AU2010100878A4 - Apparatus for a board game simulating a competitive sport - Google Patents

Apparatus for a board game simulating a competitive sport Download PDF

Info

Publication number
AU2010100878A4
AU2010100878A4 AU2010100878A AU2010100878A AU2010100878A4 AU 2010100878 A4 AU2010100878 A4 AU 2010100878A4 AU 2010100878 A AU2010100878 A AU 2010100878A AU 2010100878 A AU2010100878 A AU 2010100878A AU 2010100878 A4 AU2010100878 A4 AU 2010100878A4
Authority
AU
Australia
Prior art keywords
game
zone
team
playing
player
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Ceased
Application number
AU2010100878A
Other versions
AU2010100878A9 (en
Inventor
Warren Beckwith
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Individual
Original Assignee
Individual
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Priority claimed from AU2009903937A external-priority patent/AU2009903937A0/en
Application filed by Individual filed Critical Individual
Priority to AU2010100878A priority Critical patent/AU2010100878A4/en
Application granted granted Critical
Publication of AU2010100878A4 publication Critical patent/AU2010100878A4/en
Publication of AU2010100878A9 publication Critical patent/AU2010100878A9/en
Anticipated expiration legal-status Critical
Ceased legal-status Critical Current

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00003Types of board games
    • A63F3/00028Board games simulating indoor or outdoor sporting games, e.g. bowling, basketball, boxing, croquet, athletics, jeu de boules, darts, snooker, rodeo

