GAME AND A METHOD FOR PLAYING A GAME

A game and method for playing a game comprising a playing surface (200) with a plurality of position marking indicators (202) simulating a sporting field, a position marker (206) placed thereupon. The game having a plurality of spinners (100), each having a results indicator (102) and an indicating surface (104). Wherein a first player selects one of a plurality of spinners (100) and spins the selected spinner (100) creating a first result. The position marker (206) is then moved according to the fast result thereby simulating the playing of a sport. In another embodiment, a second player selects and spins a second spinner (100), creating a second result which may counteract or otherwise modify the first result. The position marker (206) is then moved according to the combined result of both spins. In yet another embodiment, the width of the segments (116, 118) on the indicating surface (104) are varied in width, thereby altering the probability of a particular result occurring.

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Description
RELATED APPLICATION

This application claims benefit of the filing date of U.S. Provisional Patent Application Ser. No. 61/482,383, filed on 4 May, 2011, which is herein incorporated by reference.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates generally to a game and a method for playing a game of chance and entertainment. More specifically, the invention relates to a game and method for playing a game that uses a plurality of spinners to simulate the playing of a sport.

2. Brief Discussion of the Related Art

Games of chance by definition contain a device which produces a random outcome. Several of these games utilize a device or article called a spinner, a device which has a rotating element creating a random result from a preselected set of possible outcomes. Oftentimes these spinners contain an indicator and a results field, wherein the indicator indicates the final result of the rotating element upon a results field containing a preselected set of possible outcomes.

Prior art spinners traditionally contain a field of results wherein the results field is partitioned into a set of zones, each having equal width and consequently an equal probability that any one particular zone will be selected. Due to the uniform distribution of the results, prior art sporting games using these spinners must either elect to temper their selection of potential outcomes or suffer from unstable game play due to the equal probability of selecting a dramatic outcome rather than a more mundane result.

Moreover, prior art games containing a single spinner are largely games of random chance where the outcome of the game is entirely dictated by the randomness of a spinner. In these games, the skill of a player is not a factor, and the level of player involvement is quite low. This detracts from the replay value of the game as the player is not be able to improve the game's outcome based on a strategy or knowledge of the game being simulated. Therefore a new game is needed that modifies a traditional game of chance, allowing for a player's knowledge of the game to give them a better chance at winning.

SUMMARY OF

In the present invention a game and method are provided which bypass the limitations found in the prior art by replacing a prior art spinner with a plurality of inventive spinners which are capable of providing a set of outcomes from which a player may select. This allows the user's knowledge of the game to improve their chances of winning the game, thereby converting a game chance into a game of skill and chance.

Among the many different possibilities contemplated, each game variation presented herein may advantageously contain a plurality of spinners, each having a results indicator and an indicating surface containing a plurality of results. The game further having a playing surface further containing position indicators and a position marker used to mark a player's position on the playing surface.

The game and method may further include a spinner with an indicating surface having a first result field differing from that of a second result field creating a differing probability of encountering the first result field relative to the second result field. Additionally the invention may include a spinner's indicating surface with a repeated result field and a non-repeated result field, thereby increasing the probability of the repeated result field occurring relative to the non-repeated result field. Also, the invention may include a spinner's indicating surface with a concentric ring of results adjacent to another set of results allowing the player to select from one of a set of possible outcomes on an individual spinner. Further, the invention may include an offensive spinner, and a defensive spinner wherein the result of the offensive spinner is modified by the result of the defensive spinner, creating a final outcome. These spinners may be combined with a playing surface with position marking indicators wherein the player may move a position marker on the surface thereby simulating the playing of a sport.

A first aspect of the present invention presents a game and method of playing a game simulating a game of golf utilizing a plurality of spinners, each containing a results indicator and an indicating surface containing a plurality of results. The game having a playing surface with position marking indicators simulating the progress of a ball on a simulated golf course, the course containing at least one hazard, a plurality of simulated holes, a plurality of greens. The invention further including a driver spinner, a wood spinner, an irons spinner, a putt spinner, and a hazard spinner. The game being played by a player taking a plurality of turns wherein the player selects and spins at least one spinner, reading the result of the spin by observing where the results indicator stops relative to the spinner's indicating surface. The player then placing and moving a position marker along the position marking indicators according to the result of the spinner, thereby simulating the playing of a game of golf.

A second aspect of the present invention presents a game and method of playing a game simulating a game of racing utilizing a plurality of spinners, each containing a results indicator and an indicating surface containing a plurality of results. The game includes a pit stop spinner, a high/low spinner, and racing spinner indicating forward car movement, along with a crash, damage, and drafting options. The game further having a playing surface with position marking indicators marking the progress of a car around a simulated race track course having a pit lane. The game being played by taking a plurality of turns wherein a player selects and spins at least one spinner, reading the result of the spin by observing where the results indicator stops relative to the spinner's indicating surface. The player then placing and moving a position marker on the position marking indicators according to the result of the spinners, thereby simulating the racing of a car.

A third aspect of the present invention presents a game and method of playing a game simulating a game of baseball utilizing a plurality of spinners, each containing a results indicator and an indicating surface containing a plurality of results. The game includes a high risk batter spinner, a low risk batter spinner, a pitching spinner, and a bunting spinner. The game further includes a playing surface with a position marking indicators for simulating the progress of a batter around the bases of a simulated baseball diamond. The game being played by taking a plurality of turns wherein a player selects and spins at least one spinner, reading the result of the spin by observing where the results indicator stops relative to the spinner's indicating surface. The player then placing and moving the position marker on the position marking indicators according to the result of the spinner, thereby simulating the playing of a game of baseball.

A fourth aspect of the present invention presents a game and method of playing a game simulation a game of hockey utilizing a plurality of spinners, each comprising a results indicator and an indicating surface containing a plurality of results. The game including an offensive zone pass spinner, a neutral zone pass spinner, a defense spinner, and a shot spinner with concentric rings adjusting the chance of a success of a shot on goal according to the location of a position marker when shot is taken. The game further including a playing surface with position marking indicators simulating the progress of a hockey player around a simulated hockey rink. The game being played by taking a plurality of turns wherein a player selects and spins at least one spinner, reading the result of the spin by observing where the results indicator stops relative to the spinner's indicating surface. The player placing and moving a position marker on the position marking indicators according to the result of a spinner, thereby simulating the playing of a game of hockey.

A fifth aspect of the present invention presents a game and method of playing a game simulating a game of football utilizing a plurality of spinners, each containing a results indicator and an indicating surface containing a plurality of results. The game includes an offensive pass spinner with a concentric ring of movement results, a defensive pass spinner, an offensive rush spinner with a concentric ring of movement results, and a defensive rush spinner. The game further including a playing surface with position marking indicators for simulating the progress of a football player on a simulated football field. The game being played by taking a plurality of turns wherein a first player selects and spins at least one spinner, reading the result of the spin by observing where the results indicator stops relative to the first spinner's indicating surface, this result is offset by a second player selecting and spinning a second defensive spinner. The first player then moves the position marker on said position marking indicators according to the combined result of the offensive spinner and a defensive spinner, thereby simulating the playing of a game of football.

A sixth aspect of the present invention presents a game and method of playing a game simulating a game of soccer utilizing a plurality of spinners, each containing a results indicator and an indicating surface containing a plurality of results. The game includes a dribble spinner, a defense spinner, and a shot spinner with contiguous result wedges forming a circle, wherein the result wedges vary in width to change the success of a shot on goal according to the location of the position marker when shot is taken. The game further includes a playing surface with position indicators marking the progress of a soccer player around a simulated soccer pitch. The game being played by taking a plurality of turns wherein a player selects and spins at least one spinner, reading the result of the spin by observing where the results indicator stops relative to the spinner's indicating surface. The player then moving the position marker on the plurality of position marking indicators according a result of the spin, thereby simulating the playing of a game of soccer.

A seventh aspect of the present invention presents a game and method of playing a game simulating a game of basketball utilizing a plurality of spinners, each comprising a results indicator and an indicating surface further having position marking indicators simulating the progress of a basketball player on a simulated basketball court. The game having a dribble spinner, a shot spinner with a concentric ring adjusting the chance of a success of a shot on goal according to the location of position marker when a shot is taken, and a defense spinner. The game being played by taking a plurality of turns wherein a player selects and spins at least one spinner, reading the result of the spin by observing where the results indicator stops relative to the spinner's indicating surface. The player then moving a position marker indicator on of position indicators according to the result of a spinner, thereby simulating the playing of a game of basketball.

Various objects, features, aspects, and advantages of the present invention will become more apparent from the following detailed description of preferred embodiments of the invention, along with the accompanying drawings in which like numerals represent like components.

BRIEF DESCRIPTION OF THE DRAWING FIGURES

FIG. 1 is a schematic top plan view of an exemplary spinner;

FIG. 2 is a schematic top plan view of an exemplary spinner mounted to a results field;

FIG. 3a is a schematic top plan view of an exemplary playing surface including a plurality of position marking indicators representing a fairway of a golf course.

