EP3743178A1 - Football board game with team strategies and tactics - Google Patents
Football board game with team strategies and tacticsInfo
- Publication number
- EP3743178A1 EP3743178A1 EP18825950.1A EP18825950A EP3743178A1 EP 3743178 A1 EP3743178 A1 EP 3743178A1 EP 18825950 A EP18825950 A EP 18825950A EP 3743178 A1 EP3743178 A1 EP 3743178A1
- Authority
- EP
- European Patent Office
- Prior art keywords
- player
- boxes
- game
- kick
- action
- 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.)
- Granted
Links
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- 238000005755 formation reaction Methods 0.000 description 11
- 208000027418 Wounds and injury Diseases 0.000 description 7
- 230000006378 damage Effects 0.000 description 7
- 208000014674 injury Diseases 0.000 description 7
- 238000000034 method Methods 0.000 description 4
- 230000001755 vocal effect Effects 0.000 description 2
- 241000282575 Gorilla Species 0.000 description 1
- 241000220225 Malus Species 0.000 description 1
- HVCNNTAUBZIYCG-UHFFFAOYSA-N ethyl 2-[4-[(6-chloro-1,3-benzothiazol-2-yl)oxy]phenoxy]propanoate Chemical compound C1=CC(OC(C)C(=O)OCC)=CC=C1OC1=NC2=CC=C(Cl)C=C2S1 HVCNNTAUBZIYCG-UHFFFAOYSA-N 0.000 description 1
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- 230000009192 sprinting Effects 0.000 description 1
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F3/00003—Types of board games
- A63F3/00028—Board games simulating indoor or outdoor sporting games, e.g. bowling, basketball, boxing, croquet, athletics, jeu de boules, darts, snooker, rodeo
- A63F3/00041—Football, soccer or rugby board games
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F3/02—Chess; Similar board games
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F2003/00996—Board games available as video games
Definitions
- the present invention relates to a board game reproducing a team sport.
- the present invention relates to a football board game containing team strategies and tactics.
- the French patent application FR 2329312 describes a football board game comprising a rectangle representing a football pitch subdivided into numbered boxes, figures which represent the players of a football team, a card which reproduces a specific playing area, and a plurality of cards which are provided to the board game player to move the football player figures in accordance with the rules of the game.
- the international patent application WO 2017/ 1 15213 describes a football board game comprising a rectangular grid representing a football pitch subdivided into sectors and boxes, dice, a football piece, player pieces and game rules which correlate the movement of the player pieces depending on the number resulting from throwing of the dice and with the aim of scoring the greatest number of goals in order to win the game.
- the main object of the present invention is therefore that of providing a football board game which simulates more precisely the mode of execution, the conditions and the dynamics typical of a real football match, in particular offering the board game player greater possibilities in terms of the range of actions which may be performed and the strategies and tactics which can be adopted.
- a further object of the present invention is to device a football board game as described above which, in addition to offering greater possibilities in terms of game strategies and dynamics, is also able to relate the game strategies and dynamics to particular characteristics of the playing elements, in particular the football players, depending on a predetermined set of rules.
- an element representing a football field comprising a rectangular grid subdivided into bands, each band being in turn subdivided into boxes and comprising action boxes having at least one symbol associated with a possibility of game action and/or neutral boxes not having any symbol associated with a possibility of game action;
- each player piece having at least one value associated with at least one playing parameter of the player to which it refers;
- - a piece representing a football; - at least one device capable of providing from time to time a (different) random value, to be combined with a playing parameter of at least one player piece so as to determine the outcome of at least one type of game action; preferably the value provided by said at least one device is a numerical value.
- the board game according to the invention further comprises at least one strategy card containing a description or indication of a strategy and/or a game variable.
- the board game according to the invention further comprises at least one substitution card representing the possibility of performing a replacement of a player piece with another player piece.
- the board game according to the invention further comprises at least one graphic element representing a padlock, which is referred to as "double marking".
- the board game according to the invention further comprises a turn counter which may be of any type, for example of the analog or digital type.
- the element representing the football field comprises a playing rectangle subdivided transversely (i.e. in the width direction) into bands and preferably a central band, so-called midfield central band, laterally flanked by two end bands, so-called defense end bands.
- Each of the aforementioned bands is in turn subdivided into boxes and comprises action boxes having at least one symbol associated with a specific possible game action (i.e., other than a passing, dribbling and movement action) and/or neutral boxes not having any symbol associated with a possible specific game action.
- the symbols shown in the action boxes may relate to one of the following game actions: shot at goal (shot boxes); crosses (crossing area boxes); headers (header boxes); free kicks at goal (free kick at goal boxes).