Description

1 INNOVATION PATENT SPECIFICATION 5 APPARATUS FOR A BOARD GAME SIMULATING A COMPETITIVE SPORT Introduction This invention relates to a board game that simulates play in a ball game sport 0 played by opposing teams, such as a football code and concerns the apparatus to be used in the game. In particular, it relates to the football code known as Australian Rules football. However, without in any way intending to limit application of the invention, it is contemplated that it will be applicable to simulations of other ball sports such as 5 association football, handball, netball, basketball, Gaelic football, water polo and polo. Background The prior art is replete with board games of various kinds relating to field sports. TM Test Rugby for example was a game that was developed in the 1970s, with 0 counters and cards and provided for kicking and scrumming events using dice to determine the progress of play. TM Eddie Barlow cricket was not a board game but was based on cards that would be drawn from a deck to represent each ball bowled in a match, each card describing an outcome resulting from the bowling of a ball. After six cards are drawn, 25 representing an over bowled, the pack is reshuffled. A fresh sequence of 6 cards is then redrawn, and so on. Certain of the cards provided for different outcomes depending on the abilities of the batsman, determined according to the batsman's place in his team's batting order. Chess is a time-honoured game in which a board is divided into 64 squares in a grid 30 pattern and the squares being distinguished by an alternating colour pattern. Each player has a team of 16 pieces each having different moving capabilities, such as in 2 regard to direction and distance. The most powerful piece is the queen, which can be moved diagonally as well as along rows and up and down files (columns) of the board without limitation as to the distance moved, as measured by the number of squares traversed. No two players may occupy the same square. The piece arriving 5 on a square occupied by an opposing team piece (other than the opponent's king) eclipses and eliminates the opponent piece. The preceding discussion of the background to the invention is intended to facilitate an understanding of the present invention. However, it should be appreciated that the discussion is not an acknowledgement or admission that any of the material 0 referred to was part of the common general knowledge in Australia or elsewhere as at the priority date of the present application. The game of this invention is designed to test the ability of the participating game player to plan and implement a winning strategy against their opponent and to adapt it according to the changing circumstances of the game as it unfolds during the 5 playing. The game player is cast in the role of the coach or manager of a team of on-field players playing the sports-game simulated by the invention. For ease of reference, the participating game player will therefore be referred to as the "coach" in the remainder of this specification. The term "player" will be used to refer to the tokens that represent on-field or on-court players making up the teams. 0 It is an object of the invention to provide apparatus for a board game that recognizes that players in a sport being simulated by the game have differentiated skills and ability levels. A further object is for the relative abilities of the players represented in the game by the tokens to affect the outcome of determinations of contested ball possession. 25 A further object is to provide a game that will test the ability of the person playing the game to formulate and apply the most effective strategy against an opponent. Summary of invention According to the present invention, there is provided apparatus for playing a game involving at least two participants and simulating a ball game code played by 3 opposing teams of players, the apparatus comprising a surface bearing a graphical representation of a playing area on which the code being simulated is played, the representation including a plurality of discrete zones representing areas to be occupied by players in the simulated game, each zone being marked to identify it as 5 belonging to one of a plurality of zone categories; two sets of tokens for placement on the representation so as to represent players playing a match of the simulated code, each set representing a team of the players and each token in the set being placeable in a zone and having a primary indicium to identify the set to which it belongs and a secondary indicium to identify the token as belonging to one of at 0 least two classes of players in said set, an object to represent the playing ball of the code and being movable from zone to zone in use, a set of rules for playing the game, and random outcome-generating means for generating an outcome according to which the ball object is moved in use with reference to a rule in the set of rules that is applicable to such outcome. 5 In an embodiment of the invention the graphical representation is applied to a surface adapted to receive the sets of tokens and the ball object. In an embodiment, the graphical representation is applied by causing it to be printed on to the surface. In a preferred form of the invention, the surface is applied to a stiff board. 20 In an embodiment, the surface is the surface of a board. In another embodiment of the invention, the graphical representation includes a touch screen means. In a preferred form of the invention, the graphical representation includes representation of goal posts at opposed ends of the playing area. 25 In a further preferred form of the invention, the playing area is represented in two dimensions. In an embodiment, the playing area is represented as being oval. In an alternative embodiment, the playing area is represented as being rectangular.
4 In a preferred form of the invention, the apparatus further comprises a deck of cards providing the game participant holding a card from the deck with an advantage over the opponent's team. In a preferred embodiment, the surface includes an area demarcated for receiving on 5 it the advantage cards. Preferably the card receiving area is adjacent the playing area. In a particularly preferred form of the invention, the cards include a card the drawing of which terminates the game. In an embodiment, the apparatus comprises attachment means for use in 0 maintaining the relative positions of the player tokens and the ball object on the playing area surface during play. The attachment means may comprise magnetic means for retaining the player tokens and the ball object in abutment with the playing area surface if the surface is tilted. 5 In an embodiment, the attachment means comprises co-operating formations between the surface and the tokens and the ball object. In a further embodiment, the attachment means comprises means for attaching the ball object to the player token deemed to have possession of the ball. In a preferred form of the invention, the categorisation of a zone governs the 20 selection of playing events that may take place from it. According to a further preferred form of the invention, the rules provide for each zone category to be associated with one or more playing events that are permitted to take place from the zones within them, at least one category being associated with a goal-shooting event. 25 In an embodiment, at least one zone is categorised as a zone from which a shot may be taken at the goal representation. In an embodiment, one zone is nominated as a starting zone from which play commences.