FIG. 3b is a schematic top plan view of an exemplary playing surface including a plurality of position marking indicators representing putting green.

FIG. 3c is a schematic top plan view of exemplary position markers.

FIG. 4 is a top plan view of a Driver Spinner.

FIG. 5 is a top plan view of a 3 Wood/Hybrid Spinner.

FIG. 6 is a top plan view of a 3 through 6 Iron Spinner.

FIG. 7 is a top plan view of a 7 through 9 Iron Spinner.

FIG. 8 is a top plan view of a Wedge, and Chip Spinner.

FIG. 9 is a top plan view of a Putt Spinner.

FIG. 10 is a top plan view of a Hazard Spinner.

FIG. 11 is a top plan view of an exemplary playing surface for a game of Golf.

FIG. 12 is a top plan view of a Race Spinner.

FIG. 13 is a top plan view of a Pit Stop Spinner.

FIG. 14 is a top plan view of a High/Low Spinner.

FIG. 15 is a top plan view of an exemplary playing surface for a game of Racing.

FIG. 16 is a top plan view of a High Risk Batter Spinner.

FIG. 17 is a top plan view of a Low Risk Batter Spinner.

FIG. 18 is a top plan view of a Pitcher Spinner.

FIG. 19 is a top plan view of a Sacrifice Bunt Spinner.

FIG. 20 is a top plan view of an exemplary playing surface for a game of Baseball.

FIG. 21 is a top plan view of a Offensive Zone Pass Spinner.

FIG. 22 is a top plan view of a Neutral Zone Pass Spinner.

FIG. 23 is a top plan view of a Shoot Spinner.

FIG. 24 is a top plan view of a Defense Spinner.

FIG. 25 is a top plan view of an exemplary playing surface for a game of Hockey.

FIG. 26 is a top plan view of an Offensive Pass Spinner.

FIG. 27 is a top plan view of an Offensive Rush Spinner.

FIG. 28 is a top plan view of a Defensive Pass Spinner.

FIG. 29 is a top plan view of a Defensive Rush Spinner.

FIG. 30 is a top plan view of an exemplary playing surface for a game of Football.

FIG. 31 is a top plan view of a Dribble Spinner.

FIG. 32 is a top plan view of a Defense Spinner.

FIG. 33 is a top plan view of a Shoot Spinner.

FIG. 34 is a top plan view of an exemplary playing surface for a game of Soccer.

FIG. 35 is a top plan view of a Dribble Spinner.

FIG. 36 is a top plan view of a Shoot Spinner.

FIG. 37 is a top plan view of a Defense Spinner.

FIG. 38 is a top plan view of an exemplary playing surface for a game of Basketball.

DETAILED DESCRIPTION OF THE INVENTION

The instant invention is a game and method for playing a game which includes a plurality of inventive spinners which are capable of providing the player a varied set of outcomes to choose from. Allowing the user to use skill and knowledge of the game to select one or more of the potential outcomes and spin the corresponding spinners creating a result. The game and method further contain a novel playing surface with a plurality of position markers which simulates a sport. In combination, the novel playing surface and the novel spinners allows the player to select from a set of outcomes, spin the spinner creating a random outcome from the selected set of results, and move a marker on the playing surface thereby simulating a sport.

Concerning this invention, a spinner is defined to be a device for randomly determining a potential outcome from a pre-selected field of choices through the use of a rotating device of chance. Spinners include, but are not limited the following descriptions:

A first embodiment of a spinner comprises a rotationally balanced indicator, rotationally mounted to a fixed surface containing a preselected field of results printed thereupon. The indicator operates through the impartation of a rotational velocity, typically by being struck by the finger of a user. The indicator then rotates due to the user's input, spinning in a circular path around the fixed surface. The indicator then slows, typically via friction, until the indicator comes to a complete stop. The tip of the indicator, which is typically arrow shaped, is then used to locate the nearest applicable result on the preselected field of results. This creates a random selection from the preselected set of results.

Since the rotationally balanced indicator typically moves in a circular path, the results field is typically broken up into radial ‘pie shaped’ wedges. These ‘pie shaped’ wedges, called sectors, are often of uniform size creating a uniform probability of any particular result occurring. These sectors however, may be resized altering the distribution of random results causing the probability of a particular result to differ from the other results. Further, additional ‘concentric rings’ of results may be placed onto the results surface allowing the player to select from one or more preselected sets of results during a spin.

A second variant of a spinner comprises a balanced wheel rotationally mounted in a supporting base. The wheel is able to rotate in the base and further contains a preselected field of results mounted to the wheel. Individual segments of the field of results on the wheel are typically delineated either by markings separating the fields, or by pins located on the outer circumference of the wheel. The base itself typically contains either a fixed indicating line or a flexible selector which passes from the base between the set of indicating pins on the wheel. This allows the fixed indicating line or the flexible selector to indicate a particular result when the wheel is spun. In order to ‘spin’ this style spinner, the user causes a rotational velocity to be imparted upon the wheel. The wheel then slows, typically via friction, eventually coming to a complete stop. The results of the ‘spin’ are then indicated by observing the result indicated on the preselected set of the results fields indicated by the flexible selector or the indicating line.

A third variant of a spinner comprises a digital representation of the above mentioned spinner variants comprising: a digital representation of a rotationally balanced indicator displayed on a digital representation of a preselected field of results. The indicator operating through the impartation of a user input, such as a button or more preferably through the calculation of a rotational velocity imparted via a touch screen. The indicator rotating in response to the user's input, spinning in a circular path around the field of results. The indicator stopping on a final result. The tip of the indicator, which is typically arrow shaped, is then used to locate the nearest applicable result on the preselected field of results. The results based on a random selection from the preselected set of results.

An exemplary spinner of the rotationally balanced variant is shown in FIG. 1 at 100. This spinner contains an indicator end 102, and is mounted to a result surface (base) 104 by a central axis 106, which allows the indicator end 102 to sweep through an arc when an input is placed upon the spinner 100. In the depicted embodiment the central axis 106 of the spinner 100 is passed through the base 104 and is anchored to the base 104 by a retention nut 108.

In the embodiment shown in FIG. 2, the base 104 further contains a results field 110, containing a first set of preselected results 112, and a second set of preselected results 114, each of which contains a plurality of individual results 116, 118 (Typical). The first set of preselected results 112 is broken up into radial ‘pie shaped’ wedges called sectors 120 (typical) and the second set of preselected results 114 is formed as a concentric ring 122 of results, both of which are located on the base 104. As shown in this embodiment, the sectors 120 are of uniform size creating a uniform probability of any particular result occurring. These sectors however, may be resized creating a distribution of random results wherein the probability of a particular result occurring may differ from the other results.

The indicator 102 as shown in FIG. 2 may be spun by striking it with a finger imparting a rotational velocity. The indicator 102 then rotates due to the input, spinning in a circular path around the central axis 106. The indicator 102 then slows until the indicator comes to a complete stop. The tip of the indicator 124, which in FIG. 2 is arrow shaped, is then used to locate the nearest applicable result (116, 118) on one of the preselected field of results (112, 114).

An exemplary playing surface 200 is shown in FIG. 3a and includes a plurality of position marking indicators 202, which are used to locate the position of a player upon the playing surface 204. A position marker 206 may be placed upon the position marking indicators 202 to denote the player's exact location on the playing surface 204. The position marker 206 may then be moved in response to the result of a spin of one or more spinners thereby simulating the playing of a sport. A position marker 206 (FIGS. 3c-3f) is any device or object that can be used to mark or locate a player on a game board's playing surface 202. Some examples include tokens (203), coins (205), indicia (207), or other symbols which are small enough to cover a position marking indicator 202, but not so large that they cover more than one position marking indicator 202.

In the particular embodiment shown in FIG. 3a, which is detailed further below, the position marker 206 placed upon a position marking indicator 202 is used indicate the position of a golf ball upon the playing surface 204, which represents the fairway of a golf course 208. This demonstrates one way in which the spinner 100 and playing surface 204 combination may simulate the playing of a sport.

