SOCCER BOARD GAME

A soccer board game and a method for playing it by first and second contestants is disclosed. The game board included a board comprising a grid of distinctly marked squares with soccer field markings. The soccer field markings include a half line dividing the field into two half fields, a kick-off circle on the half line, two opposite goal boxes located on opposite ends of the field, a five-zone and a sixteen-zone areas adjacent each of the goal boxes. The board game includes at least one die; a ball; and opponent first and second teams of players, each team pertaining to one of the contestants.

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Description
FIELD OF THE INVENTION

The present invention relates to games. More specifically, the present invention relates to a soccer board game.

BACKGROUND OF THE INVENTION

Soccer was first played in China during the 2nd and 3rd century BC. It was basically a military training exercise, which involved kicking a ball to a target, while being attacked by rivals. The game closest to the modern soccer game was developed over the last 1500 years in Britain. Initially there were many different variations of the game throughout the country; however, they all had the same basis.

Due to the increased worldwide popularity of soccer over the years, numerous inventors have intended to simulate the game and develop a variety of soccer board games.

U.S. Pat. No. 4,060,245 (Duch) proposes a game having a soccer field layout, goals at each end thereof, player pieces to represent two soccer teams, a ball piece and a shooter disc for propelling one of said players against the ball piece to move the ball piece toward the goal whereby the rules of play of said game are designed to instruct in the rules of soccer and to entertain.

U.S. Pat. No. 4,350,343 (Salazar) describe a game board apparatus and method for at least two players for simulating the play of soccer. The apparatus of the game comprises two sets of playing pieces representing two teams of players, there being a plurality of forwards, a lesser plurality of defenders and a goalie on each team, the forwards on each team being distinguishable from each other as by indicia; a game board having goal areas at opposite ends of the board, each goal area having indicia and two sets of players' movement paths, one path for each forward on each team, each path including a first group of consecutive spaces defining an advancing zone and a second group of consecutive spaces defining an attacking zone, the defenders being positionable on the spaces in the paths occupied by the opposing team's forwards for blocking the movement of the forward; a piece representing a soccer ball, the soccer ball being movable with the forwards towards the goal areas; and chance means manipulatable by the players for determining movement of the ball among the forward and into the goal areas, and for determining possession of the ball between the two teams.

U.S. Pat. No. 5,046,743 (Salerno) developed a strategy-type soccer board game which has a plurality of movable playing pieces and a separate soccer ball, all of which may be moved independently of each other or in concert as determined by rolls of the dice. The game is played by two players, each of whom is given nine playing pieces. Each of the playing pieces has a post at its base onto which a ball having a matching slot may be placed when a particular playing piece is carrying or passing the ball. The game board consists of a rectangular playing field with a grid of squares, each square representing one possible move. Surrounding the field are the out-of-bounds areas. At opposing ends of the field are goal lines, a goal net that must be entered to score a goal and a goalie box. In the center of the field are a kick-off circle and a kick-off square from which the team kicking off initiates play. A table of numbers is located on each players' side of the board, indicating the direction of movement possible depending on the numbers rolled on the dice. The roll of the dice provides a number of possible moves depending on how the dice are grouped, the direction indicated on the table and the strategy by the player.

GB 2,240,046 (Reaney) describes a board game apparatus simulating a team game, e.g. soccer, comprises a board defining a playing surface sub-divided into a plurality of playing positions and having opposed goal lines spaced apart by L playing positions and opposed side lines spaced apart by W playing positions. The apparatus further includes playing pieces and random number generating means. The random number generating means is operative to generate, on each player's turn, a number 1 in the range A</=1</=B, where A, 1 and B are all integers, B is at least 15, L is at least 1.8 times B and W is at least 1.2 times B.

GB 2,227,947 (Gray) describes a game for simulating soccer, rugby or hockey. The game comprises a board provided with markings corresponding to the markings of the game to be simulated. The pitch area is additionally divided up into smaller areas by a grid structure. Movable pieces are placed on the board in the grid areas and represent, for example, players, a referee and a ball or similar object with which the full-scale game is played. Also included are one or more dice and attacker and defender cards. In use, the game is played by two or more players who alternately throw the dice and move the pieces about the grid according to the number on the dice thrown. The piece representing the ball can be moved together with one of the pieces representing a player and the rules can allow the ball to be passed between players and to be transferred from a player of one team to a player of another team.

WO 8800853 describes a system of teaching and entertainment which combines a marked segmented playing board, a random selection indication mechanism (preferably twelve sided dice), a single movable token, and a set of rules simulating, on the board, the rules of the field game being represented. The board is marked with active and neutral square segments and with written and symbolic instructions over which a single token (marker) is moved. These movements are based on instructions from the board and/or a die or dice of one or more colors separately bearing alpha or numeric markings, which indicate possession (of the token), direction and distance of movement. The rules of the board game reflect to a high degree of accuracy, the rules of the field game being represented. Any arena sport or field type sport played between opposing teams (defensive or offensive) with goal targets at opposite defended ends e.g. soccer, hockey, basketball, football (non-soccer styles), are so represented on a board accurately.

U.S. Pat. No. 5,906,370 (Poisson) introduces a method for playing a soccer card game. The method includes, providing a deck of kicking cards and a deck of playing cards. At least a portion of the kicking deck and the playing deck carries instructions for their use in the progress of a soccer game. An offense player and a defense player are declared by a coin toss or other means. The plurality of cards dealt to the offense player is an offense playing hand and the plurality of cards dealt to the defense player are a defense playing hand. A game system is also provided. The system includes a soccer game board having a representation of a soccer field thereon including a center field area, two scoring areas, and a plurality of playing positions. Each of the plurality of playing positions is connected to other of the playing positions by a plurality of connecting lines. Any two playing positions are connected only by a single line. A game piece is provided representing the defense team. The defense team game piece is used to block the offense player's pass or kick moves. A game piece representing a game ball is provided. A tabular means for recording points and penalties made by the defense player and the offense player is also used. The system also includes a deck of kicking cards and a deck of playing cards. At least a portion of the kicking deck and the playing deck carries instructions for their use in the progress of a soccer game.

GB2,363,997 (Ononye) describes a table soccer game in which a ball is propelled by flicking playing pieces into contact with the ball. The game is characterized by (i) the playing surface being divided into grid boxes, which are used to determine where playing pieces can be positioned and whether possession of the ball by a team is maintained or lost after each play; (ii) the ball being a flattened sphere or disc for generally sliding movement; within a team of playing pieces, which are themselves generally disc shaped, having a variety of different characteristics such as height, weight, breadth, and incline of the contacting surface; and/or (iv) an aid in the form of a two-legged plate, which lies on the table around the ball, helps to gauge shooting angles and prevents the playing pieces from flying far out of position. The goalkeeper piece is wedged shaped and can be horizontal or vertical depending on position within the grid boxes. The game is intended to be one of strategy or tactics, with only one play at a time, by each team in turn.

Thus, as mentioned above, different types of soccer board games have been described; however, none of the available games is close to or as dynamic as the ‘real’ soccer game.

A main aim of the present invention is to provide a soccer board game, which is more realistic and interesting than soccer board games currently available.

SUMMARY OF THE INVENTION

There is, therefore, provided, according to some preferred embodiments of the present invention, a method of playing a soccer board game played by first and second contestants on a board, the method comprising:

providing a board comprising a grid of distinctly marked squares with soccer field markings, the soccer field markings comprising a half line dividing the field into two half fields, a kick-off circle on the half line, two opposite goal boxes located on opposite ends of the field, a five-zone and a sixteen-zone areas adjacent each of the goal boxes, and further providing at least one die, a ball and opponent first and second teams of players, each team pertaining to one of the contestants;

each contestant playing in turns, aiming at making the team pertaining to him or her getting control of the ball, which is achieved when a player is positioned on a square adjacent the ball, kicking the ball and scoring goals, a goal defined as passing the ball through the goal box of a rival team, each turn comprising four moves of players, each move comprising up to four steps.