5 In a preferred embodiment, the starting zone is located centrally in the playing area. In a preferred embodiment, at least one category of zones is categorised as being within range of the goal representation for goal shooting. In a preferred form of the invention, the zones cover substantially the entire playing 5 area. In a further preferred form of the invention, the zones are arranged in a grid pattern. In an embodiment, the grid pattern defines a 7x5 zone pattern. In a preferred embodiment, the zones are categorised to represent playing zones existing in the rules of the Australian Rules code of football. 0 In an embodiment, the apparatus is provided further including score keeping means. The score keeping means may be a sheet with a sequence of numbers marked on it and a plurality of counters corresponding to the number of teams, such counters adapted for placement on the sheet in a position according to the score of the team represented by the counter. 5 In an alternative embodiment, the score keeping means comprises a rotatable dial means In an alternative embodiment, the score keeping means comprises movable slider means for each team. Further, according to the invention, the apparatus further comprises container means 20 in which to pack the apparatus for storage. In an embodiment, the container means comprises a surface defining the playing area. In a preferred form of the invention, the secondary indicium differentiates the player classes from each other on the basis of notional playing ability. 25 In an embodiment, the secondary indicium differentiates the player classes from each other on the basis of notional player experience.
6 In an embodiment, the secondary indicium differentiates the player classes from each other on the basis of player physical attributes. In a further embodiment, the player tokens include more than one secondary indicium. 5 In an embodiment, the outcome generating means is random outcome generating means. In an embodiment, the random outcome generating means comprises a die. In a preferred embodiment, the die has a plurality of faces, only one of which is marked to make it distinguishable from the other faces. 0 In a further preferred embodiment, the random outcome generating means comprises first and second dice, the first die being as described in the immediately preceding paragraph, and the second die having sides numbered 1 to 6. In an embodiment, the outcome generating means is pseudo-random outcome generating means. The pseudo-random outcome generating means may comprise a 5 programmable device. In an embodiment of the invention, the rules include a graphical representation of possible moves for the ball object, whether by way of passes or goal scoring attempts. In a preferred embodiment, the zone categories of the playing field are allocated 20 different characteristic colours. Brief Description of the Drawings In order that the invention may be readily understood, and put into practical effect, reference will now be made to the accompanying figures. Thus: * Figure 1 is an illustration of a preferred embodiment of the game board of the 25 invention showing the playing field and card placement areas in plan view. * Figure 2 shows the permitted directions of moves for 1 and 2 step moves in (a) and (b) respectively as is provided on a reference sheet for participating 7 coaches. ) Figure 3 illustrates the playing area in figure 1 exemplifying how the player tokens may be positioned in preparation for commencing the playing of the match of the game. 5 a Figure 4 illustrates diagrammatically an example of the positioning of player tokens prior to a move. * Figure 5 illustrates diagrammatically a further example of the positioning of player tokens prior to a move. * Figure 6 is an illustration of a portion of a scorecard according to the preferred 0 embodiment of the invention. * Figure 7 provides, in perspective view, examples of the player tokens and a die for use in playing the game of the invention. Description of a preferred embodiment The game is preferably for two players, each of whom assumes the role of coach of 5 one of the teams. Alternatively, instead of having one game player assuming the role of coach per team, but instead to accommodate more than one player on each side, teams can be formed of two or more players in the role of coach. The principle of the game may be applied to any field or court sports game involving two teams where the players from the teams interact or compete for possession of a 20 ball or other object and use the possession to score goals or other points. Thus it is applicable to the sports of association football (also known as soccer), handball, netball, basketball, Gaelic football, hockey (of all kinds), water polo and polo and the like. A number of player tokens corresponding to the number of participating players in 25 each team is provided, the player tokens being marked with a primary or first indicium to identify the team with which it is associated and, within the team, having a secondary indicium (after the team identifying indicium) to designate the class of player to which the token in question belongs. The indicium could be any one of 8 shape, colour, text, size, height, logo or symbol applied and the like. It is within the scope of this invention to have more than two levels of indicia, thereby defining subcategories, such as left handed or right footed players within the group identified by the secondary indicia. An example of a fourth level indicium is one that would 5 identify the playing inclination or role of the player token, such as "attacking midfielder" or "defensive ruckman", as found in the Australian Rules football code. The playing rules govern how these attributes denoted by the indicia are dealt with according to the outcome of the random generating means such as a set of dice. In a preferred embodiment of the game of the invention, the game played is 0 according to the code known as Australian Rules football and, for this embodiment, following equipment is required and is provided: 1. A set of rules for playing the game, the set of rules comprising a detached pair of move charts which set out in diagrammatic form the moves and move directions for the ball that are available for each coach to use. The ball object 5 moves represent passes or kicks in the simulated game. Choice of moves is governed by the value being the outcome of the throw of the dice. The move charts are illustrated in figure 2 showing the directions and number of spaces available. The rules also refer to the coach's fact sheets that set out rules for ball possession. In this embodiment, these are printed on the board. 0 2. The game board, having marked on it an oval shaped area representing the field of play of the game of Australian Rules football. The oval shaped area is divided by means of a grid pattern into 35 zones. A set of goal posts is marked at each opposed apical (narrow) end of the oval. Each set comprises four parallel lines drawn symmetrically at each end of the oval shape, 25 extending outside the oval shape. In this embodiment, the grid has 7 rows, each with 5 columns, defining 35 zones. Each grid zone represents a player position on the field of play being simulated. The zones of the grid are distinguished according to colour. The rows at each end immediately adjacent the goal post markings comprise 5 zones and proceed in the order : 30 pink, blue, orange, blue and pink. The second rows from the end proceed in the order: green, pink, blue, pink and green. The middle three rows of the 9 board are coloured in the order yellow, white, white, white and yellow. It will of course be appreciated that other colours may be chosen without departing from the scope of this invention. 