SYSTEM AND METHOD FOR GAMING WITH AN ENGAGABLE PROJECTILE
A gaming system and method for engagable projectiles and targets. The game comprises a novel sport called Acroball™ wherein players may attempt to obtain objectives (e.g., score points) by throwing a projectile at other players or targets. The projectiles include a material comprising many closely knit hooks that may be attachable to a reciprocal material comprising latches. Using such a hook and latch combination, the various projectiles may be thrown or maneuvered to attach to opponents of targets according to the objectives of the underlying game.
Games and sports rely on the ability of players and a reliance on a set of rules governing how the particular game or sport is played. Various sports have gained wide popularity both for participants and spectators. Further, sports equipment, sports memorabilia, and sports accessories drive a thriving sporting and gaming market.
In conventional gaming systems and rules, any projectile used, such as a ball in the case or football, basketball, soccer, etc. may be used during the pace of play. However, all of these different projectiles (balls) across the different sports are similar in that the projectile itself does not have any additional means by which the projectile may attach to another object. That is, a typical player in these games must grasp the ball in play and apply pressure with the player's hands, arms or body to secure the ball when it may be engaged with a person. This typically plays into the actual rules of a respective game as the object of typical sports, such as football, basketball, and soccer is to maneuver the ball through physical exertion toward a goal or target.
Differently, specific games in which an object or strategy may be to avoid the projectile/ball, it becomes difficult to definitively determine whether or not an individual in a specific contest has or has not successfully avoided contact with the projectile/ball. This is because conventional projectile/balls and conventional goals and/or apparel worn by the players do not provide any means by which a projectile/ball may engage with the goal/apparel. Thus, various glancing shots in a game of Dodge Ball and the like are difficult to definitely determine if a player has or has not been struck by the ball/projectile.
Various aspects and many of the attendant advantages of the subject matter disclosed herein will become more readily appreciated as the same become better understood by reference to the following detailed description, when taken in conjunction with the accompanying drawings, wherein:
The following discussion is presented to enable a person skilled in the art to make and use the subject matter disclosed herein. The general principles described herein may be applied to embodiments and applications other than those detailed above without departing from the spirit and scope of the subject matter disclosed herein. This disclosure is not intended to be limited to the embodiments shown, but is to be accorded the widest scope consistent with the principles and features disclosed or suggested herein.
The underlying game is a sport that is simple to play and understand and may provide great potential for demonstration of human mastery while being fun and exciting to watch. It may be loosely based on similar goal sports like soccer, lacrosse, basketball, hockey, etc. The sport may be contested between two teams of an equal number of players both attempting to achieve the same objectives, such as score points or eliminate opposing players from the match or round.
In
Various embodiments of the projectile 120 are shown in
Finally,
Other embodiments of the projectile 120 in the sport are contemplated but not shown or described here. Variations can be made to the projectile 120 as shown in
The playing space may include two or more goals on either end of a playing field. Each goal may be defended by one or more goal keepers, such that opposing teams try to score goals by striking the opponents goal or targets with a projectile 120. Because the projectile 120 comprises a hook-and-latch material as does the various goals, targets, and opponents' apparel, there is a likelihood that the projectile 120 will stick to the target when it comes into contact. If the projectile 120 sticks or registers, this may be considered a score.
The game pants 1000 or 1100 may be made of the felt material that projectiles will stick to or have the afore-mentioned areas of hook-and-latch material attached to them. Such articles of clothing may be important when taking into account the size of the target. Smaller players may have an advantage of having smaller target areas.
In addition to pants as shown in
Other articles of clothing that are contemplated but not shown in any FIG. include shirts, armbands, helmets, and shoes, which may act as additional targets for opposing teams because each of these articles may also include hook-and-latch material is various patterns thereon.
Another variation on the sport may include various players on each team using specific devices or equipment for easily catching a projectile 120 thereby allowing a player to easily transfer projectile 120 to his or her other hand for throwing. Such equipment may include a racket 1400 as shown in
Yet other aspects of the sport may include one or more targets or goals wherein players attempt to attach (by throwing) a projectile 120 at the target or goal and wherein opposing players attempt to defend their own goals and targets. Various targets and goals are shown in
For example, if a projectile is thrown and attaches to the surface, then after a confirmation period, such as three seconds or so, a registered hit may be determined by the counting device 1815. If however, the projectile strikes the target but does not stick for at least three seconds, then no score is counted. Additional embodiments may provide for different scoring for different events, such as, for example, one point for a hit without sticking for at least three seconds and five points for hitting and sticking for over three seconds. Still further, different points may be scored for hits more proximate to the center of the target surface area.
The manner in which proximity of a projectile is sensed may vary from target to target. For example, one manner for detecting a proximate projectile may be electronic or electromagnetic in nature. Thus, a metallic portion of a projection may be sensed by an electromagnetic sensor in the target. Other methods of detection may be chemical or electrochemical. Thus, a projectile having a unique chemical substance (non-toxic and non-caustic) may come into contact with a target with a similar reactive chemical such that a resulting reaction is easily seen or detected.
Finally,
Additional targets and goals are contemplated but not discussed here. The sport may include various rules and guidelines for more competitive game play. The number of players per team may typically range from 1-12, but may include more per team and may also include different numbers of players per team depending on the game scenario. The field or court may typically comprise a playing area of 50′×100′ with boundary lines designating out-of-bounds areas. Two or more goals or targets may be situated at either end of the playing area.