- shots boxes shot at goal
- crosses crossing area boxes
- headers headers
- free kicks at goal free kick at goal boxes
- Each action box may have one or more symbols each referring to a respective game action.
- the midfield band has only neutral boxes.
- the number of player pieces is generally sufficient to make up the squad forming at least two football teams.
- the player piece may be a goalkeeper or movement player such as in particular a defender, a midfield player and a striker. Therefore, except for the goalkeeper pieces, each player piece may preferably have a unique symbol identifying the preferred role of the player.
- each player piece has at least one value associated with at least one playing parameter of the player to which it refers.
- the playing parameters for the goalkeeper may refer to the ability to make saves, to clear the ball and to save penalties, or a combination of these.
- the playing parameters for the movement player may refer to the ability to perform passes, crosses, shots, dribbling and tackling, and to defend and execute headers and free kicks.
- a numerical value which is preferably comprised between 1 and 10 may be assigned to each of the aforementioned parameters.
- each player piece may also comprise accessory symbols indicating other characteristics such as the name of the player, the name of the team played for, the shirt number or the player's value, depending on specific needs which may arise.
- the player pieces as well as the respective playing parameters may be determined a priori, and in particular may be established or derived from characteristics and/or parameters of a real reference player, as reviewed or assessed in publicly available sources.
- These publicly available sources may be both official sources and random (i.e. unofficial) sources which may show, for example in the form of one or more lists and/or data banks, playing parameters and/or characteristics of at least one real player, assigning to each of them a value, preferably a numerical value, based on a predefined criterion.
- the value, preferably numerical value, extrapolated from the publicly available source may be used as such for the playing characteristic or parameter of the real player to whom it refers, or a value derived therefrom, for example a value reduced or increased depending on a predefined criterion, may be used.
- the board game according to the invention may combine suitable strategy cards with the large number of playing situations relating to the playing parameters, the movements and optionally the special skills of the single football players, in the manner which will be illustrated more clearly below, the wide spectrum of possible situations arising therefrom closely resembles the complexity and the dynamics typical of a real football match.
- the board game according to the invention in addition to faithfully reproducing, in the form of a playing piece, football players and teams which really exist, also simulates very precisely a real football match both in terms of game dynamics and situations and in terms of playing formations, tactics, strategies and possible events; all of this is able to provide the game user with a general sense of enjoyment and satisfaction which is entirely comparable to that experienced by a person playing a simulated video football game.
- the board game according to the invention also comprises at least one device able to provide from time to time a (different) random value to be combined with a playing parameter of at least one player piece so as to determine the outcome of at least one type of game action.
- This device may be of any type, for example it may be at least one dice or an electronic element (e.g. processor) able to provide a value when used (for example when at least one dice is thrown), said value being preferably a numerical value.
- an electronic element e.g. processor
- this value in particular a numerical value, which is provided upon use of the device (for example dice or processor), is in turn related to the playing parameter of at least one player piece which is relevant for the game action in progress in order to determine the outcome of said game action.
- the football board game according to the invention may be realized not only in the form of physical components which form it but also in a "virtual" form by means of a software program or application (APP) which allows the game components illustrated above and the associated game method to be displayed and executed.
- APP software program or application
- This software may be implemented on an electronic device, and in particular on a multimedia device, which may be supplied to the user (game player) so as to allow the game to be displayed and played directly on this device.
- the present invention also relates to an electronic device, in particular a multimedia device, such as a computer, smartphone, tablet, etc., comprising the game according to the invention in the form of software or an "APP" which can be executed on it in order to play the game.
- a multimedia device such as a computer, smartphone, tablet, etc.
- the software relating to the football game according to the invention may be implemented by means of the structure of a service provider (for example an Internet service provider) to which the user (game player) may have access free of charge or following drawing-up of a services contract for example via a remote connection, such as an Internet connection, from a personal device so as to be able to view and play the game on one's own device via the provider's service structure.
- a service provider for example an Internet service provider
- a remote connection such as an Internet connection
- FIG. 2 shows examples of a player piece relating to a goalkeeper or a player piece relating to a movement player of the board game according to the invention
- FIG. 3a shows an example of a strategy card of the board game according to the invention
- FIG. 3b shows an example of a special card of the board game according to the invention
- FIG. 4 shows an example of a substitution card of the board game according to the invention
- FIG. 5 shows an example of a football playing piece of the board game according to the invention
- FIG. 6 shows an example of an element (padlock) representing double marking in the board game according to the invention
- FIG. 7 shows in schematic form examples of playing formations of the player pieces on the playing field according to Figure 1 before the start of the game;
- FIG. 8 to 17 show each an example of a playing situation which may arise during the execution of the game method with the board game according to the invention.
