12/495,085
Classifications
Current U.S. Class: Game Piece (273/288)
International Classification: A63F 11/00 (20060101);