3. A cards mat, on which event cards (described below) are placed face down at 5 the start of the game. 4. Event cards, 7 of which are used in the game and which prescribe and describe specific actions for the coaches. One of these cards is called the siren card which is placed at the bottom of the pile. The remaining cards are to be shuffled before placement. The siren card signals the end of the game. 0 5. A score-sheet for the coaches to mark the scores of the teams as they accumulate in the course of the game. 6. 18 player tokens of like colour for each coach to place on the board in the zones that represent the positions the coach wants his players to occupy. The tokens within a team are distinguishable into two classes representative of the 5 difference of playing abilities and skills of the playing team members within the team. Thus there are 5 tokens of a first class (type A) representing stronger players than the other 13, which are in a weaker class (type B). 7. Two dice, one being a standard six sided die and the other a blank die on five faces, with a single red dot on the sixth. 20 8. A yellow token representing the ball used in the game and being provided with a flattened area on which it may be placed to stand steadily on the surface of the board in the oval field area. The ball is positioned in a zone of the grid in accordance with the outcome of the throw of the dice and the player action decided by the coach whose playing turn it is. 25 9. A scorecard and two score markers of colours corresponding to the colours of the teams of the player tokens. The scorecard has printed on it a sequence of numbers from 0 to 200. The score markers are for placement on the scorecard in positions representative of the respective game scores of the teams of the participating coaches. As a team's score increases, the coach 10 moves the score marker to the number on the score-sheet corresponding to the team's total score. The object of the game is for the coaches to move the ball towards the goal posts adjacent their scoring zone according to the rules of the game and score points by 5 causing the ball to be moved between the posts. The team with the most points at the end of the game wins the game. The move chart illustrated in figure 2 shows the choice of directions in which the coach, whose move it is, may elect to move the ball and the distance of such move. The moving coach has the option of passing the ball or, if the ball is with a player in a 0 zone in one of the two end rows adjacent the goal being attacked, shooting at goal. Each move chart sets out the chance of a move (pass) across the board or a shot on goal being successful. A move is a success if it has the outcome that the ball is passed from one player to another in the same team. A successful shot on goal results in a score for the attacking team. A score can be a minor score of one point 5 or a goal, counting for six points. In a preferred embodiment of the invention, the coach's move chart is displayed on the same board as that on which space is demarcated for receiving the deck of 7 event cards to be used in the game. The use of the apparatus of the invention in the playing of the simulated match of 20 Australian Rules football will be described under the following headings: 1. Player position selection and placement 2. Commencing Play 3. General Play 4. Shooting for Goal 25 5. Player Movement 6. Time Cards - Length of Game The number of periods over which the match will be played is determined by the coaches, preferably prior to commencement. In a preferred form of the game, play 11 endures for four stages, referred to as quarters. For example, one stage may take approximately thirty minutes, but this should be determined in advance by the coaches, depending on the time they have available to play the game. Each quarter ends when a player draws the card denoted the siren card, denoting the operation of 5 a siren to end the quarter. 1: Player position selection and placement In the preferred embodiment, simulating the game of Australian Rules football, each coach has 18 tokens representing the players in his team, five of whom are in the class of stronger players. 0 As shown in figure 1, the playing area is divided by a 7x5 grid into 35 zones in which the 18 players on each team may be placed. Each zone represents a field position, such as full forward, half forward, left full back and ruckman, to name a few. Only one player from each team is permitted to be in a zone. The first coach to play allocates each of his players to a different zone. A player token from the opposing 5 team may be placed in a zone to which the first coach has already allocated a player. Certain of the zones may therefore be vacant at the end of the initial player placement - that is not occupied by a player from either team. However, a restriction is that, at the commencement of each quarter, the fifteen centre zones of the playing area (representing the midfield in the Australian Rules football code) must have at 0 least 6 players of each side located on them. These are the zones numbered 18, 28 and 30 in figure 1. In the illustrated embodiment and as shown in figure 7, tokens representing players of the stronger class (type A) are differentiated over the less talented class B players by having a relatively large, star-shaped sticker in addition to their principal indicium, 25 being their team colour. This helps identify them as "stars". To determine which coach is to position his players first (and allow the opposing coach to make deduction about his game plan and strategy), the coach designated first thrower rolls the standard die. If a 1, 2 or 3 is thrown, the thrower positions his 18 players on the field, while the other coach looks on. When all the thrower's team 30 tokens are in place, the other coach places his players in their positions. If a 4 to 6 is 12 thrown, the non-throwing player coach positions his team tokens on the field first with the thrower following afterwards. In Figure 3, an example of opposing team selections is shown with reference to the playing area 40: The letters A and B represent the secondary indicium in each team. 5 The primary indicium distinguishing the teams in this diagram is that the letters A and B for one team are in bold lettering 42 and the other in normal font (44). The "bolded" team is shown playing from the bottom of the page in Figure 3, adjacent the back line 46 of the field, to the top end of the field, adjacent the forward line 48. The football match simulated by the game is ready to commence when all 36 player 0 tokens have been positioned in accordance with the rules (unless a coach decides to play without a full team). Another option for novices to the game is for coaches to commence the game with both of their teams in standard starting positions, prescribed in the rules of the game. 2: Starting the match 5 With the player tokens positioned, for example as shown in Figure 3, the ball token is placed at the centre zone 18 of the board (see figure 1). The coach with the right to begin commences play by casting the standard 6-sided die. This action represents the first bounce of the match in the Australian Rules football code. The outcome, being which team it is that will gain first possession, 20 depends on the number cast and the class of player present in the centre square 18 from each team. This is explained with reference to the table presented in the rules for the game and entitled, "Start of play". This table is reproduced below as Table 1. The teams are referred to as the Red team and the Blue team.