- the playing field comprises a rectangular playing grid which is subdivided into three main bands: two defense bands 2 and a midfield band 3, each of which is composed of three columns of boxes. Excluding the boxes (in this example 13) which are crossed by the midfield line, each half of the playing field comprises neutral boxes, in the example 27 boxes, which do not have any symbol or number and action boxes (in the example 25 boxes).
- the action boxes are subdivided into:
- header boxes 6 (in the example six header boxes for each half of the playing field, as shown in Figure lc) from which a header may be made;
- the football board game also comprises player pieces.
- the board game contains 36 player pieces which are sufficient to form, choosing the players as desired, two teams of 18 players each (1 1 first- team players + 7 reserves).
- the player pieces contained in the present board game example represent 4 goalkeepers and 32 "movement" players (i.e. players who have as preferred role that of a defender, midfield player or striker).
- the goalkeepers have the following playing parameters: saving (SAV), clearing (CLE), penalty saves (PEN).
- the movement players have the following eight playing parameters: passing (SP), crossing (CR), shooting (SH), dribbling (DR), tackling (TK), defensive play (DF), heading (HE) and free kicks (FK).
- SP passing
- CR crossing
- SH shooting
- DR dribbling
- TK tackling
- DF defensive play
- HE heading
- FK free kicks
- players pieces may be assigned also special skills and to each special skill one particular symbol is assigned.
- Each player piece may have a pre-established maximum number of special skills, for example up to four special skills.
- the special skills may be divided in skills allowing the game player to play an additional phase game (e.g. fourth phase) other than the regular (e.g. three) phases, and talents.
- the skills allowing the game player to play an additional phase game may comprise for each player piece one or more of the following:
- Positioning the player may perform an extra movement, this not counting as a game phase. Covering: the player may perform an extra movement, equivalent to one box, apart from the three moves included in a turn. This movement may be performed at any moment during the turn and in any direction, but only inside the player's own penalty area.
- the player may perform an extra movement, equivalent to one box, apart from the three moves included in a turn. This movement may be performed at any moment during the turn and in any direction, but only inside the opponent's penalty area.
- the player may move an opponent's player not in possession of the ball positioned in a box adjacent to his own, by exchanging boxes, using only two moves instead of three.
- Penalty taker the player may throw the dice twice when a penalty is to be taken and choose which of the two throws to keep.
- Penalty saver the player may throw the dice twice when having to save a penalty and choose which of the two throws to keep.
- Flank play if a pass or cross is received, the player may forward the pass to a team mate positioned in a box at a distance from him, without using additional moves.
- Ball winner the player may make a tackle also from behind the ball line.
- Sense of position the player can perform an extra movement, this not counting as a game phase.
- Timing the player can perform an extra tackle, this not counting as a game phase.
- Metronome the player can perform an extra pass, this not counting as a game phase.
- the talents may comprise for each player piece one or more of the following:
- Gorilla the player can exchange boxes with an opponent at the cost of two game phases.
- Frog If the player is marking an opponent on a cross, his marking malus gives a -2 instead of a - 1.
- Sprinter the player can move by two boxes at a time (only horizontally or vertically) .
- Catapult when he performs a pass, the player sees the pass recipient one quadrant closer.
- Playmaker when he performs a pass to a marked teammate, the player sees a marking man less.
- Joker after having performed a dribbling, the player exchanges boxes with the opponent and then he can move by one box in any direction.
- Crossing the player who performs the cross removes the ability“frog” of the marking defenders on the header boxes.
- the player piece represents a footballer who is a counterpart in real life: at the top in fact the information about the footballer is shown (name, photo, team, shirt number, preferred role and value), while at the bottom the playing parameters and special skills of the player are shown.
- Figure 2 shows an example of a goalkeeper piece; at the bottom symbols relating to the respective playing parameters, in this case saving (SAV), clearing (CLE) and penalty saves (PEN) are shown, while alongside each symbol the numerical value of the associated playing parameter is shown.
- SAV saving
- CLE clearing
- PEN penalty saves
- the figure also shows a symbol 8 relating to a special skill of the goalkeeper in question, in this case a special skill in saving penalties defined in accordance with the game rules.
- Figure 2 shows an example of a player piece relating to a movement player, in this case a defender (DEF); at the bottom symbols relating to the respective playing parameters, in the case in question passing (SP), crossing (CR), shooting (SH), dribbling (DR), tackling (TK), defense (DF), heading (HE) and free kicks (FK) are shown, while alongside each symbol the numerical value of the associated playing parameter is shown.