First Exemplary Implementation of Game and Method—A Game of Golf

The first exemplary embodiment of the inventive game and method simulates the playing of a game of golf through the use of a plurality of spinners and a playing surface 204 representing a golf course. This embodiment includes the following spinners:

1) a Driver spinner 210 comprising a sector based mapping 212 of preselected results 214 representing a Driver club as shown in FIG. 4;

2) a combined 3W/HYB spinner shown generally at 216 in FIG. 5 and further comprising a concentric ring of preselected results 217 simulating a Hybrid Wood, and a sector based mapping 219 of preselected results 221 simulating a Hybrid Wood;

3) a first combined Irons spinner shown generally at 218 in FIG. 6 and further comprising a concentric ring of preselected results 220 simulating a 3 Iron, a concentric ring of preselected results 222 simulating a 4 Iron, a concentric ring of preselected results 224 simulating a 5 Iron, and a sector based mapping of preselected results 226 simulating a 6 Iron;

4) a second combined Irons spinner shown generally at 228 in FIG. 7 and further comprising a concentric ring of preselected results 230 simulating a 7 Iron, a concentric ring of preselected results 232 simulating a 8 Iron, and a sector based mapping of preselected results 234 simulating a 9 Iron;

5) a chip shot spinner shown generally at 236 in FIG. 8 and further comprising a concentric ring of preselected results 238 simulating a Pitching Wedge, a concentric ring of preselected results 240 simulating a Sand Wedge, a concentric ring of preselected results 242 simulating a Lob Wedge, and a sector based mapping of preselected results 244 simulating a Chip Shot wherein the odds of a first result 246 (Success) varies from that of a second result 248 (Fail);

6) a pun spinner shown generally at 250 in FIG. 9 and further comprising a concentric ring of preselected results 252 simulating putting from 20-36 yards, a concentric ring of preselected results 254 simulating putting from 16-20 yards, a concentric ring of preselected results 256 simulating putting from 10-14 yards, a concentric ring of preselected results 258 simulating putting from 6-10 yards, a concentric ring of preselected results 260 simulating putting from 2-6 yards, and a sector based mapping of preselected results 262 simulating putting from under 2 yards; and

7) a hazard spinner shown generally at 264 in FIG. 10 further comprising a sector based mapping of preselected results 265 simulating the results of encountering a hazard.

The playing surface 266 of this embodiment is shown in FIG. 11, and includes a plurality of fairways 208 (See FIG. 3a) and a plurality of greens 268 (See FIG. 3b), each including a plurality of position marking indicators 202, which are used to locate the position of a player upon the playing surface 204.

The golf embodiment disclosed herein is played by spinning the putt spinner 250 (FIG. 9) to determine who has honors (goes first). The larger result spun has the tee (goes first). If the players spin equal amounts, re-spin the putt spinner 250.

The goal of a game of Spinner Sports Golf is to have a player record the lowest 210, 216, 218, 228, 236, 250 (FIGS. 4-9) number of spins to complete a hole of golf by selecting through skill and knowledge, the appropriate club spinner for the shot being taken. Therefore luck, while still present, is minimized as a factor of game play, allowing a player with skill and knowledge of game of the actual game of golf to have a gameplay advantage.

Players begin by placing a position marker 206 on the position marking indicator representing the tee (270, FIG. 3a). Next, the player spins the driver spinner (210, FIG. 4) and then re-positions the position marker 206 (ball) on the fairway 208 (See FIG. 3) according to the result indicated on the result field 214. The result in this embodiment is presented as a set of numbers indicating the length 272 and lateral direction 274 to move the position marker 206 on the fairway's 208 position marking indicators 202. For example a result of (275-3R) represents a ball moving 275 yards away from the tee 270 and then 3 position marking indicators 202 to the right (representing a slice), the ball coming to rest at a new location 276. Arrows next to a position marking indicator 278 move the ball farther left or right to account for a ‘slope’ on the playing fairway 208. Should a shot land at this location, transition the position marker 206 to the adjacent position marking indicator 202 following the direction of the arrow 280. Any shot landing at a distance between position marking indicators 206 should be placed at the indicator furthest from the hole, (ex. a shot landing 120 yards from the hole should be placed at the position marking indicator 202 located 125 yards away). This concludes the first turn, and counts as a stroke for score keeping purposes.

For all shots after the shot from the tee 270, a player must: 1) Select a spinner and corresponding set of preselected results 216, 218, 228, 236, 250 (FIGS. 4-9) based on distance to the pin and taking into account any O.B. (out of bounds areas) 282, water hazards 290 and bunkers 292 that come into play; and 2) Declare the dot (positional marker 206) for which they are aiming. The player then spins the corresponding spinner for the selected set of preselected results (spinner FIGS. 4-9) and moves the ball (position marker 206) according to the results on the results field toward the declared dot. For example, if a player is 200 yards from the hole 294, and names the hole as his goal, a spin of ‘180-2R’ on the spinner would mean the position marker 206 would be moved forward seven dots (25 yards each, rounding down) and two dots to the right of the declared position marker 206, in this case the hole 294.

While playing on the fairway 208, special shots are sometimes needed to progress the ball. A wedge/chip spinner as shown in FIG. 8 describes a method for playing when the ball (position marker 206) is located close to the green 268. When the ball progresses within a few position marker indicators 202 of the geen 268, a player may wish to transition from Irons (FIGS. 6-7) to wedges such as the Pitching Wedge 238, Sand Wedge 240, or the Lob Wedge 242 (FIG. 8) to reduce the distance traveled during the stroke. Additionally, when the position marker 206 is adjacent to the green boundary line 296, the player may elect to take a ‘chip shot’ 244 onto the green. The results are as follows: a SUCCESS (246) results in the ball moving one position marking indicator closer to the hole (and onto the green 268); or FAIL (248) wherein the position marker 206 is not moved and the player add a stroke to their score.

A ball is considered to be on the green 268 (FIG. 3b) when the position marker 206 lands on a position marking indicator 202 located within the green boundary line 296 on the fairway 208 (FIG. 3a). The green 268 (FIG. 3b) is divided into four quadrants 298, 300, 302, and 304, representing the four quadrants of the green 268 of the fairway 208 (FIG. 3a) delineated by a quadrant separator 306. When the position marker 206 enters the green, it is transitioned to the green 268 (FIG. 3b) and placed in the corresponding quadrant 298, 300, 302, or 304 at the furthest position marking indicator 202 (square) from the hole 294.

Once the ball is on the green 268 (FIG. 3b) the player may spin the Putter spinner (FIG. 9) on their subsequent turns, choosing a corresponding set of preselected results 252, 254, 256, 258, 260, and 262 according to the distance from the hole 294, wherein each position marking 202 (square) represents 2 feet. Each putt (spin) counts as an additional stroke for scoring purposes, and if the position marker 206 does not advance to the hole 294 in three putts, play ends for this hole. The ball is considered ‘holed out’ once it lands in any square containing any portion of the black circle or hole 294.

Special Conditions and Penalties:

Out of Bounds (O.B.).: A player's ball (position marker 206) is deemed to have landed “out of bounds” 282 if the result of their shot would take them off the grid of position marking indicators 202. The position marker 206 is not moved, and the player adds one stroke to their score. They may then spin again.

WATER: A shot lands in a water hazard 290 when the final result of a spin lands within a water hazard boundary 308. When this occurs, the player places their position marker 206 at a position marking indicator 202 located nearest to the point of entry of the water hazard boundary 308 and adds a one stroke (point) penalty.

A ball lands in a bunker 292 when the final result of a spin lands within a bunker boundary 310. The player must declare a positional marker 206 for which they are aiming and spin a club spinner 216, 218, 228, 236 as usual; however they must also spin the Hazard spinner 264 (FIG. 10). To exit the bunker, the position marker 206 is moved according to the club spin, and then is adjusted according to the result of the hazard spinner 264, creating a final combined result.

Turns progress until all player's balls enter the hole 294 or the three putt limit is reached. The player with the position marker 206 furthest from the hole 294 is deemed to be away and it is that player's turn to spin. Turns continue until the hole is completed, wherein the play moved to the next hole, and the steps are repeated.

Additional variations of the game may include a wind spinner (not shown) which simulates the effects of wind on a given turn by modifying the final results of the club spinners 216, 218, 228, 236, 250 (FIGS. 4-9). This spinner is envisioned to be spun while the ball is on the fairway 208, through it may also be equally applied while the ball is on the green 268.

The game of golf described herein may be played with match play or stroke play, with the lowest score at the end of the game determining the winner.

Second Exemplary Implementation of Game and Method—A Game of Racing

The second exemplary embodiment of the inventive game and method simulates a stock car race through the use of a plurality of spinners and a playing surface representing a race track. This embodiment includes the following spinners:

1) a racing spinner shown generally at 320 in FIG. 12 and further comprising a concentric ring of preselected results 322 simulating a drafting, and a sector based mapping of preselected results 324 simulating forward motion 326, along with Crash 328 and Damage 330 fields wherein the odds of a first result 332 varies from that of a second result 334;

2) a pit stop spinner shown generally at 336 in FIG. 13 and further comprising a sector based mapping of preselected results 338 simulating the amount of fuel transferred during a pit stop;

3) a high/low spinner shown generally at 340 in FIG. 14 and further comprising a sector based mapping of preselected results 342 simulating a car's attempt to pass on the high or low side of another car.

The playing surface 344 of this embodiment is shown in FIG. 15, comprising a plurality of position marking indicators 346 simulating a closed-loop race track which are used to locate the position of a player upon the playing surface 344, the playing surface further comprising a pit lane 340 and a plurality of gas tank indicators 350.