13 START OF PLAY Roll 1 dice Table I Start of play Red Player Blue Required Blue Red Required in the Opponent Dice Player in Opponent Dice Centre Numbers the Centre Numbers A A 1-3 A A 4-6 A B 1-4 A B 3-6 B A 1-2 B A 5-6 B B 1-3 B B 4-6 AorB - 1-6 AorB - 1-6 - AorB - AorB - - 1-3 - - 4-6 Both teams should have a player token in the centre zone 18 to contest the start of play. If a coach does not place a player token in this zone, the team with a player 5 token in the centre zone 18 middle automatically gains possession. If no team has a player token in zone 18, a dice roll of 1 to 3 awards possession to red, and 4 to 6 awards possession to blue. Play still commences from the (vacant) centre zone 18. If there are player tokens from opposing teams present as intended, then play is decided using the fact sheet in Table 1 as follows: If, by way of example, if the player 0 from the Red Team is of Class A, and the player from the Blue Team in the centre zone is of Class B, a throw of 1 to 4 will see the Red Team take first possession, whereas 5 to 6 will see the Blue Team take possession. The coach of the team that wins possession of the ball may then move 1 player. This is discussed below under heading 5, Player Movement. 15 The ball object is to be placed in the centre zone 18 each time play commences or recommences at the beginning of a quarter and after a goal has been scored. 3: General play The team that won possession at the start of play must now pass the ball. This is accomplished by way of the coach in possession nominating a zone to which he 20 wishes the ball object to go. The ball object is then placed in the zone nominated by the coach. The pass to this zone must fit the path as shown on the diagrams in figure 2, matching a move of length 1 or 2. Passes may only be forwards or sideways, not rearward towards the goal being defended by the team in possession. One of the 14 coach's team player tokens must be in the nominated zone. A pass of length 1 is considered safer than a pass of length 2 and as such has a higher chance of success. Two dice are then thrown to determine who retains possession. One of these die is 5 the standard 6-numbered die, which will be the die referred to in the following tables. The other die has one red dot and five identical blank sides. In the event that the red dot is thrown, the coach not in possession of the ball at the instant the dice were rolled, is to pick up an advantage card (the consequences are described below under the heading 6. Time Cards - Length of Game). 0 There are several possibilities as to the outcome of the contest for ball possession, depending on which player tokens are in the nominated target zone for the pass. Table 2 informs the coaches of the outcome. Some examples are shown on the next page. The class of player executing the pass is not relevant to the success of the play, but 5 the class of the receiver is: Consider passes of length 1 to a player of class A as opposed to a class B and the range of numbers to be cast to achieve success. It will be apparent that the stronger the opponent of the receiving player, the lower the prospects of the pass being successful and the possession being retained. For example, if a pass is made to a player in class A, who is opposed in the nominated 0 zone with an opponent in class B, the coach will retain possession if he rolls 1 to 5. Only if he rolls 6 will the opposition turn possession over. In contrast, if the player in the nominated zone is class B and is opposed by a class A opponent, the coach has to roll 1 or 2 to retain possession. The odds of retention are therefore reduced from 5/6 to 2/6, or from more than 83% to little over 33%. 25 It will be appreciated that a pass of length 1 to a player in class A will automatically be successful, and no die needs to be rolled to execute this pass.
15 Table 2 Short pass outcomes Pass Length Pass target Opponent Required Example class class Dice Numbers 1 A - 1 -6 See Figure 4(a) 1 A A 1 -3 See Figure 4(a) 1 A B 1 -5 See Figure 4(a) 1 B - -5 See Figure 4(b) 1 B A 1 -2 See Figure 4(b) 1 B B 1 -4 See Figure 4(b) The table 3 below shows the odds and outcomes for passes of length 2 to players in the classes A and B. Table 3 Long pass outcomes Pass Length Pass target Opponent Required Example class class Dice Numbers 2 A - 1 -5 See Figure 5(a) 2 A A 1 -2 See Figure 5(a) 2 A B 1 -4 See Figure 5(a) 2 B - 1 -4 See Figure 5(b) 2 B A 1 See Figure 5(b) 2 B B 1 -2 See Figure 5(b) As in the case of table 2, the stronger the opponent, the lower the odds of success. 5 If a team retains possession, the coach of that team may nominate another target zone for a pass, or, if in any of the shooting zones 20, 22, 24 and 26, may attempt a shot at goal. If a team loses possession, this is called a turn-over. The ball stays in the nominated zone, that being the zone to which the pass was targeted. 10 The coach of the team that has now gained possession does not need to have a player token in the nominated zone to execute a pass. He may now nominate a zone as his target zone, or, if in a shooting zone, may shoot for goal. Consecutive sideways passes may be executed by a team only if these passes are in the same direction, for example leftwards and leftwards again, or to the right and 15 rightwards again.
16 A team automatically retains possession if it makes a pass (of length 1 or 2 only) to an unmarked target player token (a token without an opponent in the same zone) that is in a wing zone 28. No dice need to be rolled to execute this pass. 4. Shooting for Goal 5 The zones occupying the two end rows of the grid in figure 1, namely the zones marked 20, 22, 24, and 26 are determined to be within range of goal. If a team moves their ball to any of these in-range zones, they may elect to shoot on goal. Table 4, entitled, "Shooting on Goal," shows the possible outcomes that could occur and is shown at each end of the board. A team may shoot for goal only when in their 0 own forward zone, defined as the two rows closest to the goal the relevant team is attacking. The forward zone in other words consists of the zones marked 20, 22, 24, and 26 and coincides with the in-range area of the playing field. As in the description below of "General Play", both of the dice are rolled. The numbered die is the one referred to in the following examples. /n the event that the red dot appears, the 5 coach not in possession of the ball at the instant the dice were rolled, is to pick up a time card (the use of which is described in the paragraph headed 6: Time Cards Length of Game). Some examples of shooting outcomes are now presented: (i) If a player of class A has the ball and is in zone 20, right in front of goal, 20 the coach can then nominate to shoot for goal. If the dice shows 1 to 5 the result will be a goal (which is worth 6 points). A throw of 6 will result in a "minor score" (worth 1 point). Table 4: Shooting for goal Zone 20 22 24 26 A B A B A B A B Goal 1-5 1-4 1-4 1-3 1-3 1-2 1-2 1 1 Point 6 5-6 5-6 4-5 4-5 3-4 3-4 2-3 Miss - - - 6 6 5-6 5-6 4-6 (ii) If a player in class B has the ball and is in a zone marked 24, the coach 25 can then nominate to shoot for goal. If the dice shows 1 or 2 the result 17 will be a goal (6 points). A throw of 3 to 4 will result in a minor score (1 point). A throw of 5 to 6 will mean they have missed the goal completely (the outcome being no points scored). (iii) If the attacking team regains possession of the ball, within goal kicking 5 range, but has no team members in the position where the ball is, they must move a player token into that position if they wish to shoot on goal. Such a move counts as their "player movement". (See 5: Player Movement) (iv) If a goal is scored, the ball is taken back to the centre zone 18 and play 0 recommences, as described above under heading "1: Commencing play" and continues as described in the paragraph headed 3: General play. (v) If a minor score occurs, the opposing team gains possession for the resumption of play. Play resumes with the ball object being placed in 5 the zone 20, adjacent the goal at which the minor score occurred. No defender token needs to be in that position to recommence play. The coach in possession may move a player token and nominate a zone at which the next pass will be targeted (as described in above under paragraph 3). 