Furthermore, in accordance with some preferred embodiments of the present invention, kicking the ball comprises kicking a short-range kick defined as moving the ball up to four squares or kicking a long-range kick defined as moving the ball three squares and additional number of squares the additional number determined by said at least one die.

Furthermore, in accordance with some preferred embodiments of the present invention, in a long-range kick the contestant pertaining to an attacking kick places the ball, prior to the long range kick on any desired square, provided that square is a vacant square and adjacent to the ball, and wherein the long range kick is performed along a straight line only.

Furthermore, in accordance with some preferred embodiments of the present invention, getting control of the ball by a team pertaining to one of the contestants comprises, at the end of a turn having one of the players of the team pertaining to that contestant being closer to the ball than any other players of the other team.

Furthermore, in accordance with some preferred embodiments of the present invention, the method further comprises loosing the ball to the opponent team during any of the moves of a turn, when the ball is found before a kick on a square adjacent a player of the opponent team and is also found, after that kick on a square adjacent a player of the opponent team.

Furthermore, in accordance with some preferred embodiments of the present invention, the method further comprises loosing the ball by an attacking team to the opponent team at the end of a turn, when at the end of the turn the ball is found on a square that is not adjacent a player of the attacking team.

Furthermore, in accordance with some preferred embodiments of the present invention, the players of each team are distinctly numbered.

Furthermore, in accordance with some preferred embodiments of the present invention, when a player of an attacking team is found on a square adjacent the ball and a player of the opponent team is found on a square adjacent the ball, then if the number of the player of the attacking team is smaller than the number of the player of the opponent team, than the player of the attacking team can kick only a short range kick comprising only up to three steps.

Furthermore, in accordance with some preferred embodiments of the present invention, when a player of an attacking team is found on a square adjacent the ball and a player of the opponent team is found on a square adjacent the ball, then if the number of the player of the attacking team is larger than the number of the player of the opponent team, than the player of the attacking team can kick only a short range kick comprising only up to four steps.

Furthermore, in accordance with some preferred embodiments of the present invention, if the ball is in control of an attacking team and located on a square in the half field of the attacking team, than at the end of a turn the ball must advance at least one square forward.

Furthermore, in accordance with some preferred embodiments of the present invention, the method further comprises providing penalty kick marks on opposite sides of the field each penalty kick mark located on a square adjacent the five zone and opposite the goal box adjacent that five zone, and awarding a penalty kick to a player of an attacking team in an event of a foul, the penalty kick performed by placing the ball on the penalty kick mark, rolling said at least one die, and counting across a row of squares along the goal box corresponding to the number obtained by rolling said at least one die, so that if the counting ends on a square not occupied by a goalie it is determined that a goal was scored.

Furthermore, in accordance with some preferred embodiments of the present invention, if the row of squares along the goal box contains a number of squares that is smaller than the number obtained by rolling said at least one die, than the counting comprises repeated counting across the row of squares.

Furthermore, in accordance with some preferred embodiments of the present invention, before a kick by a player of an attacking team, if a goalie of the opponent team is found on a square adjacent the ball, then the kick comprises steps the number of which consists only of and is determined by rolling said at least one die, and only in straight line.

Furthermore, in accordance with some preferred embodiments of the present invention, a scoring zone is defined in front of each of the goal boxes, and wherein if a player of an attacking team kicks the ball along a straight line towards the goal box of the opponent team, the ball being placed inside the scoring zone adjacent that goal box prior to the kick, then if the goalie of the opponent team is placed on a square on the straight line then it is determined that the goalie has successfully prevented scoring a goal.

Furthermore, in accordance with some preferred embodiments of the present invention, a scoring zone is defined in front of each of the goal boxes, and wherein if a player of an attacking team kicks the ball along a straight line towards the goal box of the opponent team, the ball being placed outside the scoring zone adjacent that goal box prior to the kick, then if the goalie of the opponent team is placed on a square on the straight line then it is determined that the goalie has successfully prevented scoring a goal, and if the goalie is positioned in the five zone and placed on a square adjacent the straight line than it is determined that the goalie has warded the ball out and prevented scoring a goal.

Furthermore, in accordance with some preferred embodiments of the present invention, in an event of a penalty, an outed ball, or a corner, each team is awarded a turn for reorganization.

Furthermore, in accordance with some preferred embodiments of the present invention, the method is implemented in the form of a computerized game.

Furthermore, in accordance with some preferred embodiments of the present invention, one of the contestants comprises a computerized contestant.

Furthermore, in accordance with some preferred embodiments of the present invention, the method comprises implementing official soccer rules in the soccer board game.

Furthermore, in accordance with some preferred embodiments of the present invention, there is provided a soccer board game to be played by first and second contestants comprising:

a board comprising a grid of distinctly marked squares with soccer field markings, the soccer field markings comprising a half line dividing the field into two half fields, a kick-off circle on the half line, two opposite goal boxes located on opposite ends of the field, a five-zone and a sixteen-zone areas adjacent each of the goal boxes;

at least one die;

a ball; and

opponent first and second teams of players, each team pertaining to one of the contestants.

Furthermore, in accordance with some preferred embodiments of the present invention, the grid of distinctly marked squares comprises a grid of 19 by 22 squares.

Furthermore, in accordance with some preferred embodiments of the present invention, a line of squares is provided outside, adjacent and around the soccer field markings.

Furthermore, in accordance with some preferred embodiments of the present invention, the grid of distinctly marked squares comprises is marked by numbers or letters.

Furthermore, in accordance with some preferred embodiments of the present invention, the five zone comprises a grid of 2 by 5 squares.

Furthermore, in accordance with some preferred embodiments of the present invention, the sixteen zone comprises a grid of 4 by 9 squares.

Furthermore, in accordance with some preferred embodiments of the present invention, the goal box comprises a line of 3 squares.

Furthermore, in accordance with some preferred embodiments of the present invention, a scoring zone is marked adjacent each goal box, the scoring zone comprising a grid of 6 by 13 squares apart from 3 corner squares located on opposite sides on either side of the grid adjacent a line across the goal box.

BRIEF DESCRIPTION OF THE DRAWINGS

In order to better understand the present invention, and appreciate its practical applications, the following figures are provided and referenced hereafter.

FIG. 1 illustrates a top plan view of the board of a soccer board game in accordance with a preferred embodiment of the present invention.

FIG. 2 illustrates the board of a soccer board game in accordance with a preferred embodiment of the present invention indicating special zones.

FIG. 3 illustrates two different possible moves carried out by a single player in a turn.

FIG. 4 illustrates an example for an initial compulsory step.

FIG. 5 illustrates an example for a second compulsory step.

FIG. 6 illustrates a step carried out by triangle-player No. 7 to a square on which the ball was situated prior to the kick.

FIG. 7 illustrates a sequence of three steps carried out by triangle-player No. 11 in a single move.

FIG. 8 illustrates a kick (total distance of three squares) carried out by triangle-player No. 11.

FIG. 9 illustrates a step carried out by triangle-player No. 11 to a square on which the ball was situated prior to the kick.

FIG. 10 illustrates a scenario in which triangle-player No. 10 kicks the ball and scores a goal.

FIG. 11 illustrates a step carried out by triangle-player No. 10 to a square on which the ball was situated prior to the kick.

FIG. 12 illustrates a scenario in which the attacking team is about to lose the ball to the opposing team.

FIG. 13 illustrates two possible scenarios in which triangle-player No. 11 kicks the ball.

FIG. 14 illustrates a scenario in which the kicked ball ends up two squares away from player No. 11 and one square away from circle-player No. 2.

