GB2221846A - A board game - Google Patents

A board game Download PDF

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Publication number
GB2221846A
GB2221846A GB8811383A GB8811383A GB2221846A GB 2221846 A GB2221846 A GB 2221846A GB 8811383 A GB8811383 A GB 8811383A GB 8811383 A GB8811383 A GB 8811383A GB 2221846 A GB2221846 A GB 2221846A
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GB
United Kingdom
Prior art keywords
game
cards
player
board
ball
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.)
Withdrawn
Application number
GB8811383A
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GB8811383D0 (en
Inventor
Stephen Alexander Hall
Peter Gary Sleeman
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GRANDSLAM ENTERTAINMENTS LIMIT
Original Assignee
GRANDSLAM ENTERTAINMENTS LIMIT
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
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Priority to GB8811383A priority Critical patent/GB2221846A/en
Publication of GB8811383D0 publication Critical patent/GB8811383D0/en
Publication of GB2221846A publication Critical patent/GB2221846A/en
Withdrawn legal-status Critical Current

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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
    • A63F3/00041Football, soccer or rugby board games
    • 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
    • A63F3/00031Baseball or cricket board games
    • A63F2003/00037Cricket
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2401Detail of input, input devices
    • A63F2009/2411Input form cards, tapes, discs
    • A63F2009/2413Magnetic
    • A63F2009/2417Tapes or cassettes, e.g. audio or video cassettes
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2401Detail of input, input devices
    • A63F2009/2411Input form cards, tapes, discs
    • A63F2009/2419Optical
    • A63F2009/2425Scanners, e.g. for scanning regular characters

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  • Engineering & Computer Science (AREA)
  • Educational Technology (AREA)
  • Multimedia (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

The board represents a sports pitch, divided into player locations. Player pieces 4, representing sportsmen, and a ball piece 1, 2 are provided, the player pieces 4 having a base 3, corresponding to the size of the player locations, with a recess (7, Figure 2) into which the ball piece 1, 2 can be fitted. The game has sets of game cards carrying instructions for play and certain cards have instruction to display a prerecorded sequence of a real-life sports game on a recording medium e.g. video tape or laser disc. The board game simulates a game of sport, the game being played in accordance with both the instructions on the game cards and the results of the sequences. As shown, the board carries an image of a football pitch with hexagonal player locations. The cards consist of Pass Cards, Run Cards, Tackle Cards, Goal Attempt Cards - Pass or Run Cards may show VCR action and the next sequence of video action is played. Detailed rules are given. The specification also details a cricket game with Bowlers Cards (Pace, Medium, Spin), Pitch Condition Cards, Weather Condition Cards, Batsmen Stroke Cards, 'Howzat' Cards. <IMAGE>