The racing embodiment disclosed herein is played by spinning a race spinner 320 (FIG. 12) to simulate the racing of a car around the track. The goal of the game is to see who can complete 20 laps or circuits around the playing surface 344 starting and ending at a start/finish line 352 by selecting through skill and knowledge, the high/low spinner 340 at appropriate times thereby adjusting the location of the car on the track. Therefore luck, while still present, is minimized as a factor of game play, allowing a player with skill and knowledge of game of the actual car racing game to have a gameplay advantage.

In order to begin the race players determine who gets the pole position (first choice of placement of their position marker 354 adjacent a start/finish line 352). The higher result spun has the pole position (chooses their location first). The next highest result places their position marker 354 second, and so on. If any player spins an equal amount, they re-spin the race spinner 320 to determine who places their position marker 354 next.

The players then spin the racing spinner 320 (FIG. 12) and move their position marker 354 around the position marking indicators 346 (squares in FIG. 15) following their lane 356, 358, 360, and 362. A player may not change lanes without spinning the high/low spinner 340 (FIG. 14), discussed later. Each player moves their marker an amount of spaces as indicated by the result 332 of the race spinner 320 (FIG. 12). If the spinner is within the indicated regions of the concentric draft ring 364 of the race spinner 320 (FIG. 12) the player may double the result 332 indicated by the racing spinner 320.

If a player spins the racing spinner 320 (FIG. 12) and the result indicated is CRASH (328), the player is eliminated from the race and the corresponding position marker 354 is removed from the playing surface 344. If a player spins the racing spinner 320 (FIG. 12) and the result indicated is DAMAGE (330), the player skips three turns while other players race as normal. Each player takes his or her turn in the order determined by the spin for the pole position.

At the start of the race, all players begin with a full tank of gas. This means that every player's individual fuel tank indicator (350, FIG. 15) begins at “F” or Full 366. Players must reduce their fuel tank indicator (350, FIG. 15) by one square 368 for every lap (crossing of the start/finish line 352.) However, after the third lap, and until the player enters pit row for the first time, the fuel will be reduced by two squares 368 per lap. If a player runs out of fuel by having their fuel tank indicator 350 reduced to “E” or Empty 370, the player is eliminated from the race and must remove their position marking indicator 346 from the playing surface 344.

In order to replenish the fuel tank indicator 350 and receive new tires, a player must enter pit row 348. A player may enter pit row 348 anytime after the completion of the second lap, however if the player does not pit on the third lap, he must make at least two more laps before pitting. In order to enter pit row 348, a player must spin the racing spinner 320 (FIG. 12) and achieve a result 332 high enough to reach the pit row entry marks 372. The driver then places their position marker 354 into a pit location 374 on pit row 348 completing their turn.

On the players next turn they may elect to take fuel, tires, or both. The player must declare their intentions to the other players. If the player is seeking fuel only, the player spins the pit stop spinner (336, FIG. 13), and adds a corresponding number of squares 368 to their fuel tank indicator 350. If the spin would exceed “F” or Full 366, the indicator is set to “F” or Full 366. Drafting (FIG. 12) does not apply when exiting Pit Row 348. The driver then spins the race spinner 320 (FIG. 12) and exits pit row by moving double the result 332 of the race spinner 320.

If the player elects to take on new tires, the player must wait two turns before leaving pit row 348. On their next turn, the driver spins the race spinner 320 (FIG. 12) and moves three times the result indicated, however drafting does not apply when exiting pit row 348.

If the player wishes to take on fuel and tires, the player must wait three turns before leaving pit row 348. The driver then spins the pit stop arrow 336 (FIG. 13) and adds a corresponding number of squares 368 to their fuel tank indicator 350. The player then spins the race spinner 320 (FIG. 12) and moves four times the indicated result 332. Again, drafting does not apply when exiting pit row 348.

During a player's turn, they may elect to spin the High/Low spinner 340 (FIG. 14) allowing the player to change lanes 356, 358, 360, and 362 which may position their position marker 354 laterally into a ‘higher’ or ‘lower’ lane. Note that the low positions which are closer to the infield (such as 356 and 358) have fewer spaces in comparison to higher positions (such as 360 or 362), which means that a position marker 354 moving along the lower lanes will have a smaller number of required moves required to complete a lap.

Passing is accomplished by moving a first player's position marker 354 into an adjacent lane 352, 358, 360, and 362 relative to a second player's position marker thereby allowing the first player to move past the second. Cars occupying the same lane may not pass through one another, and should a player's spin exceed the available spaces between the player's position marker 354 and the other car, the moving player assumes the position marking indicator 346 occupied by the non-moving car, and the non-moving car's position marker is ‘bumped’ (moved) forward three spaces. Bumping may not occur when a player is exiting pit row 348 as a player exiting pit row must select a free pit row exit marker (376, 378, 380, or 382) to exit pit row.

The first player to cross the start/finish line 352 after completing 20 laps is the winner.

Third Exemplary Implementation of Game and Method—A Game of Baseball

The third exemplary embodiment of the inventive game and method simulates a game of baseball through the use of a plurality of spinners and a playing surface 400 representing a baseball diamond. This embodiment includes the following spinners:

1) a high risk batter spinner shown generally at 402 in FIG. 16 and further comprising a sector based mapping of preselected results 404 simulating a high risk batter;

2) a low risk batter spinner a shown generally at 406 in FIG. 17 and further comprising a sector based mapping of preselected results 408 simulating a low risk batter;

3) a pitcher spinner shown generally at 410 in FIG. 18 and further comprising a sector based mapping of preselected results 412 simulating the pitching of baseball; and

4) a bunting spinner shown generally at 414 in FIG. 19 and further comprising a sector based mapping of preselected results 416 simulating a sacrifice bunt.

The playing surface 400 of this embodiment is shown in FIG. 20, comprising a plurality of position marking indicators 418 simulating a baseball diamond, the playing surface further comprising the following bases: First Base, 420; Second Base, 422; Third Base 424; and Home Plate 426.

The goal of the game is to achieve the highest number of runs scored after nine innings of play by selecting through skill and knowledge, the appropriate batting spinner (FIG. 16, 404; FIG. 17; 406, FIG. 19) for the current play. Therefore luck, while still present, is minimized as a factor of game play, allowing a player with skill and knowledge of game of the actual game of baseball to have a gameplay advantage.

To determine who is the Home Team, and who is the Away Team, each player each spin the pitch spinner 410 (FIG. 18). The first player to spin a “Ball” (B, 428) is considered the visiting team. Should both players spin a “Ball” (B, 428) or “Strike” (S, 430) each player will continue spinning until one player spins a “Strike (S, 430) and the other a “Ball” (B, 428).

To start the game, the player representing the home team pitches by spinning the pitcher spinner 410 (FIG. 18). If a ball (B, 428) is spun then the count of Balls to Strikes becomes 1 and 0 and the pitching player spins again. Should four (4) balls be spun before the batter achieves a base, is out or achieves three Strikes/Misses (430, 432, 433) the batting player places a position marker 434 onto first base 420 and resets the count. If first base 420 is already occupied, the existing position marker at this location is advanced to the nearest empty base 422, 424, or 426.

If a strike (S, 430) is spun then the batting player selects and spins a batting spinner (FIG. 16-17, or 19). If the result indicates a “hit” (430, 438, 440 from FIG. 16; or 442, 444, 446, 448 from FIG. 17), the batting player places a position marker on the corresponding base, and advances all other position markers the same number of bases (420, 422, 424, 426).

If foul (450) is spun, a strike is issued for the batter if he has fewer than two strikes. If the batter already has two strikes against him when he hits a foul ball, the pitcher spins again and no strike or ball is recorded.

If a miss (432, FIGS. 16; and 433, FIG. 17) is spun, the miss adds to the batter's count as a strike. If a batter receives a total of three strikes, the count is reset and an out is recorded. When a total of three outs are recorded, the players switch sides, from pitcher to batter. After three more outs, the inning is concluded, and the players switch back. The game ends after 9 innings and the player with the higher score wins. An extra inning is played to resolve any ties.

A spin of ‘hit batter’ (452, FIG. 18) is counted as a ‘single’ and the batting player places a position marker on first base 420. If first base 420 is already occupied, the existing position marker at this location is advanced to the nearest empty base 422, 424, 426.

A spin of ‘wild pitch’ (454, FIG. 18) counts as a ball and any position markers 434 are advanced one base (420 to 422; 422 to 424; 424 to 426). A spin of ‘balk’ (456) will cause all position marking indicators 418 to advance one base (420 to 422; 422 to 424; 424 to 426). A spin of ‘Pick Off’ (458) causes the most advanced position marker 434 to be removed from play and counts as an out. Should a spin of ‘Balk’ (456) or ‘Pick Off’ (458) be spun with no position markers 434 on base (420, 422, 424), disregard the result. Nothing is added to the count, and a new pitch is then thrown.