- a symbol 9 relates to a special sprinting skill
- a symbol 10 relates to a special crossing skill defined in accordance with the game rules.
- each player piece is provided with a symbol or additional element having the function of a role indicator.
- the role indicators may be differently colored circles (for example violet for goalkeepers, red for defenders, yellow for midfield players and green for strikers), these providing an indication of the role or position played by a player during that match.
- the table game according to the invention further comprises advantageously strategy cards, a non-limiting example of which is shown in Figure 3a.
- the strategy card may comprise an upper box 1 1 containing the indication of the type of strategy, a central box 12 showing an image suggesting or related to the strategy indicated on the card and, at the bottom, a plurality of boxes 13, 14 and 15 containing indications of the moment (start or end) during the turn of the game player when it is possible to implement the strategy, the effects associated with the use of the strategy card and the duration thereof (i.e. number of turns or immediate effect), respectively.
- the strategy cards show tactical moves or playing sequences which may be used during the match.
- the strategy cards may be or may include the following types:
- the strategy cards that can be played only if in related team there are players with specific special abilities. These abilities can be listed in the upper right corner of the card itself.
- the board game may also include special cards of which a non-limiting example is reported in Figure 3b.
- the strategy card may comprise an upper box 1 1 containing the indication of the type of specialty, a central box 12 showing an image suggesting or related to the specialty indicated on the card and, at the bottom, single box 15 containing indications about the effects when the card is used.
- Each special card can be played at any moment of the game.
- the deck with all the cards are shuffled and three cards for each player are distributed.
- a card from the deck is drawn.
- the player’s turn has to be ended with a maximum of three cards in the player’s hand. If the player has more than three cards, the exceeding ones are discarded at the player’s will. There is no limit to the number of cards you the player can play in each turn.
- a match lasts 10 turns for each half. Each turn consists of three moves at the disposal of each team. Should the match end in a draw, the two trainers may decide to continue with extra time (two halves composed of 5 turns each) and, should the match still be drawn, with a penalty shoot-out. Before each match three strategy cards are dealt out to each team. Once used, a strategy card is discarded. At the end of the first half, the strategy cards which are not used are discarded. Before starting the second half, three new strategy cards are dealt out to each team.
- the number of strategy cards used are used to determine the amount of extra time, as follows:
- the board game according to the invention further comprises advantageously substitution cards, a non-limiting example of which is shown in Figure 4.
- the substitution card comprises an upper box 16 which may contain elements identifying the type of card in question and a lower box 17 containing graphical elements (in this case differently colored arrows) indicating the replacement of one player piece with another player piece.
- substitution cards replacements may be performed during the match.
- each team is given three substitution cards.
- a substitution card may be played only at the end of each turn. Once the substitution card has been used, it must be discarded.
- the number of substitution cards used together with the number of strategy cards used, determine the amount of extra time, as follows:
- substitution cards may be preferably added together with the extra time minutes/ moves determined by the strategy cards.
- the board game according to the invention further comprises at least one playing piece representing a football, an example of which is shown in Figure 5, at least one element representing a double marking, for example in the form of a padlock as shown in Figure 6, at least one dice with a predetermined number of faces, each face having a different numerical value, and at least one turn counter.
- the at least one dice may consist for example of dice with eight faces which may be advantageously differently colored (for example alternately black and white) with each face of a dice which shows a different numerical value ranging from 1 to 8.
- the turn counter may be of any type, for example of the analog or digital type.
- each player piece has his preferred role or position marked on the back of the piece. Except for the goalkeepers, however, a player piece does not have to be necessarily be deployed in his preferred role; each board game player may deploy each player piece in any one of the playing positions: Defense, Midfield or Attack, provided that he/ she adopts one of the permitted formations. Examples of permitted formations are shown in Figure 7.
- the two game players must select the 1 1 first-team players and affix a role indicator on each of the selected player pieces, lining up on the pitch his/her team according to one of the permitted formations.
- one of the two teams must take the kick-off. If the kick-off is at the start of a game, after lining up the two formations on the pitch, the two trainers must throw the dice to decide which team will take the kick off.
- Figure 8 shows an example of a formation of the two teams at the start of the game when the kick-off is taken by the red team.
- the kick-off is taken by passing the ball from the player positioned on the center circle box to any one of his team mates.
- the team which took the kick-off now has two further moves left before completing their turn.
- the football board game according to the invention advantageously envisages both individual and team role rules for moving the player pieces.