FIG. 15 illustrates a scenario in which the triangle-players completed their turn, and based on the position of the ball, the circle-players can kick the ball.

FIG. 16 provides an example of a long-range kick.

FIG. 17 illustrates a case in which the rolled die indicates 4 instead of an optimal 1, and as a result the triangle-team loses the ball.

FIG. 18 illustrates the field layout after triangle-player No. 3 steps to a square on which the ball was situated prior to the kick.

FIG. 19 illustrates additional alternative pathways for kicking the ball.

FIG. 20 illustrates a scenario in which triangle-player No. 10 attempts scoring a goal by a long-range kick.

FIG. 21 illustrates scoring a goal by a long-range kick.

FIG. 22 illustrates a step made by triangle-player No. 10 to a square on which the ball was situated prior to the kick.

FIG. 23 illustrates a scenario in which the triangle-team kicks the ball and causes the ball to cross the goal-gate and exit the field of play.

FIG. 24 illustrates two squares (striped-squares) from which the goalie throws the ball into the field.

FIG. 25 illustrates an “offside” offense.

FIG. 26 illustrates a case in which the kicking player can kick the ball along straight pathways within the range indicated by the striped-squares.

FIG. 27 illustrates a case (similar to the case illustrated in FIG. 26) in which triangle-player No. 4 can kick the ball along straight pathways within the range indicated by the striped-squares.

FIG. 28 illustrates a case in which the ball crosses the boundaries surrounding the field of play.

FIG. 29 illustrates a case in which the ball crosses the boundaries surrounding the field of play but remains with the attacking team.

FIG. 30 illustrates the region (striped-squares) to which a player has to arrive in order to throw the ball into the field of play.

FIG. 31 illustrates a case in which circle-player No. 5 advances towards the ball.

FIG. 32 illustrates a case in which circle-player No. 5 is ready to throw the ball into the field.

FIG. 33 illustrates a case in which triangle-player No. 8 vacates square b13.

FIG. 34 illustrates the squares (striped-region) that must remain vacant when throwing the ball into the field.

FIG. 35 illustrates a case in which circle-player No. 5 throws the ball into the field and towards circle-player No. 7.

FIG. 36 illustrates the return of circle-player No. 5 into the field to the square on which the ball was situated before it was thrown into the field.

FIG. 37 illustrates two regions within the goal box from which the ball can exit the field of play.

FIG. 38 illustrates a case in which the ball exits the field of play through the center line of the goal box.

FIG. 39 illustrates a “corner kick”.

FIG. 40 illustrates the square on which the ball is situated prior to being thrown into the field.

FIG. 41 illustrates the region (striped-squares) into which a player has to enter prior to throwing the ball into the field.

FIG. 42 illustrates the movement of triangle-player No. 10 towards the region (described in FIG. 41) from which he (or she) carries out a “corner-kick”.

FIG. 43 illustrates the squares (i.e., striped-region) which must remain vacant when throwing the ball into the field.

FIG. 44 illustrates the total distance through which the ball can advance when kicked into the field.

FIG. 45 illustrates a kick performed by triangle-player No. 10 towards triangle-player No. 8.

FIG. 46 illustrates triangle-player No. 10 standing on a square on which the ball was situated prior to the kick.

FIG. 47 illustrates squares h, k, and l numbered from 1 to 6.

FIG. 48 illustrates a case in which the number indicated by the die is 2, and kicking the ball scores a goal.

FIG. 49 illustrates a case in which the number indicated by the die is 2, and kicking the ball does not score a goal.

FIG. 50 illustrates a case in which the ball is situated on a square adjacent to a square on which circle-goalie stands.

FIG. 51 illustrates various pathways that the playing contestant can choose from for advancing the ball.

FIG. 52 illustrates a case in which circle-player No. 10 carries out a long-range kick from a square located in the scoring-zone and scores a goal.

FIG. 53 illustrates a case in which circle-player No. 10 kicks the ball towards the goal box from a square located outside the scoring-zone.

FIG. 54 illustrates a case in which kicking the ball is carried out by a long-range kick from a square located outside the scoring-zone.

FIG. 55 illustrates a case in which the ball is kicked from a square located outside the scoring-zone and advances through a square on which the goalie stands.

FIG. 56 illustrates a “corner kick”.

FIG. 57 illustrates a case in which the ball is kicked from within the scoring-zone, and circle-goalie stands on a square along the line through which the ball advances.

FIG. 58 illustrates a case in which ball is kicked from within the scoring-zone, and circle-goalie stands on the goalie-line.

FIG. 59 illustrates a case in which the ball hits the post on the way to the goal box.

FIG. 60 illustrates possible scenarios involved when the ball hits the post on the way to the goal box.

FIG. 61 illustrates a scenario in which the movement of the ball begins on line 8 and ends on line 11.

FIG. 62 illustrates a scenario in which player No. 7 cannot kick the ball.

FIG. 63 illustrates a case in which six players from one team stand on the same line.

FIG. 64 illustrates a case in which it is the turn of the circle-team to kick the ball, and circle-player No. 4 stands behind the sixteen-line.

FIG. 65 illustrates a foul carried out by triangle-player No. 8.

FIG. 66 illustrates a case in which triangle-player No. 8 pushes circle-player No. 6 onto square g15.

FIG. 67 illustrates a step made by triangle-player No. 8 to a square previously occupied by circle-player No. 6.

FIG. 68 illustrates a case in which triangle-player No. 8 cannot push circle-player No. 6 since another player occupies the target square.

FIG. 69 illustrates a case in which triangle-player No. 8 cannot push circle-player No. 6 as the target square is occupied by the ball.

DETAILED DESCRIPTION OF PREFERRED EMBODIMENTS

The present invention discloses a soccer board game, which requires thinking and involves a high degree of sophistication. Like in the ‘real’ field soccer game, winning the game greatly depends on the skill, judgment, experience, tactics and strategy of the player even though dice are involved.

The game is similar to the ‘real’ field soccer game. It includes the rules of the ‘real’ field soccer game and additional unique rules, which turn the game into vigorous, dynamic as well as an exciting experience.

The game can be implemented as a board game as well as a computer game. Implementing the game on a computer would allow a player to play either against the computer or against another player locally or at a remote location (when connected to the internet).

The game can be played in two alternative modes: basic mode and advanced mode. The basic mode includes some basic rules and is aimed at new players who wish to start playing instantly. The advanced mode includes additional rules for advanced players who mastered the game in its basic mode.

The basic rules of the game, the board layout and the way the game is played are explained hereinafter with reference to the accompanying figures. Two “contestants” play the game, using soccer “players”. The “contestants” can also be referred to as “coaches”.

The game includes a game board (a soccer field), two goal boxes 108, a ball 130 (actually a ball indication), a standard die and two teams 122, 124 each of which consists of eleven players (actually player indications).

FIG. 1 illustrates a top plan view of the board 100 of a soccer board game in accordance with a preferred embodiment of the present invention. The board 100 consists of a grid of distinctly marked squares 102, which makes up the field. The squares along the length 104 of the field are consecutively numbered and the squares along the width 106 of the field are correspondingly marked by a character sequence. The board game comprises a grid of 19 by 22 squares.

The field markings comprise a half line 119 dividing the field into two half fields. At opposite ends of the field are goal boxes 108. Each goal box comprises a line of 3 squares. A goal box 108 consists of a goal-gate 109. One line (sixteen-line 114) crosses the width 106 and passes through square 4, and a second line (sixteen-line 114) crosses the width 106 and passes through square 17 on the other side of the field (i.e., the side of the opponent team). A scoring zone 111 is marked adjacent each goal box, the scoring zone comprising a grid of 6 by 13 squares apart from 3 corner squares located on opposite sides on either side of the grid adjacent a line across the goal box. It should be noted that deflecting a ball 130 kicked towards the goal-box from within the scoring zone 111 is made difficult as compared to deflecting a ball 130 kicked from outside the scoring zone 111. In the center of the field there is a kick-off circle 118.