Each runner(s) on base moves one base (420 to 422; 422 to 424; 424 to 426) as directed by the board on a single (460 on FIG. 16; 461 on FIG. 17), two bases on a double (462 on FIG. 16; 463 on FIG. 17), three bases on a triple (464 on FIG. 17) and so on. A spin on the bunting spinner (FIG. 19) indicating a ‘sacrifice bunt successful’ (466, FIG. 19) causes an out to be recorded, however all position markers 434 are advanced one base (420 to 422; 422 to 424; 424 to 426). A spin of ‘Bunt Fail’ (468, FIG. 19) advances a position marking indicator to first base (420) and causes the lead position marker 434 to be removed and an out recorded. A spin of ‘Ground Out’ (470 on FIG. 16; 472 on FIG. 17) means all position marking indicators advance one base but no new position marker 434 is added (420 to 422; 422 to 424; 424 to 426). A spin of ‘Pop Out’ (474, FIG. 17), Fly Out (476, FIG. 17) or Line Out (478 on FIG. 16; 480 on FIG. 17) means that the location of the position markers remains unchanged and that an out is recorded. No new position markers are added.

The team with the highest score at the conclusion of nine innings is the winner. Additional innings are played to resolve any ties.

Fourth Exemplary Implementation of Game and Method—A Game of Hockey

The fourth exemplary embodiment of the inventive game and method simulates a game of hockey through the use of a plurality of spinners and a playing surface 500 representing a hockey rink. This embodiment includes the following spinners:

1) an offensive zone pass spinner shown generally at 502 in FIG. 21 and further comprising a sector based mapping of preselected results 504 simulating a pass in the offensive zone;

2) a neutral zone pass spinner shown generally at 506 in FIG. 22 and further comprising a sector based mapping of preselected results 508 simulating a pass in the neutral zone;

3) a shot (shoot) spinner shown generally at 510 in FIG. 22 and further comprising a concentric ring of preselected results 512 corresponding to locations on the playing surface 500, and a sector based mapping of preselected results 514 simulating a player missing or making a goal wherein the preselected results represent: S (516) for a save; and G (518) for a goal; and

4) a defense spinner shown generally at 520 in FIG. 24 further comprising a sector based mapping of preselected results 522 simulating the defense attempting to “take away” (524) the puck from the offense who is attempting to “Keep” (526) the puck.

The playing surface 500 of this embodiment is shown in FIG. 25, comprising a plurality of position marking indicators 528 simulating a hockey rink, the playing surface further comprising the following a location at center ice (530); two goals (532); a neutral zone (534) further comprising two levels P1 (536) and P2 (538) per side of a centerline (540); two offensive zones 542, 544 each having 4 levels, P3 (546), P4 (548), P5 (550), and P6 (552) and a location behind the goal (554).

The goal of the game is to achieve the highest number of goals scored during a fixed period of time for play as determined by the players. Alternately, the first player to reach a fixed number of goals is the winner. The hockey embodiment disclosed herein is played by having a first player select and spin a pass spinner 502 (FIG. 21), 506 (FIG. 22) or a shoot spinner 510 (FIG. 23), opposed by a second player spinning defense spinner 520 (FIG. 24). By selecting through skill and knowledge, the appropriate time to spin the Shoot spinner (510 FIG. 23), a player will have a gameplay advantage. Therefore luck, while still present, is minimized as a factor of game play, allowing a player with skill and knowledge of game of the actual game of hockey to have a gameplay advantage.

To start the game, both players spin the defense spinner 520 (FIG. 24) to determine who wins the face off. If one player spins “Keep” 526, and the other player spins “Take Away” 524, the player spinning “Keep” 526, has possession of the puck and plays on offense first. In case of a tie, continue spinning the defense spinner 520 (FIG. 24) until only one player spins “take away” (524). The player spinning “Keep” 526 has possession of the puck and plays on offense first. Play begins at center ice (530, FIG. 25) by placing a position marker 556 on the position marking indicator 556 at this location.

The player on offense then spins the Neutral Zone Pass spinner 506 (FIG. 22) to start moving the position marker 556 (puck). The position marker 556 is then moved to a result indicated on the spinner, either P1 (536) or P2 (538), wherein the player chooses from one of corresponding position marking indicators 528 and moves the position marker 556 to this location. In order to exit the neutral zone and proceed to the offensive zone, the player on offense must spin a P1 (536), and then a P2 (538) to advance the position marker 556 away from the neutral zone 534. Once the position marker 556 is on P2 (538), the player on offense may begin spinning the Offensive Zone Pass spinner 502 (FIG. 21).

After each time the player on offense spins a spinner, the player on defense spins the defense spinner 520 (FIG. 24). If the defensive player's result indicates a “Take Away” (524), the defense takes over the position marker 556 at the current location and goes on offense. If the player on defense spins “Keep” (526), the player on offense continues possession.

The object of the player on offense is to move the puck as close as possible to the goal (532) for a shot, as the odds of a successful shot increase as the position marker 556 nears the goal 532. Once inside the offensive zone (542, 544), the player may choose to pass the puck closer to the goal by spinning the offensive zone pass spinner 502 (FIG. 21), moving the position marker 556 to the position marking indicators: P3 (546), P4 (548), P5 (550), or P6 (552) corresponding to the spin.

To take a shot on goal, the player on offense spins the shoot spinner 510 (FIG. 23). For a goal to be scored, the indicator must: 1) match the color of the position where the position marker 556 is currently located; and 2) land in a sector indicating a ‘0’ (518) or goal. In this embodiment, position P3 (546) is represented by the color blue (558), position P4 (548) is represented by the color red (560), position P5 (550) is represented by the color green (562) and position P6 (552) is represented by the color gold (564) as labeled on the shoot spinner 510 in FIG. 23.

Should a shot miss, the position marker 556 is placed on the marker behind the goal 554 and the defense spins the defense arrow 520 (FIG. 24). If the arrow lands on Keep (526) the team on offense retains the puck and must cross back into the neutral zone 534 by spinning the neutral zone spinner 506 (FIG. 22) moving the position marker 556 to the corresponding position marking indicator 528. The player on offense must then return to location P2 (538) before spinning the offensive zone pass spinner (FIG. 21) positioning the puck for another shot on goal.

If the defense spins take away (524, FIG. 24) the defense takes over at that location and begins passing the puck using the Neutral Zone spinner 506 (FIG. 22). The new offensive player must now pass through all (four) levels of the Neutral Zone P2-P1-P1-P2 (538, 536, 536, 538) in this order before they may enter the opposing player's offensive zone for a scoring attempt.

Should a shot be taken and a goal is scored, then the opposing player begins with possession at center ice (530) and begins the offensive process again by spinning the neutral zone spinner 506 (FIG. 22).

Fifth Exemplary Implementation of Game and Method—A Game of Football

The fifth exemplary embodiment of the inventive game and method simulates a game of football through the use of a plurality of spinners and a playing surface 600 representing a football field. This embodiment includes the following spinners:

1) an offensive pass spinner shown generally at 602 in FIG. 26 and further comprising a concentric ring of preselected results 604 indicating forward movement, and a sector based mapping of preselected results 606 simulating the results of an offensive pass;

2) an offensive rush spinner shown generally at 608 in FIG. 27 and further comprising a concentric ring of preselected results 610 indicating forward movement, and a sector based mapping of preselected results 612 simulating the results of an offensive rush;

3) an defensive pass spinner shown generally at 614 in FIG. 28 and further comprising a sector based mapping of preselected results 616 simulating the defense of an offensive pass; and

4) an defensive rush spinner shown generally at 618 in FIG. 29 and further comprising a sector based mapping of preselected results 620 simulating the defense of an offensive rush.

The playing surface 600 of this embodiment is shown in FIG. 30, comprising a plurality of position marking indicators 622 simulating a football field, the playing surface further comprising the following two end zones (624), each having a goal line (624); two sidelines (628); and a first down marker 630 (not shown, but similar to position marker 206).

The goal of the game is to achieve the highest number of points scored during a fixed period of time for play as determined by the players. Alternately, the first player to reach a fixed number of points is the winner. The football embodiment disclosed herein is played by having a first player select and spin an offensive spinner 602 (FIG. 26), 608 (FIG. 27), opposed by a player on defense spinning a defensive spinner 614 (FIG. 28), 618 (FIG. 29). Therefore by selecting through skill and knowledge, the appropriate offensive and defensive spinners (pass or rush) a player will have an advantage. Therefore luck, while still present, is minimized as a factor of game play, allowing a player with skill and knowledge of game of the actual game of football to have a gameplay advantage.

To start the game, both players spin the offensive pass spinner 602 (FIG. 26) to determine who wins the first possession. They player spinning the highest yardage on the concentric ring of results 604 can choose to kick off or receive.