- a trainer may move a player piece in any direction (horizontal, vertical or diagonal) by one box.
- the two players may be exchanged.
- the two players may be exchange boxes as will be illustrated more clearly below.
- a team may perform up to three individual movements (even using the same piece) during the same turn.
- the individual movement may be performed both by a player in possession of the ball and by a player who is not in possession of the ball.
- Figure 9 shows an example of an individual movement of midfield player (C) in possession of the ball (on the left) and without the ball (on the right).
- the two players in question may exchange boxes.
- a team may perform up to three team role movements (even using the same pieces) during the same turn.
- the team role movement may be performed both by players in possession of the ball and by players without the ball.
- Figure 10 shows an example of a team role movement which involves four midfield players (C) not in possession of the ball (I), two strikers (A), one of which has the ball (II) and two defenders (D) without the ball (III).
- Figure 1 1 shows an example of a box swap where the blue team may swap the box of its defender (D) with that of the opponent team striker (A), using three moves.
- the football board game according to the invention also envisages rules for marking in various playing situations such as in particular pass marking, header marking and double marking.
- pass marking whenever a player wishes to pass the ball he must consider whether the team mate intended to receive the pass is marked by opponent players; marking actions influence the probability of success of a pass.
- the player intended to receive the pass is said to be "pass marked" when one or more opponents are present in the boxes adjacent to the box occupied by said player: each of these results in a penalty point added to the SP parameter of the player passing the ball.
- Marking actions are ineffective in the case of passes between players situated in boxes adjacent to each other.
- Figure 12 shows examples of pass marking: (I) striker (A) marked (-3 penalty points added to the SP value of the passing player); (II) striker (A) unmarked (no penalty points added to the SP value of the passing player); (III) striker (A) marked (-4 penalty points added to the SP value of the passing player; (IV) the striker (A) is marked by four opponents, but the marking is ineffective (pass between adjacent boxes).
- header marking whenever a player wishes to cross the ball or must cross the ball from a free kick or a corner, he must consider whether the player intended to receive the crosses is marked by an opponent; if this so, there will be an aerial challenge with the opponent in an attempt to win the ball; otherwise the heading player will be able to head the ball unchallenged.
- a player is marked when the ball is crossed during play or from a free kick or corner if an opponent is positioned in the header box situated in front of or behind the player.
- each half of the playing field and in particular in the penalty area, there may be pairs of boxes situated opposite each other with symbols of the same color representing heading players, with the symbols of each pair having a color different from the symbols of any other pair, and it may be envisaged that the only way of marking a heading player situated in a box with a symbol of a given color is that of positioning a heading player on the other box with the symbol of the same color.
- Figure 13 shows examples of header marking: in (I) the striker (A) is unmarked for the corner kick (no opponent situated in the box in front of him with the same colored symbol); in (II) the striker (A) is unmarked for the cross (no opponent in the box behind him with the same colored symbol); in (III) the strikers (A) on the first and second posts are marked for the corner kick, while the player positioned in the center of the area is unmarked (no opponent in the box in front of him with the same colored symbol) .
- the pieces may be positioned or moved on the field only at the end of each game turn. As shown in the example of Figure 14, two players must be at a maximum distance of one box from each other. A double marking performed by two players of the same team prevents an opponent from passing with the ball at his feet between them or from receiving the ball when positioned in the box which separates them.
- Figure 14 shows examples of how to use double marking: (I) The striker (A) is unable, while in possession of the ball, to move into the box which separates the two defenders; (II) the midfield player (C) cannot pass the ball to the striker (A); (III) the striker (A) cannot pass beyond the two defenders in order to reach the shooting box +3. If a player intends with the ball at his feet to break a double marking formed by two opponents he must necessarily dribble either one of the two opponents in question (see dribbling section). If the defending team, at the end of their turn, places a double marking in a box where an opponent with the ball is positioned, the latter must dribble or pass the ball.
- Each team may have the possibility of using for example two double markings at the start of each match.
- the football board game according to the invention also envisages rules for repositioning players in various dead ball situations which typically occur in a football match, such as in particular in the case of corners, free kicks, penalties or following scoring of a goal (in which case the teams are repositioned according to the formation prechosen from among those available, and the game is restarted with a kick-off taken by the team which conceded the goal).
- the heading players will then occupy one, two or three of the heading boxes (depending on the FK value of the free-kick taker) which are marked with a predetermined symbol (for example "ATT") inside the opponent's penalty area (as can be seen in Figure 15). Should there be one or more undesirable opponent players in the heading boxes marked with the symbol (“ATT") the opponent must be asked to free the box(es) in question in order to make room for one's own heading player(s). The player piece(s) thus moved may be repositioned as desired on the playing field.