Description

A BOARD GAME This invention relates to a board game.
According to one aspect of the present invention there is provided apparatus for playing a board game comprising a board carrying an image of a sports pitch (e.g. a football pitch) and subdivided into a plurality of player locations; a plurality of player pieces and a ball piece, each player piece comprising a base sized according to the player locations which base has a side wall defining a recess and the ball piece comprising a base sized to fit within said recess whereby during play of the game the player in possession of the ball can be clearly ascertained.
According to another aspect of the present invention there is provided apparatus for playing a game comprising: a game board representing a pitch and subdivided into a plurality of player locations; a recording medium carrying a series of prerecorded sequences of a real-life sports game, adapted for playback and display using a suitable viewing medium; a plurality of player pieces representing sportsmen; - a ball piece; a plurality of sets of game cards, each card carrying instructions for play of the game and one of the said sets including instructions to display one of said prerecorded film sequences, which apparatus is used to play a game of sport in accordance with both the instructions on the game cards and the results of the said prerecorded film sequences.
According to a preferred embodiment there is provided apparatus for playing a football board game according to said further aspect of the invention when played in accordance with the Rules of the Game set out hereunder.
In the following Rules, the sets of game cards are referred to as "Pass" "Run" "Tackle" and "Goal attempt".
The player pieces are referred to as Red player tokens and Blue player tokens and the ball piece is referred to as a ball counter.
GAME CONTENTS.
No. Item 1 Gane Board 1 Video 1 History of the F.A.
60 Pass Cards 60 Run Cards 60 Tackle Cards 60 Goal Attempt Cards 13 Numbered Red Player Tokens 13 t.uT rea Blue Player Tokens 2 Half sphere ball counters 2 Score Indicators 1 Score Pad 1 Coin 1 Dice SETTING UP THE GAME Place the board in a convenient place where both players can see the VCR.
Place the gane cards in their respective piles. Set the scoreboard counters to 0-0. Both players set up their eleven player counters for the kick-off. insert the video cassette and run through the introduction until "PAUSE VCR" appears on the screen. At this point pause or still-frane the VCR. The "PAUSE VCR" screen separates each section of action. in subsequent games the action can be started from any of the "PAUSE VCR" pranpts.
THE PITCH The pitch is marked as a normal football pitch with two exceptions:i Ihe pitch is zoned with a grid of hexagons. Each player occupies one grid hex, and only one player token can occupy a hexagon. The hexes are referenced along the goal-line. tten possession is indicated by a card or by VCR action, the hex is identified by counting out along the relevant goal-line hex.
ii There is a broken white line running parallel with the goal-lines, 30 yards fran each goal -line. Once a player is in possession inside this area he may make an attempt on goal.
Where a player occupies a hex that is crossed by a pitch line, the player is deemed to be inside that line.
DURATION OF THE GAME Play consists of drawing a series of play action cards. The duration of the game is determined by the number of cards drawn. To simulate a 45 minute half of a game, then each set of RUN and PASS cards should be 40 cards each. The remaining cards are replaced in the box. For the second Ilalf, reshuffle the cards and select a fresh 40 cards for the RUN and PASS piles.
COMS S CING ItE GAME: llae tus players toss the coin. nner of the toss kicks off, the loser may select which VCR category to start with. One player must be positioned in possession of tile ball, anu the ball may be passed up to three hexes forward.
TISE PLAY The player in possession announces his choice of play. He can elect to RUN, PASS or, if in range, SHOOT: PASS This card gives both the number of hexes the player can pass the ball, and Whether the pass is high or low. A high pass cannot be intercepted by an intervening player. The ball can be passed either direct to a player or into space. The full number of hexes must he moved, anSthe course of the ball must be a straight line. If a pass directly reaches a player then that player may continue the passing movement in another direction.
If the ball is passed to an unoccupied hex then the nearest player gains possession and is moved to the ball. If players are equidistant then a tackle card is drawn by the defending player to determine who gains possession. (See section on tackle cards).
If the ball is passed through a hex occupied by an opposing player then possession is lost, unless the card is a HIGH PASS.
If a 'low pass' is drawn and the ball passes through a hex adjacent to an opposing player then a TACKLE card is drawn by the defending player to determine whether the interception is successful or not.
Several of the Pass cards indicate a miskick. The result of the miskick is indicated on the card.
A HIGH pass may not be redirected on its course if it reaches another player.
ii RUN This card gives the number of hexes the player in possession can move.
If the player passes across a hex adjacent to an opposing player, then a TACKLE card is drawn by the defending player.
Several of the cards indicate that the player has lost control. The outcome of the play is indicated on the card.
At the end of each possession play the defending team has the option of drawing a TAC15LE card for every player within two hexes of the player in possession. He does not have to draw a card if he feels he is in danger of conceding a free i:ick Or Penalty.
VCR ACTION If the RUN or PASS card show VCR action, then the next sequence of video action is played. The outcome of the action is shown at the end of the clip.