There are eleven players on each team, and the opponent teams are distinguished by color and or shape. For instance, the players on one team may wear one color such as red, and the players on the other team may wear a different color such as white. The goalie is distinguished from the rest of the players by a different shirt. The goalie is player No. 1 (number 1 is marked on his shirt), and the rest of the team members are numbered from 2 to 11 (numbers ranging from 2 to 11 are marked on the shirts of the team members).

In the accompanying figures the players appear either as “triangle-player No.” or “circle-player No.” in order to distinguish between opponent teams (however these are just arbitrary symbols, and other shapes can be used as well).

Each contestant initially deploys the players of his (or her) team in accordance with the regulations of the game on his (or her) half-side of the field, excluding the kick-off circle 118 and the squares adjacent to the kick-off circle.

Tossing the die determines which of the two teams attacks first. The contestant, who gets the higher number, wins the toss, and his (or her) team attacks first. The ball 130 is then positioned within the kick-off circle 118 on the side of the field of the winning contestant as seen in FIG. 2.

FIG. 2 illustrates the board 100 of a soccer board game in accordance with a preferred embodiment of the present invention indicating special zones. As seen in the figure, a rectangular area in front of the goal-box 108 comprises a grid of 2 by 5 squares is referred to as the five-zone 110, and a line (five-line 116) crosses the five-zone 110 (i.e., g2-m1 and on the other side of the field g20-m19). A rectangular area in front of the goal box 108 comprises a grid of 4 by 9 squares and is referred to as the sixteen-zone 112. A line in front of and adjacent to the goal box 108 is referred to as the goalie-line 113.

The figure also illustrates an initial deployment of circle-players (or circle-team) 122, triangle-players (or triangle-team) 124, and ball 130 on the soccer field board 100. In order to reach the ball on the first move, at least one player from the attacking team has to stand on a square distant from the ball by four squares at most. The circle-goalie 126 and the triangle-goalie 128 are positioned within the five-zone 116. The ball 130 is positioned on the kick-off circle 118 on the side of the field of the contestant who starts the game.

It should be mentioned that when the goalie stands outside the goal box 108, he (or she) functions like any other player on the field.

The game, is based on turns in such a way that each contestant proceeds and makes moves in his (or her) turn. In every turn a contestant must make four moves where each move consists of at least one and up to four steps. More specifically, a player can step once (i.e., from one square to another) and up to four times (i.e., a total of four steps) forward and backwards, sideways and diagonally.

A player can also change directions of steps during a single move. The square on which a player stands prior to making a move is not counted, and a player cannot end up standing on a square occupied by another player. Also, a single player can make one or multiple moves (up to four moves) in a single turn as can be seen in FIG. 3.

FIG. 3 illustrates two different possible moves carried out by a single player in a turn. In move 132, triangle-player No. 11 steps four squares from k14 to p18. In move 134, triangle-player No. 11 steps 3 squares from k14 to f16.

As noted earlier, the contestant who gets the higher number wins the toss, and his (or her) team attacks first. The playing contestant has to place a player on a square adjacent to the ball 130 in order to kick the ball 130. The contestant has to perform two compulsory steps. On the first step a player has to be stepped to a square adjacent to the square on which the ball 130 is situated as illustrated in FIG. 4, and on the second step the ball 130 is kicked.

FIG. 4 illustrates an initial compulsory step 136 carried out by triangle-player No. 7 to a square (i.e., square h10) adjacent to the square on which the ball 130 is situated (the player steps 3 squares).

On the second step, same player (i.e., player No. 7) has to kick the ball 130 towards the side of the field of his team 118 as seen in FIG. 5.

FIG. 5 illustrates an example for a second compulsory step 138 in which triangle-player No. 7 kicks the ball 130 towards triangle-player No. 8.

To complete the move, the player who performed the kick is placed on the square on which the ball 130 was situated prior to the kick as seen in FIG. 6

FIG. 6 illustrates a step 140 carried out by triangle-player No. 7 to the square on which the ball 130 was situated prior to the kick.

There are two types of kicks: a short-range kick and a long-range kick.

In a short-range kick, the ball 130 is stepped from one and up to four squares (through adjacent squares) in any direction where the square on which the ball 130 is situated prior to the kick, is not counted. The ball 130 cannot end up on a square occupied by a player.

FIGS. 7-9 demonstrate a short-range kick.

FIG. 7 illustrates a sequence of three steps 142 carried out by triangle-player No. 11 in a single move onto a square adjacent to a square on which the ball 130 is situated (stepping three squares is considered a move).

FIG. 8 illustrates a kick 144 (total distance of three squares) carried out by triangle-player No. 11 towards triangle-player No. 10. The kick is considered as a sequential move following the move shown in FIG. 7.

FIG. 9 illustrates step 146 carried out by triangle-player No. 11 to a square on which the ball 130 was situated prior to the kick. This step completes the kick move commenced in FIG. 7.

In order to score a goal (by a short-range kick), the ball 130 has to enter goal box 108 as can be seen in FIG. 10.

FIG. 10 illustrates a scenario in which triangle-player No. 10 kicks 148 the ball 130 and scores a goal.

FIG. 11 illustrates a step 150 carried out by triangle-player No. 10 to a square on which the ball 130 was situated prior to the kick.

When the attacking team scores a goal, the ball 130 is returned to the kick-off circle 118 (to the side of the opponent team The players of each team are again deployed (i.e., each team is deployed on its own side of the field, excluding the kick-off circle 118) and the opponent team starts the game the same way it was originally started.

There are two cases in which a team can lose the ball 130: (1) if prior to a kick the ball 130 is situated on a square adjacent to squares on which an attacking player and an opponent player are standing, and the attacking team does not kick the ball 130, and (2) if prior to a kick and after a kick the ball 130 is situated on a square adjacent to squares on which an attacking player and an opponent player are standing. These scenarios are illustrated in FIGS. 12 and 13.

According to the first scenario, kicking the ball 130 has to be carried out on the first step of a turn if an attacking player and an opponent player stand on squares adjacent to the square on which the ball 130 is situated. If the ball 130 is not kicked on the first step, the attacking team loses the ball 130.

FIG. 12 illustrates a scenario in which the attacking team, triangle-players 124, loses the ball 130 to the opposing team, circle-players 122. As seen in the figure, an opponent player (i.e., circle-player No. 10) stands on a square adjacent to the square on which the ball 130 is situated. The attacking team (i.e., the triangle-players 124) does not kick the ball. Instead, triangle-player No. 7 carries out a move 152 (i.e., stepping three squares). Thus, the attacking team can no longer kick the ball 130 but still have to complete the turn and carry out three additional moves.

On the next turn of the circle-team 122, circle-player No. 10 who stands on a square adjacent to the square on which the ball 130 is situated can kick the ball 130.

FIG. 13 illustrates the second scenario mentioned above. As seen in the figure, prior to a kick, the ball 130 is situated on a square adjacent to squares on which an attacking player (i.e., triangle-player No. 11) and an opponent player (i.e., circle-player No. 10) stand. After the kick, the ball 130 ends up on a square adjacent to squares on which triangle-player No. 9 and circle-player 6 stand. As a result, triangle-players 124 lose the ball 130 but still have to complete the turn and carry out three additional moves except kicking the ball 130.

On the next turn of the circle-team 122, circle-player No. 6, who stands on a square adjacent to the square on which the ball 130 is situated, can kick the ball 130.

As also seen in FIG. 13, kicking 156 the ball 130 towards triangle-player No. 7 is preferred since in this case the attacking team (i.e., triangle-players 124) do not lose the ball 130.