- a predetermined symbol for example "ATT"
- the defense chooses its heading players (1 to 3) and positions them on the heading boxes marked with a predetermined symbol (for example "DEF" as can be seen in Figure 15):
- the defense in order to mark the attacking heading player positioned in one of the boxes intended for the attacking heading players (for example indicated by a symbol X of a certain color), the defense must position a heading player on the facing box, marked with the same symbol X having that same color). Once positioning of the heading players has been completed, the team which takes the corner may reposition up to three players as desired in any free box.
- the defending team may reposition up to three players as desired in any of the free boxes.
- Figure 15 shows examples of repositioning performed for a corner: (I) in the case of a corner-kick taker with an FK value 7.5 it is possible to position at the most one heading player on a striker heading box (ATT); (II) in the case of a corner-kick taker with an FK value 8.5 it is possible to position up to two heading players on two striker heading boxes (ATT); (III) in the case of a corner-kick taker with an FK value 9.5 it is possible to position up to three heading players on three striker heading boxes (ATT).
- the defense may always choose how many heading players to position on the boxes "DEF").
- the team which must take the free kick selects a player to take the free kick; the player who was fouled and is situated on the box where the free kick is to be taken must be moved onto the box occupied by the prechosen free-kick taker, exchanging positions with him. At this point the team taking the free kick may reposition up to three players as desired in any free box.
- the team which make take the free kick selects a free-kick taker; the player who was fouled and is positioned on the box for taking the free kick must be moved onto the box occupied by the prechosen free-kick taker, exchanging positions with him.
- the defense may choose whether to form a wall.
- the wall may be made up of minimum of one to a maximum of four players.
- the players who form the wall must be primarily strikers. If there is not a sufficient number of strikers to form the wall, then midfield players are used to complete it.
- the players who form the wall must be positioned one alongside each other and the wall must be positioned inside the penalty area.
- At least one player in the wall must be positioned on a box adjacent to that from where the free kick is taken.
- the wall must always be positioned parallel to the end line (goal line).
- the team which is attacking may reposition up to three players as desired in any free box.
- the defense may reposition three players.
- Figure 16 shows examples of repositioning for a free kick with shot: (I) four men in the wall (II) three men in the wall; (III) two men in the wall.
- the team which make take the free kick selects a free-kick taker; the player who was fouled and is positioned on the free-kick box must be moved onto the box occupied by the prechosen free-kick taker, exchanging positions with him. At this point it is necessary to refer to the FK value of the prechosen free- kick taker in order to determine how many heading players the team taking the free kick may use to occupy the header boxes, as per the following rule:
- the heading players will then occupy one, two or three of the heading boxes (depending on the FK value of the free-kick taker) which are marked with a predetermined symbol (for example "ATT") inside the opponent's penalty area (as can be seen in Figure 15). Should there be one or more undesirable opponent players in the heading boxes marked with the symbol (“ATT") the opponent must be asked to free the box(es) in question in order to make room for one's own heading player(s). The player piece(s) thus moved may be repositioned as desired on the playing field.
- a predetermined symbol for example "ATT"
- the defense chooses its heading players (1 to 3) and positions them on the heading boxes marked with a predetermined symbol (for example "DEF" as can be seen in Figure 15):
- the defense in order to mark the attacking heading player positioned on one of the boxes intended for the attacking heading players (for example marked with a symbol X of a certain color), the defense must position a heading player on the facing box, marked with the same symbol X having that same color).
- the team which takes the free kick may reposition up to three players as desired in any free box.
- the defending team may reposition up to three players as desired in any of the free boxes.
- Figure 17 shows examples of repositioning for a free kick with cross: (I) in the case of a free-kick taker with an FK value 7.5 it is possible to position at the most one heading player on a striker heading box (ATT); (II) in the case of a free-kick taker with an FK value 8.5 it is possible to position up to two heading players on two striker heading boxes (ATT); (III) in the case of a free-kick taker with a an FK value 9.5 it is possible to position up to three heading players on three striker heading boxes (ATT).
- the defense may choose how many heading players to position on the boxes "DEF".
- the team which has been awarded a penalty kick designates the player who is take the penalty kick and positions him on the box where the penalty spot is located.
- the football board game envisages that these may comprise: dribbling, passing, shooting, crossing, heading the ball, tackling, corner kicks, passing from a free kick, shooting from a free kick, crossing from a free kick, penalty kicks and goal kicks by the goalkeeper.