It may be that the video sequence does not resemble the exact position on the board at the start of the play in this situation.5Rlis is because the play has already developed to the position shown on the tape.
TACKED CADS These are drawn by the defending player if a pass or run crosses ao adjacent hex to a defending player. They are also drawn by the defending player for every defender within two hexes of an attacker in possession at the end of a play.
If the card drawn shows REZ'rC ED POSSESSION the team last in possession continue-s into the next play. if the card snows CAIN POSSESSION then the possession changes to the defending player.
In an instance where more than two players are placed on adjacent hexes to the player in possession, then an indirect free kick is awarded to the team in possession.
PLAYER MOVEMENT AND TEAM REORGANISATION After each completed play the attacking player (i.e. the player in possession) can move up to four of his players up to five hexes each in any direction. The defending player may then do the sane.
For corners, free kicks and goal kicks, unless otherwise dictated by play action, all players may be reorganised to any position on the board.
To ensure that play is continuous, the players can agree a suitable time limit for player movement and reorganisation. The goalkeeper, the player counter number 1, is always positioned inside the six yard area. The e y time the goalkeeper will advance to outside of the six yard areas is if he is the nearest player to the ball and has to claim possession, or if indicated on a goal attempt card. He is automatically returned to goal after the next attacking play.
GOAL ATTEMPT One in the scoring zone the attacking player can elect to make a strike on the goal. Once announced, the player draws the appropriate number of cards from the GOAL ATTEMPT pile. If all the cards read "GOAL" then a goal has been scored, and the defending team kicks off.
Zone 1 Yellow zone Draw one card Zone 2 Light Green zone Draw two cards Zone 3 Dark Green zone Draw three cards All cards are dra-jn, but if no goals are scored then the outcome is the first non-GOAL card ctaur.
There are a number of cards in the goal attempt marked "Blockbuster". If a "Blockbuster" card is drawn then a goal is scored, no matter what save or miss cards preceded it.
A corner counts as either a green zone goal attempt or a high pass.
If a penalty is conceded then the attacker draws three cards. If any card shows "GOAL" then a goal has been scored.
CLEARANCES For goal kicks, goal clearances and free kicks two dice are thrown. The sum of the dice niultiplied by 3 gives the nubber of hexes the ball is cleared. During the flight of the ball one change of direction is permitted in a forward movement. (Diagram) If a clearance lands on an occupied hex and possession has been indicated to taking to the opposition, a tackle card is drawn as for an interception/tcckle. If the clearance or corner clears the goal-line then a goal kick is awarded.
FREE KICKS If one defender draws a foul card then the free kick is awarded at the hex where the ball is placed, to the team last in possession. No defending player can; be with 4 hexes of the ball. If a foul card is drawn and the player fouled is in the opposition penalty area then a penalty is awarded.
If the player fouled is in the SHOOTING ZONE then it is treated as a Zone 2.
OFFSIDE If a player is left in an offside position following a reorganisation then he can be moved up to five hexes to an onside position. If the player is still offside then if the ball is played forward, a free kick can be claimed by the defending player for offside. An offside position is where the player does not have two defenders between himself and the goal-line when the ball is played forward by a member of his own side.
For a better understanding of the present invention and to show how the same may be carried into effect, reference will now be made, by way of example, to the accompanying drawings, in which: Figures 1 to 4 illustrate the ball piece and its cooperation with a player piece; and Figure 5 is a plan view of the board.
AS shown in Figure 1 the ball piece comprises a circular base 1 having a miniature ball 2, which may be a different colour from the base, mounted thereon. Figure 2 shows the base 3 of a player piece. The player piece is shown in more detail in Figure 3 where a player 4 is shown mounted on the base 3. The base 3 has an external side wall 5 defining five sides of a hexagon and an internal wall 6 defining a recess 7 sized to receive the circular base 1 of the ball piece in a sliding movement as shown in Figure 4. A hexagonal base 3 for the player piece is selected to correspond to hexagonal player locations shown on the board. Other shapes could be adopted. Similarly, the recess 7 can be of any suitable shape (e.g. half hexagonal) provided that the base 1 of the ball piece is appropriately shaped to fit therein.
The apparatus includes a recording medium, e.g. a video tape or laser disc, carrying prerecorded live sequences of football. These sequences can be displayed using a suitable display means such as a video recorder (VCK) in response to instructions on game cards drawn during play. The positions of players on the board are then modified according to the result of the action shown during the sequence.
The board shown in Figure 5 carries the image of a conventional football pitch, subdivided into hexagonal player locations. The locations can be identified by letters along the short sides and numbers along the long sides, e.g. Al, P4. The pitch is of one colour (e.g.
green) except around the goal regions where the goal is shaded a further colour and the goal square a different colour again, the reason for this being given in the Rules set out above. Around the pitch are areas for the game cards "Shoot", "Tackle" etc. Each card carries a player illustration and instructions for play, e.g.