A team loses the ball 130 if the ball 130 ends up on a square closer to a square on which an opponent player is standing than to a square on which an attacking player is standing. If the ball 130 ends up on a square whose distance from squares on which players from the two teams are standing is equal, than the attacking team does not lose the ball 130. This scenario is illustrated in FIG. 14.

FIG. 14 illustrates a scenario in which triangle-player No. 11 kicks 158 the ball 130. The ball 130 ends up situating two squares away from triangle-player No. 11 and one square away from circle-player No. 2. Therefore, triangle-players 124 lose the ball 130 but still have to complete the turn.

On the next turn of the circle-players 122, circle-player No. 2 (or any other player who can reach the ball 130 in a move) is able to kick the ball 130.

In case that at the end of a turn (when the fourth move is completed) the ball 130 is not situated on a square adjacent to a square on which a player from the attacking team is standing, then, on their coming turn, the opponent players ( ) can progress towards the ball 130 and kick the ball 130 (even if an attacking player stands closer to the ball than any one of the opponent players). This scenario is illustrated in FIG. 15.

FIG. 15 illustrates a scenario in which triangle-players 124 completed their turn, and the ball 130 is not situated on a square adjacent to a square on which triangle-player No. 11 stands. Thus, although triangle player No. 11 is closer to the ball 130 than circle-player No. 2, circle-player No. 2 (or any other circle-player who can reach the ball 130) can kick the ball 130.

If an opponent player stands on a square adjacent to the square on which the ball 130 is situated, the kicking player is not be able to carry out a long-range kick but only a short-range kick. The contestant decides on a square towards which he (or she) wants to advance the ball 130 (by a kick) and then rolls the die.

A combination of three squares and the number indicated by the die determines the position of the ball 130 after a kick. It should be noted that changing the direction of the ball 130 movement is not allowed after choosing the square which the ball 130 should be kicked to. An example describing a long-range kick is illustrated in FIGS. 16-19.

FIG. 16 illustrates an example of a long-range kick. As seen in the figure, triangle-player No. 3 is about to kick 162 the ball 130 towards triangle-player No. 7. The contestant chooses f11 (i.e., the striped-square) to be the target square, which the ball 130 should be kicked to, and then he or (she) rolls a die. In order to get the ball 130 to the target square, the rolled die should indicate 1.

FIG. 17 illustrates a case in which the number indicated by the die is 4 instead of the optimal 1. This causes triangle-players 124 to lose the ball 130. As can be seen in the figure, since the rolled die indicates 4, the target square is missed, and the ball 130 continues advancing three additional squares 164 towards opponent circle-player No. 8. In this case, the ball 130 ends up being closer to an opponent player, and thus, the triangle-players 124 lose the ball 130 to the circle-players 122.

If, on the other hand, after the ball 130 ends up further than the desired square, an opponent player in not near enough, the ball 130 may still be retained by the attacking team if the kicking player (or another close player) can get to the ball 130 on the next move.

FIG. 18 illustrates the field of play after triangle-player No. 3 steps 166 to a square on which the ball 130 was situated prior to the kick.

FIG. 19 illustrates additional alternative pathways 168, 170, and 172 for kicking the ball 130 by triangle-player No. 3.

In order to score a goal, the ball 130 has to be kicked towards and enter the goal box 108 (striped-squares) as seen in FIG. 20.

FIG. 20 illustrates a scenario in which triangle-player No. 10 attempts scoring a goal by performing a long-range kick.

The ball 130 is kicked from one of the eight squares adjacent to the square on which the ball 130 was (originally) situated. The playing contestant decides on a square towards which he (or she) wants to kick the ball 130, and only then, he (or she) rolls the die. After choosing the target square to which the ball 130 should get, changing the direction of the ball 130 movement is not allowed. An example of scoring a goal by a long-range kick is illustrated in FIG. 21. Then, FIG. 22 illustrates the final step 168 necessary in order to complete the move.

FIG. 21 illustrates scoring a goal by a long-range kick 174. To score a goal, the contestant managing the triangle-players 124 has to roll a die and get 2. If the rolled die indicates a number smaller than 2, the ball 130 ends up on a square close to the circle-goalie 126, and the triangle-team 124 is not able to kick the ball 130 again (i.e., the triangle-players 124 lose the ball 130). The circle-goalie 126 is able to kick the ball 130 at the end of the turn. If the rolled die indicates a number greater than 2, the ball crosses the boundaries of the field of play.

FIG. 22, illustrates a step 176 carried out by triangle-player No. 10 to a square on which the ball 130 was situated prior to the kick. The step completes the turn.

In case that the ball 130 crosses the goal-gate 109 and exits 178 the field of play as illustrated in FIG. 23, the attacking team loses the ball to the opponent team. In this case, the goalie throws the ball 130 into the field either from square 180 or from square 182 (striped-square) as seen in FIG. 24.

FIG. 23 illustrates a scenario in which triangle-player No. 10 performs a long-range kick 178. The number indicated by the rolled die is greater than the number needed for scoring a goal. Therefore, the ball 130 crosses the goal-gate 109, and exits the field of play.

FIG. 24 illustrates the regions (striped-squares 180, 182) from which the circle-goalie 126 kicks the ball 130 (after the ball 130 exits the field of play).

“Offside” is a case in which an attacking player kicks the ball 130 towards a player standing behind an opponent player who is the last player along the defense line of the opponent team. In this case, the attacking team loses the ball 130 to the opponent team as illustrated in FIG. 25.

It should be noted that when the ball 130 is kicked towards a player standing on the same line with an opponent player, it is not an “offside” offense

FIG. 25 illustrates an “offside” offense. As can be seen in the figure, triangle-player No. 6 kicks 184 the ball 130 towards triangle-player No. 10 where triangle-player No. 10 stands behind circle-player No. 3 (i.e., circle-player No. 3 is the last player forming the defense-line of the circle-players 122). After the “offside”, the triangle-players 124 lose the ball 130 to the circle-players 122. In their turn, the circle-players 122 are able to kick the ball 130 (i.e., circle-player No. 6 or any other player can kick the ball 130).

The rules of the game described up to this point are elementary and essential for new players who wish to start playing instantly. However, a plurality of additional rules (i.e., the advanced mode of the game), which further simulate the actual soccer game, is for advanced players who mastered the game in its basic mode. A detailed description of the advanced rules is given below.

When two opponent players are adjacent to one another, and the number of the kicking player is smaller than the number of his opponent, the kicking player is not allowed to carry out a long-range kick. He is able to kick the ball 130 throughout a total distance of three (not four) squares and along straight pathways only. This is illustrated in FIGS. 26 & 27.

FIG. 26 illustrates a case in which two opponent players stand on squares adjacent to the square on which the ball 130 is situated. Since the number of the Kicking player (i.e., triangle-player No. 10) is greater than the number of the opponent player (i.e., circle-player No. 6), the kicking player can kick the ball 130 towards triangle-player No. 8 (i.e., the ball can advance through four squares).

FIG. 27 illustrates a case in which two opponent players stand on squares adjacent to the square on which the ball 130 is situated. In this case, the number of the kicking player (i.e., triangle-player No. 4) is lower than the number of the opponent player (i.e., circle-player No. 6). Therefore, the ball can advance through three squares only as illustrated in the figure and thus, the ball 130 cannot reach triangle-player No. 8.

If the ball 130 crosses the boundaries of the field of play, it does not remain with the attacking team. An example illustrating this case is given in FIG. 28.

FIG. 28 illustrates a case in which the ball 130 crosses the boundaries surrounding the field of play. As seen in the figure, triangle-player No. 10 carries out a long-range kick 190 towards triangle-player No. 8. The number indicated by the die is four, and thus the ball 130 crosses the boundaries of the field. As a result, the ball 130 does not remain with the attacking team.