- dribbling in order to perform a dribbling action the player of a given team must be situated on a box adjacent to the box occupied by the opponent who is to be dribbled past.
- a team may perform up to three dribbling actions (even using the same pieces) during the same turn.
- the dice is thrown and the score obtained is added to the value of the DR parameter of the player in one's team.
- the dribbling score thus obtained is compared with the defensive score of the opponent obtained by adding together the score resulting from throwing of the dice and the opponent's DF parameter.
- the team which attempted the dribbling action then starts a new turn, starting from a free kick or a penalty kick (if situated inside the penalty area), depending on where the foul was committed.
- a team may perform up to three passing actions (even using the same piece) during the same turn.
- passing may be completed without having to throw dice, irrespective as to whether the player intended to receive the pass is marked or not.
- depth penalty points - number of rows which separate the player who makes the pass from the player who receives it.
- the dice is thrown and the score obtained is added to the SP parameter of one's player, then subtracting the depth penalty points and/or marking penalty points, in order to obtain the passing score.
- the pass is not successful and the ball goes to the opponent's player closest to the player intended to receive the pass. If two opponent team players are equidistant from the latter, the ball is assigned to the player with the lowest total of the two. Thus a new turn starts for the team which recovered the ball.
- a team may perform only one shot per turn.
- the dice is thrown and the score obtained is added to the value of the SH parameter of one's player, then adding or subtracting the bonus points/ penalty points shown in the box from where the shot is made.
- the shooting score thus obtained is compared with the saving score of the goalkeeper obtained by adding together the score resulting from throwing of the dice and the goalkeeper's SAV parameter.
- the goalkeeper saves the shot, and a new turn for the opponent thus begins, starting with the ball being put back into play by the goalkeeper.
- the ball enters the goal and a new turn begins for the opponents, starting with a kick-off. If the shooting score is the same as the saving score, the ball goes out for a corner kick and a new turn thus begins, starting with a corner kick for the team which attempted the shot.
- crossing in order to be able to perform a crossing action, a player must be located on a crossing box, and the player who is to receive the cross must be located on a heading box.
- a team may perform only one cross per turn.
- the dice is thrown and the score obtained is added to the value of the CR parameter of one's player, then subtracting the penalty points shown in the box from where the cross is performed, so as to obtain the crossing score.
- the cross is not successful and the ball ends up with the opponent's goalkeeper.
- the team which recovered the ball will therefore start a new turn with the ball being put back into play by the goalkeeper.
- the cross is successfully completed and the action continues with a header by the heading player who receives the crossed ball (for the instructions regarding headers, see the appropriate section).
- heading in order for a player to be able to perform a heading action he must be situated on a heading box.
- a team may perform only one header per turn.
- the dice In the case of a marked heading player (opponent's heading player situated in the box in front or behind), the dice is thrown. If the result of the dice being thrown is 1 , the header finishes wide and the game resumes with a goal kick taken by the goalkeeper. In all other cases, the score obtained from throwing the dice is added together with the value of the HE parameter of one's player. The heading score thus obtained is then compared with the heading score obtained by the opponent, resulting from adding together the score obtained from throwing of the dice and the opponent's HE parameter.
- the shooting bonus points shown in the box from where the shot is made is now added and the bonus points heading score thus obtained is compared with the clearing score of the opponent's goalkeeper, resulting from adding together the score obtained from throwing of the dice and the CLE parameter of the opponent's goalkeeper.
- the goalkeeper saves the header, and a new turn for the opponent thus begins, starting with the ball being put back into play by the goalkeeper.
- the ball enters the goal and a new turn thus begins for the opponents, starting with a kick-off.
- heading score + bonus is the same as the clearing score, the ball goes out for a corner kick and a new turn thus begins, starting with a corner kick for the team which attempted the header.
- the header finishes wide and the game resumes with a goal kick taken by the goalkeeper.
- the score obtained from throwing of the dice is added together with the value of the HE parameter of one's own player, then adding the shooting bonus shown in the box from where the header is made.
- the heading score + bonus thus obtained is compared with the clearing score of the opponent's goalkeeper, obtained by adding together the score resulting from throwing of the dice and the opponent goalkeeper's CLE parameter.
- the goalkeeper saves the header, and a new turn for the opponent thus begins, starting with the ball being put back into play by the goalkeeper.
- the ball enters the goal and a new turn begins for the opponents, starting with a kick-off.
- heading score + bonus is the same as the clearing score, the ball goes out for a corner kick and a new turn thus begins, starting with a corner kick for the team which attempted the header.
- a team may perform several tackles during the same turn, but using different players.