A position marker 632 is used to represent the ball, and a first down marker 630 is placed along the sideline (628, FIG. 30) as a first down marker. The ball starts on the 20 yard line (634). To move the ball the offensive player spins either the offensive pass spinner 602 (FIG. 26) or the offensive rush spinner 608 (FIG. 27). The defense then spins the corresponding defensive spinner (614, FIG. 28 or 618, FIG. 29). The ball's position and result is based on the offensive/defensive action dictated by the results of the offensive spin as modified by the defensive spin. If the yardage spun lands a player exactly on the goal line (626, of FIG. 30), they are deemed to be in the end zone.

If the offense spins the offensive pass spinner (602, FIG. 26) and shows a completion and the player on defense spins the defensive pass spinner (614, FIG. 28) and the results indicate “pass complete” (636, FIG. 28) then the offense spins the offensive pass spinner a second time (602, FIG. 26) to determine the yards gained, as indicated by the concentric ring of preselected results 604.

If the results of the defensive pass spinner (FIG. 28) indicates that the pass is incomplete (638, FIG. 28) then the pass is deemed incomplete and the player on offense loses a down. The position marker 632 is not moved.

When the player on offense spins the offensive rush spinner (608, FIG. 27) and the player on defense spins “PYG” (640) or Positive Yards Gained on the defensive rush spinner (614, FIG. 29), then the offense spins the offensive rush spinner (608, FIG. 27) again to determine the yards gained, as indicated by the concentric ring of preselected results 610.

If the player on offense spins any indication of “incomplete” (for example, 642, FIG. 26) then the defense does not have to spin and that play results in a loss of down.

If the player on offense spins a “QB sack,” (644 in FIG. 26; 648 in FIG. 27) the defense spins either of the offensive spinners (602, FIG. 26; 608, FIG. 27) to determine loss of yards.

If the player on offense spins the offensive pass spinner and the results indicate “Bomb play Touchdown!” (650, FIG. 26) or “Bomb play incomplete” (652, FIG. 26) the defense does not need to spin and the touchdown or incompletion is allowed.

If the either player spins an Interception (ex 654; FIG. 28) or a fumble losing possession (ex. 656; FIG. 27) as indicated by the result of the spin, the ball is recovered by the defensive team at the previous line of scrimmage.

The movement of the position marker 632 along the position marking indicators 622 located on the playing surface 600 of the game board is determined by the player's spins and the phrases on the spinners' result fields. If 10 yards are not gained after three spins (downs) by the player on offense, the player must either: attempt a field goal; go for a first down; or punt.

Attempting a field goal: the player on offense spins either offensive spinner (602, FIG. 26; 608, FIG. 27) and must land on a number according to the length of the field goal. The length of the field goal is calculated as the position marker's (632) current location from the goal line 626 in yards plus 17 additional yards (10 yards for end zone, 7 yards for snap distance).

For field goals of 50 or more yards, the number on outer ring of the offensive spinners (604, FIG. 26 or 610, FIG. 27) must indicate a result of over 20; for 40-49 yards, the spun results must be higher than 17; for 30-39 yards, the result must be higher than 14; for 20-29 yards, the result higher than 10; and for field goals under less than 20 yards, the spun result must be higher than 6.

Attempting a punt: the player on offense may decide to punt on the 4th down. To do so, they may spin either offensive spinner (602, FIG. 26 or 608, FIG. 27) doubling the result indicated by the spin. If the punt goes “out of the end zone” (624) then the ball is moved back to the 20 yard line. The player on defense then takes over on offense.

Failing to achieve a first down: if a player fails to achieve a first down after their 4th spin, the defensive player becomes the offensive player and play resumes with the position marker 632 placed at the last line of scrimmage (location at start of last play.)

Extra points after a touchdown: In order to score a single extra point after a touchdown, the player on offense chooses and spins either offensive spinner (602, FIGS. 26 and 608, FIG. 27). If the result is an odd number a point is scored. However, in lieu of a single extra point, the player scoring a touchdown may try for a two (2) point conversion by spinning either offensive spinner (602, FIG. 26 or 608, FIG. 27). If the result is an even number, two points are scored.

Additional variations of the game may include offensive pass spinner 602 (FIG. 26), offensive rush spinner 608 (FIG. 27), defensive pass spinner (614, FIG. 28) and defensive rush spinner (618, FIG. 29) customized to represent particular team's style of game play, for instance: Vertical Offense (combination of deep passing and power running) or West Coast Offense: (passing ball control), wherein the results fields (604, 606, 610, 612, 616, and 620) are varied to simulate a particular teams most common plays. In this manner, real world teams can go ‘head to head’, for instance replaying a particular bowl game or college matchup.

Similarly, it is anticipated that additional offensive and defensive spinners such as ‘Specialized Plays’ may be used with this invention. These special plays, and their corresponding defenses represent less common game plays such as the: Halfback pass, Fake Field Goal, Fake Punt, End Around, Reverses, Halfback snap, double pass, etc.

Points are awarded the same as a regular game of football. Six (6) points for a touchdown, three (3) points for a field goal, two (2) for a two point conversion and one (1) for an extra point. Opponents keep track of each other's ball movement and downs. The goal of the game is to achieve the highest number of points scored during a fixed period of time for play as determined by the players.

Sixth Exemplary Implementation of Game and Method—A Game of Soccer

The sixth exemplary embodiment of the inventive game and method simulates a game of soccer through the use of a plurality of spinners and a playing surface 700 representing a soccer field. This embodiment includes the following spinners:

1) a dribble spinner shown generally at 702 in FIG. 31 and further comprising a sector based mapping of preselected results 704 simulating the results of an offensive player dribbling/passing a soccer ball to different position marking indicators 706 on a playing surface 700 simulating a soccer pitch;

2) a defensive spinner shown generally at 708 in FIG. 32 and further comprising a sector based mapping of preselected results 710 simulating the results of an defending player attempting to block the offensive player from dribbling/passing a soccer ball wherein the results include: “pass is good” (712), and “turn over” (714); and

3) a shot (shoot) spinner shown generally at 716 in FIG. 33 and further comprising a sector based mapping of preselected results of varying width 718 simulating a player missing or making a shot on goal wherein the odds of scoring vary depending on the position of a position marker 720 on the field of position marking indicators 706 when the shot is taken.

The playing surface 700 of this embodiment is shown in FIG. 34, comprising a plurality of position marking indicators 706 simulating a soccer pitch, the playing surface further comprising the following positions: Center (722), MF (724), 40 (726), 35 (728), 25 (730), 18 (732), BOX (734), S (736), GK (738), CK (740) and Goal (742).

The goal of the game is to achieve the highest number of points scored during a fixed period of time for play as determined by the players. Alternately, the first player to reach a fixed number of points is the winner. By selecting through skill and knowledge, the appropriate time to spin the shot spinner (716 FIG. 33), a player will have a gameplay advantage. Therefore luck, while still present, is minimized as a factor of game play, allowing a player with skill and knowledge of game of the actual game of soccer to have a gameplay advantage.

The soccer embodiment disclosed herein is played by having the players spin the “dribble” spinner (702, FIG. 31) to determine who wins the ‘kick off’ and plays first on offense. The first player to spin “Box” 734 gets possession of the position marker 720 (ball) which is placed at the center (722, FIG. 34).

Play begins by the player on offense spinning the dribble spinner (702, FIG. 31) to move the position marker 720 representing the ball. The position marker 720 is moved to the position marking indicator 706 corresponding to the result of the spin.

After each spin the player on defense spins the defense spinner (708, FIG. 32). A result of “Pass Is Good” (712) means the offensive player keeps spinning the dribble spinner (702, FIG. 31). A result of “Turn Over” (714) means the opponent takes over possession of the position marker 720 (ball) at the spot where it was last passed.

Upon five or more successful passes without a spin of “Turn Over” (714, FIG. 32), the offensive player may choose to spin the shoot spinner (716, FIG. 33) to attempt a shot on goal, but only if that player is on his offensive half of the field. If the result of the shoot spinner (716, FIG. 33) matches the color of the player's current position, the shot is good, and a goal is scored.

The colors are as follows: MF (724) is black (744); 40 (726) is purple (746); 35 (730) is blue (748); 30 (729) is green (750); 25 (730) is yellow (752); 18 (732) is orange (754); BOX (734) is magenta (756); and S (736), GK (738), and CK (740) are all white (758).

After a successful goal, the opposing player takes over the ball at the center (722, FIG. 34). After an unsuccessful shot, the defending player takes over the ball at their Goal Kick (GK) location (738, FIG. 34) and must proceed downfield toward the opposing goal 742.

A player landing on a Corner Kick (CK) (740, FIG. 34) spot must spin the dribble spinner (702, FIG. 31) and land on “Box” (734) to take a shot on goal (716, FIG. 33.) Any other result is deemed a turn over and the opponent takes over from the Goal Kick (GK) spot (738, FIG. 34) proceeding toward the opposing goal 742.