HUN - "VCH action" (an instruction to display the live prerecorded sequences) - "lose control possession to nearest player" PASS - "low pass 9 flexes SHOOT - "Save! Corner at Al" TACKLE - "Retained possession" The invention also contemplates apparatus for playing a board game of cricket having the following components and played in accordance with the following Rules.
1 Board 11 fielders tokens 2 Batsman tokens Scorepad Pace Bowlers cards Medium Pace Bowlers cards Spin Bowler cards Pitch condition cards Weather condition cards Batsman Stroke cards 'Howzat' cards 1 x Die 1 x Rulebook 1 x VCR Cassette of action 1 x Player Ratings for Selectors purposes RULES OF THE GAME Test Match Cricket Introduction Test Match cricket gives the player a unique opportunity to sample the international atmosphere of one of the worlds most popular games. Two players select their sides and then have to make all the decisions that would face an international Test Captain. Whether to field or bat? Whether to hit out or play for a draw? What order to bat? Who to bowl next? Taking into account pitch and weather conditions the game is mixed with actual video footage from real life Test Matches.
Starting the Game The two captains toss a coin. The one who calls correctly can then elect to field or bat. The fielding side takes its positions, and the two opening batsman are placed at the crease. Each batsman draws the relevant number of batting cards, the opening bowler draws the relevant number of bowling cards. The bowler then lays down his card, and the batsman lays his response. The outcome is determined and any score or wicket falling noted. Each player replaces his discarded card from the pile, and the process is repeated. After six balls the over is completed and a new bowler is selected from the fielding side to open the bowling from the other end.
Team Selection Each player names his eleven players, and allocates between them 60 batting points and 40 bowling points. These points indicate the number of cards that the player draws initially. Hence the batsman with a rating of one can only play the shot he holds to whatever ball is bowled. A batsman with seven points would have a choice of seven shots. The maximum number of starting points for a batsman is eight. The maximum number of bowling points a bowler can start with is seven.
Extra Cards At certain points during an innings extra card entitlements can be earned. These represent the progress of an innings and the adrenalin of an incident.
Reaching 30 runs - One extra card Reaching .50 runs - One extra card Reaching 80 runs - One extra card Reaching 90 runs - Deduct two cards ('Nervous Nineties') Reaching 100 runs - One extra card Batting for 3 periods - Deduct one card (Fatigue) Extra Bowline Cards Taking a wicket - One extra card (lasts to end of next full over) Taking 3 wickets - One extra card (lasts to end of the session) Taking 5 wickets - One extra card (lasts all day) Conceding > 16 runs - Deduct one card (lasts to end in an over of next full over) Bowling > 10 overs - Deduct one card until rested successfully for five overs.
(Pace bowlers) Bowling > 15 overs - Deduct one card until rested successfully for five overs.
(Medium bowlers) New Ball - One extra card (fast bowlers) lasts for (six overs) Hence as batsman 'get their eye in' their range of shots increases, and bowlers become inspired by the success of taking a wicket. Similarly 'over-bowling' of an individual bowler, or simple fatigue of a batsman will reduce his effectiveness.
Plav The bowler plays a card. The batsman then chooses a shot and plays the appropriate card. The two cards are placed, batsman over bowler, and the cellophane window reveals outcome of the shots.
The batsman's score is then adjusted if runs are scored. The bowler marks up his bowling analysis and the next shot is played.
Either player may play a VCR card at any time during the game. At this point the next clip of VCR action is played and outcome of the clip is recorded as above.
Scorincr Runs The outcome of shots will be shown by field zones.
If the zone shown is occupied by a fielder then the batsman can do one of two things: 1. Take the number of runs indicated by the shot.
2. Try to run an extra run, but risk being run out.
If there is no fielder in a zone then the batsman can run one extra run for every one the fielding player has to cross to reach the ball.
Taking Wickets Some combinations of cards will result in opportunities for wickets to be taken. If a shot is played directly to a fielder a catching chance may occur. In this instance a 'howzat' card is drawn and the verdict recorded. If the catch is successful the batsman is out. If not then the appropriate number of runs are scored.
If 'play and miss' then there is a chance for either LBW or bowled. Again a 'howzat' card is drawn and the outcome recorded. No runs are scored.
Finally a player can be run out by taking a chance when running between the wicket.
In zone 1 a throw of 4, 5 or 6) In zone 2 a throw of 5 or 6) runs out the batsman In zone 3 a throw of 6) Finally a wicket shown on a video clip is a wicket taken.
Match Duration Duration of play can be from a 40 over limited overs match to a full test match. Because each game can be restarted at any suitable point it is possible to play a five day test match, ball by ball. The following durations are suggested for play: Morning session 33 overs Afternoon session 40 overs After Teas session 35 overs In limited over matches each team must use at least 5 bowlers none of who may bowl more than one fifth of the total overs.
Conditions Included in the game are condition cards for both pitch and weather. These should be turned up first as they will give information which may affect team selection. For instance, the weather conditions may increase the effectiveness of a particular type of bowler, or the pitch may be playing so easily that batsman may find it easier.
VCR Amongst the cards for bowlers and batsman are VCR cards. By playing these cards the bowler or batsman will see a clip of action from the VCR tape supplied with the game. The outcome of the action is the outcome at deliver.