If the ball 130 crosses the borders surrounding the field of play, and a player from the opponent team stands on a square (on the field) adjacent to a square on which the ball 130 is situated outside the field of play, the attacking player (i.e., the player who kicked the ball 130) does not lose the ball 130 as illustrated in FIG. 29, and the ball is thrown into the field by the attacking team.

FIG. 29 illustrates a case in which the ball 130 crosses the boundaries surrounding the field of play but remains with the attacking team. As seen in the figure, triangle-player No. 10 carries out a long-range kick 192 as a result of which the ball 130 crosses the boundaries surrounding the field of play. Since circle-player No. 7 stands on a square (on the field) adjacent to a square (outside the field) to which the kicked ball 130 gets, the ball 130 remains with the attacking team.

A player, from the team possessing the outed ball, throws the ball 130 into the field. Prior to throwing the ball 130 into the field, the team possessing the outed ball 130 has to complete a move, then, the opponent team completes a move, and the attacking team completes an additional move. Only then, the ball 130 is thrown into the field, and the game starts again. This case is illustrated in FIGS. 30-32.

FIG. 30 illustrates region 194 (striped-squares) to which a player has to arrive in order to “throw” the ball 130 into the field of play.

FIG. 31 illustrates a case in which circle-player No. 5 advances 196 towards the ball 130 (outside the field of play) in order to “throw” the ball 130 into the field (This is considered a move).

FIG. 32 illustrates a case in which circle-player No. 5 is ready to throw the ball 130 into the field. As seen in the figure, circle-player No. 5 stands outside the field of play on a square adjacent to a square inside the field of play on which the ball 130 is situated.

Prior to throwing the ball 130 into the field (after an “out of bounds”, a “corner kick”, a “foul kick” or a “goalie kick” took place), there has to be a vacant square between the square on which an opponent player stands and the square on which the ball 130 is situated. An example illustrating this case is given in FIGS. 33-36.

FIG. 33 illustrates a case in which triangle-player No. 8 vacates 200 square b13 in order to leave a vacant square between the square on which he stands and the square on which the ball 130 is situated

FIG. 34 illustrates the squares (striped-region 202) that must remain vacant when throwing the ball 130 into the field.

FIG. 35 illustrates a case in which circle-player No. 5 throws 204 the ball 130 into the field and towards circle-player No. 7 (this is considered a move).

After throwing the ball 130 into the field, the throwing player has to return into the field to the square on which the ball 130 was situated. This is not a move.

FIG. 36 illustrates the return 206 of circle-player No. 5 into the field to the square on which the ball 130 was situated before it was thrown into the field.

When a long-range kick causes the ball 130 to exit the goal box 108, it is an “out of bounds” case. In this case, the goalie (of the opponent team) throws the ball 130 into the field as illustrated in FIGS. 37 & 38.

FIG. 37 illustrates two regions (region a 208 and region b 210) within the goal box 108 and from which the ball 130 can exit the field of play. If the ball 130 exits from region a 208, the goalie (of the opponent team) throws the ball 130 into the field from region a 208. Similarly, if the ball 130 exits from region b 210, the goalie (of the opponent team) throws the ball 130 into the field from region b 210.

If the ball 130 exits the field of play through the center line of the goal box 108, the goalie (of the opponent team) throws the ball 130 into the field either from region a 208 or from region b 210 as seen in FIG. 38. If the ball is situated on an even line prior to being kicked towards the goal box 108, the goalie throws the ball back into the field from region a 208. If the ball is situated on an odd line prior to being kicked towards the goal box 208, the goalie throws the ball back into the field from square b 210. FIG. 38 illustrates a case in which the ball 130 is kicked from an odd line and exits 212 the field of play through the center line of the goal box 108. In this case, the goalie (of the opponent team) throws the ball back into the field from square b.

If an opponent player stands on a square (inside the field of play) adjacent to a square (outside the field of play) to which the ball 130 gets, it is a “corner-kick”. In this case, the goalie of the attacking team (i.e., the team that kicks the ball 130) throws the ball 130 into the field by a long-range kick (i.e., the contestant decides on a square towards which he or (she) wants to advance the ball 130 and then rolls the die).

Prior to throwing the ball 130 into the field, each team has to complete four moves in order to rearrange and get ready to the return of the ball 130 into the field. An example describing a “corner kick” is illustrated in FIGS. 39-46.

FIG. 39 illustrates a “corner kick”. As can be seen in the figure, triangle-player No. 8 kicks 214 the ball 130 and causes a “corner-kick” as the ball 130 gets to a square (outside the field) adjacent to a square (inside the field) on which circle-player No. 5 stands

FIG. 40 illustrates square 216 (striped-square) on which the ball 130 is situated prior to being kicked into the field.

FIG. 41 illustrates region 218 (striped-squares) into which the player, who is intended to kicked the ball 130 into the field, has to enter.

FIG. 42 illustrates the movement 220 of triangle-player No. 10 towards the region (described in FIG. 41) from which he (or she) kicks the ball 130 into the field.

FIG. 43 illustrates region 222 (i.e., three striped-squares) adjacent to the ball 130. This region has to remain vacant when kicking the ball 130 into the field.

FIG. 44 illustrates the total distance 224 through which the ball 130 can advance when kicked into the field. Kicking the ball 130 into the field must be done by a long-range kick.

FIG. 45 illustrates a kick 226 carried out by triangle-player No. 10 towards triangle-player No. 8.

After kicking the ball into the field, the kicking player is placed on the square on which the ball 130 was situated (This is not a move).

FIG. 46 illustrates triangle-player No. 10 standing on square 228 (i.e., a square on which the ball 130 was situated prior to the kick).

11-meter penalty-kick: the penalty kick marks (squares h, k, l in FIG. 47) are on opposite sides of the field where each penalty kick mark is located on a square adjacent the five zone and opposite the goal box adjacent that five zone, and awarding a penalty kick to a player of an attacking team in an event of a foul.

The playing contestant positions the goalie on one of the three squares h, k, or l (region 230) adjacent to the goal box 108 and then rolls a die. Based on the number indicated by the die, he (or she) counts from 1 to 3 across a row of squares along the goal box 108 (i.e., from square h to square l), and again from 4 to 6. The square, at which the counting is completed, is the square from which the ball 130 enters the goal box 108.

In case that counting is completed on a square on which the goalie stands, it is not a goal. In this case the ball 130 is positioned on a square adjacent to and in front of the square on which the goalie stands, and the kicking team completes four moves. However, if counting is completed on a square not occupied by the goalie, it is a goal. These scenarios are illustrated in FIGS. 47-49.

FIG. 47 illustrates squares h, k, and l numbered from 1 to 6.

FIG. 48 illustrates a case in which the number indicated by the die is 2. Based on the position of the circle-goalie 126, kicking 232 the ball 130 scores a goal.

FIG. 49 illustrates a case in which the number indicated by the die is 2. Based on the position of the circle-goalie 126, kicking 234 the ball 130 does not score a goal.

Scoring a goal is easier when the ball is kicked from a square located in the scoring-zone 111 rather than from a square located outside the scoring-zone 111. Moreover, the position of the goalie is also essential for preventing a goal.

In case that the playing contestant wants to have the ball 130 kicked into the goal box 108, and the ball 130 is positioned on a square adjacent to a square on which the goalie stands, the playing contestant has to roll a die prior to kicking the ball 130.

FIG. 50 illustrates a case in which the ball 130 is situated on a square adjacent to a square on which the circle-goalie 126 stands.

The number indicated by rolling a die is the number of squares through which the ball 130 advances (in a straight line only) towards the goal box 108 or in any other direction as indicated by the playing contestant.

FIG. 51 illustrates various pathways 235, 236, 237, 238, 239, 240, 241, 242 that the playing contestant can choose from for advancing the ball 130. As seen, the ball 130 is situated on a square adjacent to a square on which the circle-goalie 126 stands. Based on the number indicated by rolling a die, the playing contestant decides on the direction through which he (or she) wants the ball to advance through.