Play continues in this manner until the pre set number of goals is scored or time elapses.

Seventh Exemplary Implementation of Game and Method—A Game of Basketball

The seventh exemplary embodiment of the inventive game and method simulates a game of basketball through the use of a plurality of spinners and a playing surface 800 representing a basketball court. This embodiment include the following spinners:

1) a dribble spinner shown generally 802 in FIG. 35 and further comprising a sector based mapping of preselected results 804 simulating the results of an offensive player dribbling/passing a basketball to different position marking indicators 806 on a playing surface 800 simulating a basketball court;

2) a shot (shoot) spinner shown generally at 808 in FIG. 36 and further comprising a concentric ring of preselected results 810 corresponding to locations on the playing surface 800, and a sector based mapping of preselected results 812 simulating a player missing or making a basket wherein the preselected results represent H: (814) for a hit or made basket; and M: (816) for a missed shot; and

3) a defense spinner shown generally at 818 in FIG. 24 and further comprising a concentric ring of preselected results 820 corresponding to which team recovers the ball after a missed shot (Offensive Rebound [822], Defensive Rebound [824]) and a sector based mapping of preselected results 826 simulating the defense attempting to “steal” (828) the ball from the offends who is attempting to “Keep” (830) the ball.

The playing surface 800 of this embodiment is shown in FIG. 39, comprising a plurality of position marking indicators 806 simulating a basketball court.

The goal of the game is to achieve the highest number of points scored during a fixed period of time for play as determined by the players. Alternately, the first player to reach a fixed number of points is the winner. By selecting through skill and knowledge, the appropriate time to spin the shot spinner (808 FIG. 36) or elect to drive to the basket, a player will have a gameplay advantage. Therefore luck, while still present, is minimized as a factor of game play, allowing a player with skill and knowledge of game of the actual game of basketball to have a gameplay advantage.

The basketball embodiment disclosed herein is played by having the players spin the dribble spinner (802, FIG. 35) to determine who wins possession of the ball and becomes the offensive team. The first player to spin the result of “P” (832) is awarded possession. If the players both spin a “P” 832, both players keep pinning until one player has a result of “P” (832) and the other “T” (834), wherein the player with “P” takes possession.

Play starts with the position marker 836 (Ball) on the star (838, 839) of the defending player's mid court. (840, FIG. 38). After a player scores a basket, the ball will start under at the star (841, 843) nearest the basket that was just scored upon.

Players move ball by spinning the dribble spinner (802, FIG. 35). A spin of “P” or Pass (832) allows the player on offense to move the position marker 836 to the nearest position marking indicator 806 in their direction of choice. Players may move only one dot per pass unless a player Spins “P2” (842) which enables the player to move the position marker 836 two position marking indicators (806) on that pass. A spin of “T” (834) indicates a turnover wherein the defense takes possession of the position marker 836 at the location of the opponent's last spin. The defense now goes on offense and play continues.

Turnover: In order to shoot on the basket, the offensive player must complete at least three (3) successful passes before shot may taken. After the three successful passes without a “T” 834 (turnover), the player on defense may spin the defense spinner (818, FIG. 37) to determine continued possession or change of possession based on the phrases on the defense dial. A result of “Pass is good” (844) means the offensive player may shoot or continue moving toward the basket by spinning the dribble arrow (802, FIG. 35). A spin of “Steal” (846) means the opponent takes over possession at last spot. A spin of “Technical” (848) means the offensive player spins the Shoot spinner (808, FIG. 36) once to see if a technical free throw was made: “H” (814) means the ball hits, and a point is scored; and “M” (816) indicates the shot missed, and no point is recorded. The offensive player maintains possession of the ball and the position marker 836 is moved to the star 838, 839 nearest the defending teams midcourt 840 regardless of whether it was a “H” (Hit, 814) or “M” (Miss, 816) at the line. A spin of “Foul” (850) means the offensive player goes to the line to shoot two free throws by spinning the shoot spinner twice (808, FIG. 36). Each successful “H” (Hit, 814) is considered one point. Defending team then takes possession at the star 838, 839 nearest the basket 852. A spin of “Offensive Foul” (854) means the defending team takes possession of the ball at the farthest star (838 or 839).

Scoring: To shoot and score, the player on offense must spin the shoot spinner (808, FIG. 36). Players attempting a three (3) point shot (from outside of the three point line 856) must spin using the outer concentric ring of preselected results 810 on the shoot spinner (808, FIG. 36) and land on the color corresponding to the positional marking indicator 836 they are shooting from. Any other color result is a considered miss. The position marking indicators closest to midcourt (840) are red (858) in color [single hatch in FIG. 38], the next row closest to the basket, approximately halfway between the arc and the midcourt 840 are yellow (860) in color [cross hatch in FIG. 38] and include the mid-court star. The position marking indicators 806 closest the three point line 856 are green (862) in color [Solid color in FIG. 38].

Players going for two (2) points (inside the three point line 856) must spin the shoot spinner (808, FIG. 36) reading the sector based results 804, wherein a result of “H” (814) indicates a hit basket and a result of “M” (816) is a considered a miss. The chances of making a successful shot increase as the position marker 836 gets closer to the basket (852).

After a missed shot, the opponent spins the defense spinner (818, FIG. 37) to determine whether an offensive rebound (822) or defensive rebound (824) occurs by reading the result on the outer concentric ring of preselected results 820. The corresponding player takes possession at the star (841, 843) under the basket 852.

After an “Offensive Rebound” (822, FIG. 37), or if the defense takes possession under their own basket 852 and immediately turns the ball over while on the star (841, 843 of FIG. 38), the offensive player must then make at least one successful pass (832, 842 on FIG. 35), before shooting again, during which the defensive player also spins the defense spinner (818, FIG. 37), to attempt recovery before a new shot is made.

Automatic Scoring: If the position marker 836 is moved from the position marking indicators 806 onto the defending star (841, 843) under the basket 852, the offensive player is automatically awarded two points without having to spin, and the opposing team then takes over at that star.

Other Exemplary Implementations of the Game and Method

While this invention has been described in specific detail with reference to the disclosed embodiments, it will be understood that many variations and modifications may be effected within the spirit and scope of the invention as described in the appended claims. For example, the number, location, size, shape, demarcations, and width of both the spinner and its related indicia may vary from that described herein. Additionally, the sports represented above, are merely exemplary of the usage of the game and its related method. Accordingly, it will be understood that the invention as a whole is in no way limited by these exemplary embodiments, but is to be understood from the following claims, which are to be interpreted as broadly as allowed under the law.

Claims

1. A game having a playing surface (200), a plurality of position marking indicators (202) on the playing surface (200), and a position marker (206) for placement on the position marking indicators (202) characterized by:

a plurality of spinners (100) for use with the playing surface (200), each spinner containing a results indicator (102) and an indicating surface (104) containing a plurality of results (110).

2. The game of claim 1, further characterized by:

at least one indicating surface (110) having a first result field (116) with a width different from a second result field (118), thereby varying the probability of said first result field (116) from occurring relative to said second result field (118) when at least one of said spinners (100) is spun.

3. The game of claim 1, further characterized by:

at least one spinner (100) with said indicating surface (104) having a concentric ring of results (114) adjacent to a sector based set of results (112), thereby allowing a user to select from either set of results (112, 114) thereby increasing the number of possible outcomes when at least one of said plurality of spinners (100) is spun.

4. The game of claim 1, further characterized by:

at least one spinner (100) with said indicating surface (104) having a repeated result field (430, FIG. 18) and a non-repeated result field (458, FIG. 18), thereby increasing the probability that said repeated result field (430) will occur relative to said non-repeated result field (458) when at least one of said plurality of spinners is spun.

5. The game of claim 1, further characterized by:

an offensive spinner (602) and a defensive spinner (614) wherein a first result (604) of said offensive spinner is modified by a second result (616) of said defensive spinner, creating a final outcome, which is determined by the combined effect of said first and second results.

6. A method of playing a game, with the steps of providing a playing surface (200) containing a plurality of position marking indicators (202), providing a position marker (206), the method characterized by the steps of:

providing a plurality of spinners (100), each containing a results indicator (102) and an indicating surface (104) containing a plurality of results (110);
taking a plurality of turns, each comprising the following steps: selecting at least one of said plurality of spinners (100); spinning at least one of said plurality of spinners (100); reading a result from the position of said results indicator (102) on said indicating surface (104) on one of said plurality of spinners (100); and moving said position marker (206) on said plurality of position marking indicators (202) according to said result of one or more of said plurality of spinners (100), thereby simulating the playing of a sport.

7. The method as defined in claim 6 wherein the step of providing a plurality of spinners (100), each containing a results indicator (102) and an indicating surface (104) containing a plurality of results (110) is further characterized by the step of:

providing a spinner (510) comprising a first results field (516) and a second results field (518) wherein said first results field (516) differs in width from said second results field (518), thereby varying the probability of said first results field occurring relative to said second results field.