20 (vi) If the shooting team misses the goal entirely, the defending team will gain possession and may take the ball from any of the zones 22 and 24 in the last rank adjacent the goal posts (their last line of defence). No defender token needs to be in that position to recommence play. The coach in possession may move a player token and nominate a zone at 25 which the next pass will be targeted (as described in paragraph 3). 5: Player Movement A coach may move one player token at the following times: 0 in general play when either team regains possession, 18 * after taking possession at the start of play; ) after taking possession after a goal, at the centre zone 18 of the playing field area; " after a shot at goal has resulted in a minor score or miss for the opposition; 5 and " in circumstances described in the advantage cards ("Time Cards"). The moving of the player token must occur before the first pass, or a shot at goal, is nominated and the dice are thrown. The following are counted as a player movement: 0 e a player token being located from the zone it occupied to a new zone; and * if two player tokens of the same team but of different classes swap zones, thus not creating a vacant zone. The swapping of player tokens from different classes is a way of distributing the team strengths to advantage during an upcoming passage of play. It is not 5 permitted to swap more than two players during a single move. If a team retains possession after their first pass, their coach is not permitted to make any more moves, until they next regain possession from the opposition, or regain possession from a neutral situation. 6: Advantage cards and the duration of the game 20 Prior to the start of the game, the "Time Cards" should be shuffled and placed on the board in the demarcated area, face down. They comprise advantage cards, which give the holder the right to exercise an advantage when certain conditions are met during the playing of the match, and a card, the drawing of which serves to terminate the quarter. The latter is referred to as the "siren" card and is always placed at the 25 bottom of the deck. Every time a coach elects to execute a pass of the ball, or takes shot at goal, he is required to roll both dice. If the red dot is cast, the coach who is not in possession of 19 the ball at the instant the dice were rolled, must pick up the card lying at the top of the deck. The exception to this is if a coach executes a pass which is certain to be successful. In this instance the dice do not need to be rolled. Each quarter stage of the game is over when the siren card is picked up. The pass, 5 or shot on goal, which is occurring as the siren card is picked up, may be completed. The quarter ends immediately after the pass or shot is completed. When an advantage card is picked up it is to be retained by the coach whose team is not in possession of the ball at the time. The advantage card cannot be used during the pass, or shot on goal, which is in progress when the card is picked up. 0 The coach holding an advantage card may elect to use it prior to the completion of any pass, or shot at goal. Only one card may be used at a time. "Prior to completion" means it must be used before the success, or failure, of a shot at goal or pass has been determined according to the rules and using the tables. Once the card has been used it must be discarded to the "Used Cards" area demarcated on 5 the board surround. Examples of inscriptions on the advantage cards are provided in Table 5: Table 5 Examples of advantage cards (1 per column) Extra Player Advance 2 Movement Turnover Snap Shot on Goal To be used: To be used: To be used: To be used: When in possession. When regaining When not in When in possession possession. possession. and ball is in a green position in the Before nominating for forward line. a pass, advance the When a team regains When an opponent ball forward as per a possession, they commences a move, It changes the pass of length two. A may make one extra this card can be used chances of scoring to team member must player movement. to regain possession. be the same as for be in the new the Orange Spot. position The reference to "the Orange Spot" in the card "Snap Shot on Goal" is to the zone 20 immediately in front of the goal under attack by the attacking team.
20 (a) Advance 2. This card may be used at any time when the card holder's team has possession of the ball. Before their coach nominates a pass, he may advance the ball in the same way as he would for a pass of length 2. No player token is moved when using this 5 card, nor dice rolled, and it may be used only when there is a member of the team in position is in the target zone. (b) Extra Player Movement This card may be used at any time when a team regains possession of the ball. When a team regains possession they may make one extra player token movement 0 by virtue of holding the card. (c) Turnover. This card may be used for a team to regain possession at any time when the opposition has possession of the ball and the opposition coach commences a move. The coach playing this card may then displace the ball object from its current zone at 5 commencement of the move and not from the zone to which the opposing coach has nominated it to go. When possession has been thus regained, one player token may be moved. (d) Snap Shot on Goal This card increases the odds of scoring as shown in table 6 and may be used by the 20 coach of the team in possession when the ball object is in one of the zones marked 26, and thus within kicking range of the goal posts they are attacking. The possession of the card guarantees a score for the team using it. Table 6 Effect of snap shot on goal card Zone 26 A B Goal 1-5 1-4 Behind 6 5-6 Miss - (e) Siren Card Each quarter of the game ends when the siren card is picked up. The pass, or shot 21 on goal, in progress as the siren card is picked up, may still be completed. Keeping Score Note that the number of stages of the game (or quarters) is up to the coaches to decide on prior to the start of the game. 5 To keep track of the score, the coaches may use the scoreboard grid shown in table 7. This is printed on a card. A counter of the team's colour is the placed on the scoreboard grid. Part of this grid is shown in figure 6 with a score of 13 and 6 displayed, by way of example. The embodiment described merely illustrates a particular example of the application 0 of the invention and the method of using it in playing a simulated match in Australian Rules football. With the insight gained from this disclosure, the person skilled in the art is well placed to discern further embodiments by means of which to put the claimed invention into practice in relation to other sporting codes. For example, in the case of association football (soccer), the board has printed on it 5 a rectangular representation of a football field, with the representation divided by a grid pattern into a number of zones of different categories - goals being able to be scored from at least certain categories. There is a chart showing lengths and directions of passes printed on the board. In an alternative embodiment, the chart is in the set of accompanying rules. There is also a table setting out the results of 20 interactions between opposing players of the various ability classes according to the number thrown on the die. This is shown on cards provided for each opposing coach. Alternatively, the table can be displayed on the board.