During game play, there may be one or more (in some cases many) projectiles in play at any given time. Additional projectiles may be introduced to the game during game play or may be removed from game play. The game or match may be timed and may comprise 5-10 minute quarters or until all the projectiles are attached goals or body targets/goals.
Various objectives for each team may include scoring goals on the opposing team's goal and/or trying to hit the other team's bodies, (e.g., leg targets, torso targets). Points may be awarded to a team at a rate of one point per scored/hit target that sticks. If the projectile falls off the target (i.e., does not stick), it does not count. Further, a player may be out of the round/quarter if the player is hit in the leg or it can be a negative score. Players may be required to play in zones and may not get too close to the goals or each other so their throws must go across a distance to score. Further, players may only come back into the game after balls are all out of play.
Yet further aspects of the game may include zones where players may only retrieve projectiles and cannot be hit. If hit on one's way into the zone the player may still be out. Scores may only count for the projectiles that stay on the goals. If a projectile falls off it may be put back into play.
When hit in the strike zone, a number of variations may come into consideration. When hit, a player may be out, prevented from throwing any projectile, and prevented from moving. Further, when a player is hit, the other team may score a point or points may be deducted from the player's team. Thus, one game objective is to score as many points as possible during game play (e.g., more points that the opposing team).
A variation on game play may include a “chess” variation wherein a player's game play is governed by their designation. For example, pawns may only retrieve projectiles but can't be hit; queens may travel anywhere and get anyone out; and kings may only protect goals. Other game play variations may include obstacles and variations in player's movement freedoms as the game progresses. Further yet, the game may includes multiple goals that may be smaller in size and harder to hit but not as defendable. Targets may be set in two or more locations or may be movable and every player would have to defend one or more goals and themselves from getting hit.
While the subject matter discussed herein is susceptible to various modifications and alternative constructions, certain illustrated embodiments thereof are shown in the drawings and have been described above in detail. Furthermore, those skilled in the art will understand that various aspects described in less than all of the embodiments may, nevertheless, be present in any embodiment. It should be understood, however, that there is no intention to limit the subject matter to the specific forms disclosed, but on the contrary, the intention is to cover all modifications, alternative constructions, and equivalents falling within the spirit and scope of the subject matter disclosed.
Claims
1. A gaming system, comprising:
- at least one projectile having at least one engagable member operable to engage with a receiving area; and
- at least one apparel having the receiving area.
2. The gaming system of claim 1 wherein the engagable member and the receiving area are operable to engage each other by using a hook and latch interface.
3. The gaming system of claim 1 wherein the engagable member and the receiving area are operable to engage each other by using an electromagnetic interface.
4. The gaming system of claim 1 wherein the engagable member and the receiving area are operable to engage each other by using a chemical reaction interface.
5. The gaming system of claim 1 wherein the apparel comprises apparel selected from the group including: pants, helmet, sleeve, jacket, arm guard, leg guard, face mask, shoe, glove, belt, and hat.
6. The gaming system of claim 1, further comprising at least one device having a receiving area operable to engage with the at least one projectile.
7. The gaming system of claim 6 wherein the device comprises a device selected from the group including: a racket, a mitt, a bat, a stick, a club, a target, a goal, and a glove.
8. The gaming system of claim 1, wherein the projectile comprises a projectile selected from the group including: a spherical ball, a polygonic ball, a spider-leg ball, a looped-leg ball, a disk-shaped projectile, a boomerang, an elongated football, and a jellyfish-shaped projectile.
9. The gaming system of claim 1 wherein the projectile comprises at least two different engagable members.
10. The gaming system of claim 1 wherein the projectile comprises a core operable to bounce.
11. A gaming system comprising:
- two teams of opposing players, each player having at least one worn article having an engagable receiving area operable to engage with a projectile;
- at least one projectile having at least one engageable member disposed thereon operable to engage with at least one of the receiving areas; and
- at least one goal having a receiving area operable to engage at least one projectile.
12. The gaming system of claim 11, further comprising multiple players per team.
13. The gaming system of claim 11, further comprising two goals, wherein each team defends one goal.
14. The gaming system of claim 11 further comprising a playing area having dimensions of approximately one hundred feet long and approximately fifty feet wide.
15. A gaming system, comprising:
- at least one projectile having at least one engagable member operable to engage with a receiving area; and
- at least one target having the receiving area.
16. The gaming system of claim 15 wherein the target further comprises:
- a surface area having the receiving area for engaging the projectile; and
- an electronic counting device operable to detect a proximate projectile.
17. The gaming system of claim 16 wherein the electronic counting device is operable to determine a length of time in which a proximate projectile is attached to the receiving area.
18. The gaming system of claim 16 wherein the electronic counting device is operable to determine a location in which a proximate projectile is attached to the receiving area.
19. The gaming system of claim 16 wherein the electronic counting device is operable to determine an identifiable kind of proximate projectile that is attached to the receiving area.
20. The gaming system of claim 16 wherein the electronic counting device further comprises a display for displaying a score.
Type: Application
Filed: Mar 9, 2010
Publication Date: Sep 9, 2010
Inventor: David L. BATH (Snohomish, WA)
Application Number: 12/720,079
International Classification: A63B 63/00 (20060101); A63B 67/00 (20060101);