Claims (5)

CLAIMS:
1. Apparatus for playing a game comprising: a game board representing a pitch and subdivided into a plurality of player locations; a recording medium carrying a series of prerecorded sequences of a real-life sports game, adapted for playback and display using a suitable viewing medium; a plurality of player pieces representing sportsmen; a ball piece; a plurality of sets of game cards, each card carrying instructions for play of the game and one of the said sets including instructions to display one of said prerecorded film sequences, which apparatus is used to play a game of sport in accordance with both the instructions on the game cards and the results of the said prerecorded film sequences.
2. Apparatus for playing a board game when played in accordance with the Rules of the Game set out herein relating to a football game.
3. Apparatus for playing a board game when played in accordance with the Rules of the Game set out herein relating to a cricket game.
4. ,Apparatus for playing a board game comprising a board carrying an image of a sports pitch and subdivided into a plurality of player locations; a plurality of player pieces and a ball piece, each player piece comprising a base sized according to the player locations which base has a side wall defining a recess and the ball piece comprising a base sized to fit within said recess whereby during play of the game the player in possession of the ball can be clearly ascertained.
5. Apparatus for playing a board game of football substantially as hereinbefore described with reference to, or as shown in, the accompanying drawings.
GB8811383A 1988-05-13 1988-05-13 A board game Withdrawn GB2221846A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
GB8811383A GB2221846A (en) 1988-05-13 1988-05-13 A board game

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
GB8811383A GB2221846A (en) 1988-05-13 1988-05-13 A board game