FIG. 52 illustrates a case in which circle-player No. 10 carries out a long-range kick 243 from a square located in the scoring-zone 111 and scores a goal.

If a player kicks the ball 130 towards the goal box 108 from a square located outside the scoring-zone 111, and the ball 130 passes through a square adjacent to a square (inside the goal box 108) on which the goalie stands, it is not a goal. If the ball 130 stops on a square inside the goal box 108, it is a “corner-kick”.

When a player kicks the ball 130 towards the goal box 108 from a square located outside the scoring-zone 111, the ball passes through a square adjacent to a square on which the goalie stands, and the number indicated by rolling a die is such that the ball 130 exits the goal box (108), it is a “corner-kick”.

FIG. 53 illustrates a case in which circle-player No. 10 kicks 244 the ball 130 towards the goal box from a square located outside the scoring-zone 111, and the ball 130 advances through a square adjacent to a square on which the circle-goalie 126 stands. The number indicated by rolling a die causes the ball 130 to exit the goal box (108). This is a “corner-kick” (this is also true in case that the circle-goalie 126 stands on square k20).

If kicking the ball 130 is carried out by a long-range kick from a square located outside the scoring-zone 111, and the ball 130 does not advance through a square adjacent to a square on which the goalie stands, it is a goal.

FIG. 54 illustrates a case in which kicking 246 the ball 130 is carried out by a long-range kick from a square located outside the scoring-zone 111. The ball 130 does not advance through a square adjacent to a square on which the circle-goalie 126 is situated, and thus, it is a goal.

In case that kicking the ball 130 is carried out by a long-range kick from a square located outside the scoring-zone 111, and the goalie stands outside the five-zone 110 and on a square adjacent to or along the line through which the ball 130 advances, it is a goal.

FIG. 55 illustrates a case in which the ball 130 is kicked 248 from a square located outside the scoring-zone 111 and advances through a square on which the goalie stands (outside the five-zone 110). It is a goal.

When the goalie stands on the goalie-line 113 and along the line through which the ball 130 advances, he (or she) stops the ball 130, it is a “corner kick”.

FIG. 56 illustrates a scenario in which circle-goalie 126 stands on the goalie-line 113 and along the line through which the ball 130 advances 250. In this case circle-goalie 126 stops the ball 130, and thus, it is a “corner kick”.

When kicking the ball 130 is carried out from a square located within the scoring-zone 111, and the goalie stands either on the five-line 110 or along the line through which the ball advances, it is a goal. These scenarios are illustrated in FIGS. 57 and 58.

FIG. 57 illustrates a case in which ball 130 is kicked 252 from a square located in the scoring-zone 111, and circle-goalie 126 stands on a square along the line through which the ball 130 advances. It is a goal.

FIG. 58 illustrates a case in which ball 130 is kicked 254 from a square located in the scoring-zone 111, and circle-goalie 126 stands on the goalie-line 113. It is a goal.

In case that kicking the ball 130 is carried out from an angle, and the ball 130 hits the goalpost on its way to the goal box 108, rolling a die is required.

FIG. 59 illustrates a case in which triangle-player No. 10 kicks 256 ball 130, and the ball 130 hits the post on the way to the goal box 108.

FIG. 60 illustrates various scenarios involved when the ball 130 hits the post on the way to the goal box 108. If the number indicated by rolling a die is 1, it is a goal. If an even number is indicated, the ball 130 is moved backwards a number of squares equal to the indicated number. If the square to which the ball 130 has to get, is occupied, the ball 130 moves one square back towards the goal box 108. If an uneven integer is indicated, the ball 130 continues (a number of squares equal to the indicated number) to the opposite direction in the same angle it first entered and hit the goalpost.

Hereinafter follow some additional general rules:

When starting the game as well as in case of an “out of bound” ball, “corner kick”, 11-meter penalty-kick, and free kick (including a goalie kick), a player cannot carry out two consecutive steps if he (or she) kicks the ball on the first step.

At the beginning of the third turn of a team (i.e., the count begins from the moment the team loses the ball to the other team) if the ball 130 is situated on the half-side of the field of the attacking team, the ball 130 has to move forward at least one square.

FIG. 61 illustrates a scenario in which the movement 258 of the ball 130 begins on line 8 and ends on line 11 (this is a normal turn). If the ball 130 ends up on line 8 or any line lower than 8, the team loses the ball 130 to the opponent team.

It is prohibited that three players from the same team stand on adjacent squares.

FIG. 62 illustrates a scenario in which circle-player No. 7 can not kick ball 130. If he (or she) kicks ball 130, three players from the same team end up standing on adjacent squares. Circle-player No. 5, on the other hand, can kick the ball 130.

It is prohibited that seven players from the same team stand on the same line.

FIG. 63 illustrates a case in which six players (i.e., the maximum possible number of players) from one team stand on one line 260.

In case that a player carries out a kick (either a long-range or a short-range kick) from the half-side of the field of his team towards the half-side of the field of the opponent team, and at the same time one player from the attacking team stands in the sixteen-line 114 (on his half-side of the field), his team loses the ball 130 to the opponent team. This case is best illustrated in FIG. 64.

FIG. 64 illustrates a case in which it is the turn of the circle-team 122 to kick 262 the ball 130 (either by a short-range or a long-range kick), and circle-player No. 4 stands on top or beneath the sixteen-line 114.

In case that a player pushes an opponent player, and the ball 130 is not situated on any square adjacent to the square on which the player was originally standing, it is a foul. This case is illustrated in FIG. 65.

FIG. 65 illustrates a case in which triangle-player No. 8 pushes 264 circle-player No. 6 (where the ball 130 is not situated on a square adjacent to the square on which circle-player No. 6 was standing before being pushed).

A player gets a yellow card for making a foul. After getting two yellow cards, the player gets a red card and is removed from the game. When a foul is made somewhere inside the sixteen-zone 112, it is a penalty.

In case that two fouls are made against a player, his number is lowered. For instance, if two fouls are made against player No. 10, his number changes to 9.

If the ball 130 is situated on a square adjacent to a square on which a player stands, an opponent player can push that player to a vacant square (only if the target square is adjacent to a square on which the ball is situated and only on the first step in a turn). This is best illustrated in FIG. 66-69.

FIG. 66 illustrates a case in which triangle-player No. 8 pushes 266 circle-player No. 6 to square g15.

FIG. 67 illustrates triangle-player No. 8 stepping to a square on which circle-player No. 6 was standing prior to being pushed 268 to square g15.

FIG. 68 illustrates a case in which triangle-player No. 8 cannot push 270 circle-player No. 6 since the target square is occupied by circle-player No. 5.

FIG. 69 illustrates a case in which triangle-player No. 8 cannot push 272 circle-player No. 6 since the target square is occupied by ball 130.

The game according to the present invention can be played on a physical board with physical player indications, ball indication and a real die.

FIG. 70 illustrates player indicator 300 in accordance with a preferred embodiment of the present invention. Player indicator 300 comprises player image 274 and base 276. Base 276 is a flat disc-shaped platform with a convex surface around the circumference.

In order to advance ball 130 forward, the playing contestant holds player indicator 300 adjacent to disc-shaped ball 130 (i.e., ball 130 contacts base 276) and lightly hits ball 130 forward.

In order to bounce ball 130 upwards, the playing contestant holds player indicator 300 adjacent to disc-shaped ball 130 and tips base 276 upwards while hitting ball 130 forward.

FIG. 71 illustrates player indicator 300 advancing ball 130 forward.

FIG. 72 illustrates player indicator 300 bouncing ball 130 upwards.

The game may also be implemented in the form of a computerized game, and thus, may be played as a computer game on a PC, game console, hand-held display device (such as a PDA, mobile phone), television, and similar display devices, the players and the ball being graphical representations on a graphical board, the die function being performed by the processor.