Claims (5)

1. Apparatus for playing a game involving at least two participants and simulating a ball game code played by opposing teams of players, the apparatus comprising a surface bearing a graphical representation of a playing area on which the code being simulated is played, the representation including a plurality of discrete zones representing areas to be occupied by players in the simulated game, each zone being marked to identify it as belonging to one of a plurality of zone categories; two sets of tokens for placement on the representation so as to represent players playing a match of the simulated code, each set representing a team of the players and each token in the set being placeable in a zone and having a primary indicium to identify the set to which it belongs and a secondary indicium to identify the token as belonging to one of at least two classes of players in said set, an object to represent the playing ball of the code and being movable from zone to zone in use, a set of rules for playing the game, and random outcome-generating means for generating an outcome according to which the ball object is moved in use with reference to a rule in the set of rules that is applicable to such outcome.
2. Apparatus according to claim 1 wherein, according to the rules, each zone category is associated with one or more playing events that are permitted to take place from the zones within them, at least one category being associated with a goal-shooting event.
3. Apparatus according to claim 1 or claim 2 wherein the secondary indicium differentiates the player classes from each other on the basis of notional playing ability.
4. Apparatus according to any one of the preceding claims wherein the rules include a graphical representation of possible moves for the ball object, said rules governing determination of the moves according to the secondary indicium of the token having ball possession and the outcome of operating the outcome generating means.
5. Apparatus according to any one of the preceding claims further comprising a deck of cards which includes at least one card bearing a direction associated with terminating the game and a plurality others which provide the game participant holding such a card with an advantage over the opponent's team.
AU2010100878A 2009-08-20 2010-08-11 Apparatus for a board game simulating a competitive sport Ceased AU2010100878A4 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
AU2010100878A AU2010100878A4 (en) 2009-08-20 2010-08-11 Apparatus for a board game simulating a competitive sport