Publications (2)

Publication Number Publication Date
GB8811383D0 GB8811383D0 (en) 1988-06-15
GB2221846A true GB2221846A (en) 1990-02-21

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Cited By (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
FR2660206A1 (en) * 1990-03-30 1991-10-04 Broggio Guy Parlour game based on a team game such as football, basketball, handball, rugby or the like
EP0516160A1 (en) * 1991-05-30 1992-12-02 Sega Enterprises, Ltd. Simulated visual display system for a game device
EP0680369A4 (en) * 1991-08-30 1994-07-27 A Couple A Cowboys Pty Ltd Interactive board-video game.
EP0682963A3 (en) * 1991-05-30 1996-01-10 Sega Enterprises Kk Simulated visual display system for a game device.
GB2321412A (en) * 1997-01-24 1998-07-29 George Paul Cooling Football board game
GB2335778A (en) * 1998-08-06 1999-09-29 Paul O Odumosu Training apparatus
EP1107096A2 (en) * 1999-11-30 2001-06-13 Omron Corporation Figure data input device
US8740684B1 (en) * 2011-08-17 2014-06-03 Walter J. Tencza, Jr. Method and apparatus for football board game

Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US3046015A (en) * 1960-06-17 1962-07-24 George L Schuh Electric football game
GB2155796A (en) * 1984-03-20 1985-10-02 Lamond Games Limited Paul Apparatus for playing a game
US4662635A (en) * 1984-12-16 1987-05-05 Craig Enokian Video game with playback of live events
GB2181961A (en) * 1985-10-23 1987-05-07 Kevin Burrowes Board game apparatus

Patent Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US3046015A (en) * 1960-06-17 1962-07-24 George L Schuh Electric football game
GB2155796A (en) * 1984-03-20 1985-10-02 Lamond Games Limited Paul Apparatus for playing a game
US4662635A (en) * 1984-12-16 1987-05-05 Craig Enokian Video game with playback of live events
GB2181961A (en) * 1985-10-23 1987-05-07 Kevin Burrowes Board game apparatus

Cited By (14)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
FR2660206A1 (en) * 1990-03-30 1991-10-04 Broggio Guy Parlour game based on a team game such as football, basketball, handball, rugby or the like
EP0682963A3 (en) * 1991-05-30 1996-01-10 Sega Enterprises Kk Simulated visual display system for a game device.
EP0516160A1 (en) * 1991-05-30 1992-12-02 Sega Enterprises, Ltd. Simulated visual display system for a game device
US5320351A (en) * 1991-05-30 1994-06-14 Sega Enterprises Ltd. Simulated visual display system for a game device
USRE35819E (en) * 1991-05-30 1998-06-02 Sega Enterprises, Ltd. Simulated visual display system for a game device
EP0680369A4 (en) * 1991-08-30 1994-07-27 A Couple A Cowboys Pty Ltd Interactive board-video game.
EP0680369A1 (en) * 1991-08-30 1995-11-08 A Couple 'a Cowboys Pty. Ltd. Interactive board-video game
GB2321412A (en) * 1997-01-24 1998-07-29 George Paul Cooling Football board game
GB2335778A (en) * 1998-08-06 1999-09-29 Paul O Odumosu Training apparatus
GB2335778B (en) * 1998-08-06 2001-09-12 Paul O Odumosu Training apparatus for practicing decision making / problem solving simulation games
EP1107096A2 (en) * 1999-11-30 2001-06-13 Omron Corporation Figure data input device
EP1107096A3 (en) * 1999-11-30 2004-02-04 Omron Corporation Figure data input device
US8740684B1 (en) * 2011-08-17 2014-06-03 Walter J. Tencza, Jr. Method and apparatus for football board game
US20140265122A1 (en) * 2011-08-17 2014-09-18 Walter J. Tencza, Jr. Method and apparatus for football board game

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