In some preferred embodiments of the present invention, a computer game played locally or over a network includes the option of watching previously played (and saved) games and accessing various scenarios in a game. Moreover, the web site includes, in some preferred embodiments of the present invention, various club options for the player. For instance, the player is able to get accepted into professional leagues and international tournaments, access a statistical analysis of players prior to starting the game, and accumulate points granted for winning a game (where these points can be used for purchasing a variety of accessories).

It should be clear that the description of the embodiments and attached Figures set forth in this specification serves only for a better understanding of the invention, without limiting its scope.

It should also be clear that a person skilled in the art, after reading the present specification could make adjustments or amendments to the attached Figures and above described embodiments that would still be covered by the present invention.

Claims

1. A method of playing a soccer board game played by first and second contestants on a board, the method comprising:

providing a board comprising a grid of distinctly marked squares with soccer field markings, the soccer field markings comprising a half line dividing the field into two half fields, a kick-off circle on the half line, two opposite goal boxes located on opposite ends of the field, a five-zone and a sixteen-zone areas adjacent each of the goal boxes, and further providing at least one die, a ball and opponent first and second teams of players, each team pertaining to one of the contestants; each contestant playing in turns, aiming at making the team pertaining to him or her getting control of the ball, which is achieved when a player is positioned on a square adjacent the ball, kicking the ball and scoring goals, a goal defined as passing the ball through the goal box of a rival team, each turn comprising four moves of players, each move comprising up to four steps.

2. The method as claimed in claim 1, wherein kicking the ball comprises kicking a short-range kick defined as moving the ball up to four squares or kicking a long-range kick defined as moving the ball three squares and additional number of squares the additional number determined by said at least one die.

3. The method as claimed in claim 2, wherein in a long-range kick the contestant pertaining to an attacking kick places the ball, prior to the long range kick on any desired square, provided that square is a vacant square and adjacent to the ball, and wherein the long range kick is performed along a straight line only.

4. The method as claimed in claim 1, wherein getting control of the ball by a team pertaining to one of the contestants comprises, at the end of a turn having one of the players of the team pertaining to that contestant being closer to the ball than any other players of the other team.

5. The method as claimed in claim 1, further comprising loosing the ball to the opponent team during any of the moves of a turn, when the ball is found before a kick on a square adjacent a player of the opponent team and is also found, after that kick on a square adjacent a player of the opponent team.

6. The method as claimed in claim 1, further comprising loosing the ball by an attacking team to the opponent team at the end of a turn, when at the end of the turn the ball is found on a square that is not adjacent a player of the attacking team.

7. The method as claimed in claim 1, wherein the players of each team are distinctly numbered.

8. The method as claimed in claim 7, wherein when a player of an attacking team is found on a square adjacent the ball and a player of the opponent team is found on a square adjacent the ball, then if the number of the player of the attacking team is smaller than the number of the player of the opponent team, than the player of the attacking team can kick only a short range kick comprising only up to three steps.

9. The method as claimed in claim 7, wherein when a player of an attacking team is found on a square adjacent the ball and a player of the opponent team is found on a square adjacent the ball, then if the number of the player of the attacking team is larger than the number of the player of the opponent team, than the player of the attacking team can kick only a short range kick comprising only up to four steps.

10. The method as claimed in claim 1, wherein if the ball is in control of an attacking team and located on a square in the half field of the attacking team, than at the end of a turn the ball must advance at least one square forward.

11. The method as claimed in claim 1, further comprising providing penalty kick marks on opposite sides of the field each penalty kick mark located on a square adjacent the five zone and opposite the goal box adjacent that five zone, and awarding a penalty kick to a player of an attacking team in an event of a foul, the penalty kick performed by placing the ball on the penalty kick mark, rolling said at least one die, and counting across a row of squares along the goal box corresponding to the number obtained by rolling said at least one die, so that if the counting ends on a square not occupied by a goalie it is determined that a goal was scored.

12. The method as claimed in claim 11, wherein if the row of squares along the goal box contains a number of squares that is smaller than the number obtained by rolling said at least one die, than the counting comprises repeated counting across the row of squares.

13. The method as claimed in claim 1, wherein before a kick by a player of an attacking team, if a goalie of the opponent team is found on a square adjacent the ball, then the kick comprises steps the number of which consists only of and is determined by rolling said at least one die, and only in straight line.

14. The method as claimed in claim 1, wherein a scoring zone is defined in front of each of the goal boxes, and wherein if a player of an attacking team kicks the ball along a straight line towards the goal box of the opponent team, the ball being placed inside the scoring zone adjacent that goal box prior to the kick, then if the goalie of the opponent team is placed on a square on the straight line then it is determined that the goalie has successfully prevented scoring a goal.

15. The method as claimed in claim 1, wherein a scoring zone is defined in front of each of the goal boxes, and wherein if a player of an attacking team kicks the ball along a straight line towards the goal box of the opponent team, the ball being placed outside the scoring zone adjacent that goal box prior to the kick, then if the goalie of the opponent team is placed on a square on the straight line then it is determined that the goalie has successfully prevented scoring a goal, and if the goalie is positioned in the five zone and placed on a square adjacent the straight line than it is determined that the goalie has warded the ball out and prevented scoring a goal.

16. The method as claimed in claim 1, wherein in an event of a penalty, an outed ball, or a corner, each team is awarded a turn for reorganization.

17. The method as claimed in claim 1, wherein the method is implemented in the form of a computerized game.

18. The method as claimed in claim 17, wherein one of the contestants comprises a computerized contestant.

19. The method as claimed in claim 1, comprising implementing official soccer rules in the soccer board game.

20. A soccer board game to be played by first and second contestants comprising:

a board comprising a grid of distinctly marked squares with soccer field markings, the soccer field markings comprising a half line dividing the field into two half fields, a kick-off circle on the half line, two opposite goal boxes located on opposite ends of the field, a five-zone and a sixteen-zone areas adjacent each of the goal boxes;
at least one die;
a ball; and
opponent first and second teams of players, each team pertaining to one of the contestants.

21. The board game as claimed in claim 20, wherein the grid of distinctly marked squares comprises a grid of 19 by 22 squares.

22. The board game as claimed in claim 20, wherein a line of squares is provided outside, adjacent and around the soccer field markings.

23. The board game as claimed in claim 20, wherein the grid of distinctly marked squares comprises is marked by numbers or letters.

24. The board game as claimed in claim 20, wherein the five zone comprises a grid of 2 by 5 squares.

25. The board game as claimed in claim 20, wherein the sixteen zone comprises a grid of 4 by 9 squares.

26. The board game as claimed in claim 20, wherein the goal box comprises a line of 3 squares.

27. The board game as claimed in claim 20, wherein a scoring zone is marked adjacent each goal box, the scoring zone comprising a grid of 6 by 13 squares apart from 3 corner squares located on opposite sides on either side of the grid adjacent a line across the goal box.

28. The board game as claimed in claim 20, wherein the board comprises a physical board and physical player indicators, ball indicator and wherein said at least one die comprises one or more physical dice.

29. The board game as claimed in claim 20, wherein the ball indicator comprises a disc.

30. The board game as claimed in claim 28, wherein the player indicator comprises an image of a player mounted on a base.

31. The board game as claimed in claim 28, wherein the base is a flat disc-shaped platform with a convex surface on the circumference.

Patent History
Publication number: 20100264590
Type: Application
Filed: Oct 23, 2008
Publication Date: Oct 21, 2010
Inventors: Boris Makarov (Bat Yam), Sergey Makarov (Bat Yam), Roman Makarov (Bat Yam)
Application Number: 12/739,376
Classifications
Current U.S. Class: Sports Or Outdoor Recreational Activities (273/277)
International Classification: A63F 3/00 (20060101);