Applications Claiming Priority (3)

Application Number Priority Date Filing Date Title
AU2009903937A AU2009903937A0 (en) 2009-08-20 Apparatus for a board game simulating a competitive sport
AU2009903937 2009-08-20
AU2010100878A AU2010100878A4 (en) 2009-08-20 2010-08-11 Apparatus for a board game simulating a competitive sport

Publications (2)

Publication Number Publication Date
AU2010100878A4 true AU2010100878A4 (en) 2010-09-09
AU2010100878A9 AU2010100878A9 (en) 2011-01-06

Family

ID=42729384

Family Applications (1)

Application Number Title Priority Date Filing Date
AU2010100878A Ceased AU2010100878A4 (en) 2009-08-20 2010-08-11 Apparatus for a board game simulating a competitive sport

Country Status (1)

Country Link
AU (1) AU2010100878A4 (en)

Also Published As

Publication number Publication date
AU2010100878A9 (en) 2011-01-06

Similar Documents

Publication Publication Date Title
US8360433B2 (en) Methods and devices for on-the-roll sports games
US4113260A (en) Simulated golf game and materials therefor
US5123653A (en) Basketball game board apparatus
US5496036A (en) Football card boardgame
US20130168924A1 (en) Methods and Devices for On-The-Roll Sports Games
US4681325A (en) Game toy
US5749581A (en) Apparatus and method of playing a basketball board game
US2886319A (en) Baseball games
US6012721A (en) Basketball card game
US6419230B1 (en) Simulated baseball game and method
US5518248A (en) Golf board game
US4007937A (en) Tennis game board
AU2010100878A4 (en) Apparatus for a board game simulating a competitive sport
US3386738A (en) Simulated football game apparatus with blocking play control means
US4657254A (en) Parlor game apparatus for playing a simulated skill game involving multiple choice strategy
US6213468B1 (en) Game
GB2221846A (en) A board game
EP3743178B1 (en) Football board game with team strategies and tactics
US20040007818A1 (en) Rebound-action sports board game
US5711527A (en) Projectile game and method of game playing
GB2227947A (en) A board game
RU2688281C1 (en) Board game, board game element and game-playing method thereof
US5356152A (en) Football board game
US20100264590A1 (en) Soccer board game
NZ212788A (en) Board game simulating cricket

Legal Events

Date Code Title Description
FGI Letters patent sealed or granted (innovation patent)
SREP Specification republished
MK22 Patent ceased section 143a(d), or expired - non payment of renewal fee or expiry