8. The method as defined in claim 6 wherein the step of providing a plurality of spinners, each containing a results indicator (102) and an indicating surface (104) containing a plurality of results (110) is further characterized by the step of:

providing a spinner (100) comprising a first set of outcomes (112) and a second set of outcomes (114) on a first indicating surface (104) wherein said first set of outcomes (112) form a circle comprised of a plurality of contiguous wedge shaped results regions (120) on said first indicating surface (104) and wherein said second set of outcomes (114) form a concentric ring (122) adjacent to said first set of outcomes (112).

9. The method as defined in claim 8 wherein the step of taking a plurality of turns, is further characterized by the step of:

selecting one of said first set (112) or second set (114) of outcomes from said first indicating surface (104); and
reading a result from said results indicator (102) relative to selected set of outcomes.

10. The method as defined in claim 6 wherein the step of taking a plurality of turns is further characterized by the step of:

selecting a first spinner (602) from said plurality of spinners (100);
selecting a second spinner (614) from said plurality of spinners (100);
spinning said first spinner (602);
spinning said second spinner (614);
reading a first result (604) from said from said first spinner (602);
reading a second result (616) from said second spinner (614);
creating a final result depending on said first result of said first spinner (602) and said second result of said second (614) spinner; and
moving said position marker (632) according to said final result, thereby simulating a sport.

11. The method as defined in claim 6 wherein the step of taking a plurality of turns is, further characterized by the step of:

moving said position marker (206) on a plurality of position marking indicators (202) simulating a golf course according to a result of a club spinner (210), thereby simulating the playing of a game of golf.

12. The method as defined in claim 6 further characterized by the steps of:

providing a plurality of position indicators (202) simulating the progress of a position marker (206) on a simulated golf course (204);
providing at least one hazard (290, 292);
providing a plurality of simulated holes (208);
providing a plurality of greens (268);
providing a plurality of spinners (100) further comprising: a driver spinner (210); a wood spinner (216); an irons spinner (218); providing a putt spinner (250); and providing a hazard spinner (264); and
moving said position marker (206) on said plurality of position marking indicators (202) according to said result of one or more of said plurality of spinners (100), thereby simulating the playing of a game of golf.

13. The method as defined in claim 6 wherein the step of taking a plurality of turns, is further characterized by the step of:

moving said position marker (354) on a plurality of position marking indicators (346) simulating a racing course according to a result (324) of a race spinner (320), thereby simulating the racing of a car around a track (344).

14. The method as defined in claim 6 further characterized by the steps of:

providing a plurality of position marking indicators (346) marking the progress of a position marker (354) around a simulated race track (344);
providing a pit row (348) on said simulated race track (344);
providing a plurality of spinners (100) further comprising: a racing spinner (320) indicating car movement; a crash outcome (328) on said racing spinner (320); a draft option (364) on said racing spinner (320); a high/low spinner (340); and a pit stop spinner (336); and
moving said position marker (354) on said plurality of position marking indicators (346) according to said result (324) of one or more said plurality of spinners (100), thereby simulating the racing of a car.

15. The method as defined in claim 6 wherein the step of taking a plurality of turns, is further characterized by the step of:

moving said position marker (434) on a plurality of position marking indicators (418) simulating a baseball diamond (400) according to said result of a plurality of spinners (100), thereby simulating the playing of a game of baseball.

16. The method as defined in claim 6 further characterized by the steps of:

providing a plurality of position marking indicators (418) marking the progress of a position marker (434) around a simulated baseball diamond (400);
providing a plurality of spinners (100) further comprising a high risk batter spinner (402); a low risk batter spinner (406); a pitching spinner (410); and a bunting spinner (414); and
moving said position marker (434) on said plurality of position marking indicators (418) according to said result of one or more of said plurality of spinners (100), thereby simulating the playing of a game of baseball.

17. The method as defined in claim 6 wherein the step of taking a plurality of turns, is further characterized by the step of:

moving said position marker (556) on a plurality of position marking indicators (528) simulating a hockey rink according to a combined result of a passing spinner (502, 506) and a defense spinner (520), thereby simulating the playing of a game of hockey.

18. The method as defined in claim 6 further characterized by the steps of:

providing a plurality of position marking indicators (528) marking the progress of a position marker (556) around a simulated hockey rink (500);
providing a plurality of spinners (100) further comprising an offensive zone pass spinner (502); a neutral zone pass spinner (506); a shot spinner (510) with concentric rings (512) adjusting the chance of a success of a shot on goal according to the location of said position marker (556) when shot is taken; and
a defense spinner (520); and
moving said position marker (556) on said plurality of position marking indicators (528) according to said result of one or more said plurality of spinners (100), thereby simulating the playing of a game of hockey.

19. The method as defined in claim 6 wherein the step of taking a plurality of turns, is further characterized by the step of:

moving said position marker (632) on a plurality of position marking indicators (622) simulating a football field (600) according to a result of one of a plurality of offensive spinners (602, 608) and one of a plurality of defensive spinners (614, 618), thereby simulating the playing of a game of football.

20. The method as defined in claim 6 further characterized by the steps of:

providing a plurality of position marking indicators (622) marking the progress of a position marker (632) on a simulated football field (600);
providing an offensive pass spinner (602) further comprising a concentric ring (604) of movement results;
providing a defensive pass spinner (614);
providing an offensive rush spinner (608) further comprising a concentric ring of movement results (610); and
moving said position marker (632) on said plurality of position marking indicators (622) according to said result of one or more of said plurality of offensive spinners (602, 608) and one or more of said plurality of defensive spinners (614, 618), thereby simulating the playing of a game of football.

21. The method as defined in claim 6 wherein the step of taking a plurality of turns, is further characterized by the step of:

moving said position marker (770) on a plurality of position marking indicators (706) simulating a soccer pitch (700) according to a result of a dribble spinner (702) and a defense spinner (708), thereby simulating the playing of a game of soccer.

22. The method as defined in claim 6 further characterized by the steps of:

providing a plurality of position marking indicators (706) marking the progress of a position marker (720) around a simulated soccer pitch (700);
providing a plurality of spinners (100) further comprising a dribble spinner (702); a defense spinner (708); a shot spinner (716) comprising contiguous result wedges (718) forming a circle, wherein said contiguous wedges (718) vary in width to change the success of a shot on goal according to the location of said position marker (720) when shot is taken;
moving said position marker (720) on said plurality of position marking indicators (706) according to said result of one or more of said plurality of spinners (100), thereby simulating the playing of a game of soccer.

23. The method as defined in claim 6 wherein the step of taking a plurality of turns further characterized by the step of:

moving said position marker (836) on a plurality of position marking indicators (806) simulating a basketball court (800) according to a result of a dribble spinner (802) and a defense spinner (818), thereby simulating the playing of a game of basketball.

24. The method as defined in claim 6 further characterized by the steps of:

providing a plurality of position marking indicators (806) marking the progress of a position marker (836) on a simulated basketball court (800);
providing a plurality of spinners (100) comprising a dribble spinner (802); a defense spinner, and a shot spinner (808) further comprising a concentric ring (810) adjusting the chance of a success of the shot on basket according to the location of said position marker (836) when shot is taken;
moving said position marker (836) on said plurality of position marking indicators (806) according to said result of one or more of said plurality of spinners (100), thereby simulating the playing of a game of basketball.

25. A method of playing a game having the steps of providing a playing surface (600) containing a plurality of position marking indicators (622), providing a position marker (632) the method characterized by the steps of:

arranging said plurality of position marking indicators (622) on said playing surface (600) in order to simulate a football field;
providing a plurality of spinners (100), each containing a results indicator (102) and an indicating surface containing a plurality of results (104);
providing an offensive pass spinner (602) further comprising a concentric ring of movement results (604);
providing a defensive pass spinner (618);
providing an offensive rush spinner (608) further comprising a concentric ring of movement results (610);
providing a defensive rush spinner (618); and
taking a plurality of turns, each comprising the following steps: selecting at least one of said plurality of spinners (100); spinning at least one of said plurality of spinners (100); reading a result from the position of said results indicator (102) on said indicating surface (104) on one of said plurality of spinners (100); and moving said position marker (632) on said plurality of position marking indicators (622) according to said result of one or more of said plurality of offensive spinners (602, 608) and one or more of a plurality of defensive spinners (614, 618), thereby simulating the playing of a game of football.
Patent History
Publication number: 20140027978
Type: Application
Filed: May 4, 2012
Publication Date: Jan 30, 2014
Inventor: Gerard Patrick Gausselin (Battle Creek, MI)
Application Number: 14/110,181
Classifications
Current U.S. Class: 273/141.0R
International Classification: A63F 3/00 (20060101); A63F 11/00 (20060101);