- the dice In order to execute a tackle, the dice must be thrown and the score obtained is added to the value of the TK parameter of one's own player.
- the tackling score obtained is then compared with the dribbling score of the opponent obtained by adding together the score resulting from throwing of the dice and the opponent's DR parameter.
- a foul is awarded.
- a prechosen player for taking the kick in order to be able to take a corner kick, must be positioned on a crossing box 0 and the heading players must be positioned on the heading boxes ATT, as described above in connection with repositioning for a corner kick.
- the dice is thrown and the score obtained is added to the value of the FK parameter of the corner kick tacker, in order to obtain the corner kick score.
- the corner kick is not successful and the ball ends up with the opponent's goalkeeper.
- the team which recovered the ball will therefore begin a new turn with the ball being returned into play by the goalkeeper.
- the dice is thrown and the score obtained is added to the value of the FK parameter of the player taking the free kick, in order to obtain the free kick (pass) score.
- the pass is not successful and the ball goes to the opponent team player closest to the player intended to receive the pass. If two opponent team players are equidistant from the latter, the ball is assigned to the player with the lowest total of the two. Thus a new turn starts for the team which recovered the ball.
- the dice is thrown and the score obtained is added together with the value of the FK parameter of the player taking the free kick and if necessary 0.5 points are subtracted for each player lined up in the wall, in order to obtain the free kick (shot) score.
- the free kick (shot) score is compared with the saving score of the goalkeeper obtained by adding together the result of throwing the dice and the goalkeeper's SAV parameter.
- the goalkeeper saves the free kick, and a new turn for the opponent thus begins, starting with the ball being put back into play by the goalkeeper.
- the dice is thrown and the score obtained is added to the value of the FK parameter of the free-kick taker, in order to obtain the free kick (cross) score.
- the prechosen penalty-kick taker in order to be able to take a penalty the prechosen penalty-kick taker must be positioned on the penalty spot in the penalty area, as described above in connection with repositioning for the penalty kick.
- the dice is thrown and the score obtained is added to the value of the SH parameter of the penalty kick taker; the penalty kick bonus (+3) is added in order to obtain the penalty kick score.
- the goalkeeper saves the shot, and a new turn for the opponent thus begins, starting with the ball being put back into play by the goalkeeper.
- the ball enters the goal and a new turn begins for the opponents, starting with a kick-off.
- the ball goes out for a corner kick and a new turn thus starts, starting with a corner kick for the team which attempted the shot.
- the goalkeeper may choose to start the action again with a short pass or a long pass.
- the ball In the case of a short pass, the ball is passed to a team mate positioned within the team's defensive area, without the dice having to be thrown.
- the ball therefore ends up with the selected player positioned within the team's defensive area.
- the goalkeeper chooses a team mate positioned in the midfield area as the player for receiving the pass.
- the ball is passed to the prechosen player without having to throw the dice.
- the dice is thrown: the score obtained represents the clearing pass score.
- the football board game according to the invention may be subject to numerous modifications and variations made by a person skilled in art, all of these being moreover included within the scope of protection of the attached claims.
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Application Number | Priority Date | Filing Date | Title |
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IT201700145136 | 2017-12-15 | ||
PCT/EP2018/084870 WO2019115740A1 (en) | 2017-12-15 | 2018-12-14 | Football board game with team strategies and tactics |
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EP3743178A1 true EP3743178A1 (en) | 2020-12-02 |
EP3743178C0 EP3743178C0 (en) | 2023-12-13 |
EP3743178B1 EP3743178B1 (en) | 2023-12-13 |
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WO (1) | WO2019115740A1 (en) |
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Publication number | Priority date | Publication date | Assignee | Title |
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GB627951A (en) * | 1947-09-09 | 1949-08-18 | Kenneth Turner | Improvements in or relating to apparatus for playing board games |
FR2329312A1 (en) | 1975-11-03 | 1977-05-27 | Faure Agnes | Board game with football theme - has cards giving various playing manoeuvres used to move ball over squared surface |
GB8827484D0 (en) * | 1988-11-24 | 1988-12-29 | Gray M | Game |
US8740684B1 (en) * | 2011-08-17 | 2014-06-03 | Walter J. Tencza, Jr. | Method and apparatus for football board game |
WO2017115213A1 (en) | 2016-01-03 | 2017-07-06 | Pinto Shalin Ambrose | A board game to play soccer in a team-based strategy and tactics |
US20170291102A1 (en) * | 2016-04-06 | 2017-10-12 | Wayne Beyer | Paper Football Board Game |
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2018
- 2018-12-14 EP EP18825950.1A patent/EP3743178B1/en active Active
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