GB2101898A - Apparatus for a horsejumping game - Google Patents

Apparatus for a horsejumping game Download PDF

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Publication number
GB2101898A
GB2101898A GB08217718A GB8217718A GB2101898A GB 2101898 A GB2101898 A GB 2101898A GB 08217718 A GB08217718 A GB 08217718A GB 8217718 A GB8217718 A GB 8217718A GB 2101898 A GB2101898 A GB 2101898A
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GB
United Kingdom
Prior art keywords
course
obstacles
generator
time
random
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Withdrawn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
GB08217718A
Inventor
Raymond Arthur Denning
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
Application filed by Individual filed Critical Individual
Priority to GB08217718A priority Critical patent/GB2101898A/en
Publication of GB2101898A publication Critical patent/GB2101898A/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Withdrawn legal-status Critical Current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
    • A63F3/00082Racing 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
    • A63F9/00Games not otherwise provided for
    • A63F9/04Dice; Dice-boxes; Mechanical dice-throwing devices
    • A63F9/0468Electronic dice; electronic dice simulators
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2250/00Miscellaneous game characteristics
    • A63F2250/10Miscellaneous game characteristics with measuring devices
    • A63F2250/1063Timers
    • 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
    • A63F3/00006Board games played along a linear track, e.g. game of goose, snakes and ladders, along an endless track

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Educational Technology (AREA)
  • Toys (AREA)

Abstract

The apparatus comprises a board (1) having a course (2) marked thereon, obstacles such as fences, gates, and a wall, which can be placed at random, at least one model horse and rider, coloured dice, a random time generator and time recorder which determines times in accordance with throws of the dice. <IMAGE>

Description

SPECIFICATION Apparatus for a game This invention relates to apparatus for a game simulating show jumping. It provides a board, obstacles and models that can resemble the real thing; and the rules can provide for competitive rounds by different players both untimed and "against the clock". The winner, as in real show jumping, will be the player with the least faults over one or more rounds, or with the fastest time in a final round, the faults being equal.
According to the present invention there is provided apparatus for playing a game simulating a show jumping competition comprising a board marked with a course to be followed, the course having a sequence of zones each representing a move of one step, a random number generator, obstacles to be placed at points along the course, and a piece representing a horse and rider for progression around the course in steps determined bythe random number generator.
The course may be marked with further zones for the placement of those obstacles, which may be set down in any order agreed by the players. As in real show jumping, courses can be varied by changing the sequence, number and nature of the obstacles.
The obstacles will preferably be simulations of real ones, although in simplified form, and will usually include fences with removable bars. There can also be a wall with removable sections.
Generally there will be more than one piece representing a horse and rider, and each can be a scale model differentiated from the others. Thus each player can have his own piece, even though only one is normally used at a time.
Conveniently, the random numbergeneratorwill be one or more dice. The apparatus may also include a random time generator and a time recorder, the time assignable to a round of the course being determined by successive readings from the random time generator. Preferably, the time recorder has a seconds dial and a co-operating pointer which can be manually turned to any seconds mark on the dial.
The random time generator may be combined with the random number generator, each numberfrom the generator corresponding to a number (not necessarily the same) of seconds.
For a better understanding of the invention one embodiment will now be described, by way of example, with reference to the accompanying drawing, in which: Figure 1 is a plan view of a board for a show jumping game, Figure 2 shows side and front views of two typical obstacles, Figure 3 shows coloured dice faces, and Figure 4 is a face view of a time recorder.
The board 1 is rectangular and may be foldable. It will generally have a green background and on it is marked a course 2. This is a serpentine path of a sequence of squares. It could take many other forms and even cross itself one or more times, as in a normal show jumping course, and there could be alternative courses laid out on the same board. At various points along it there are larger rectangles 3 where obstacles can be set. They do not have to be all occupied by obstacles and the players can agree to set them elsewhere.
The obstacles are miniature versions of real ones, somewhat simplified as shown in Figure 2. There may be single, double or triple fences, the latter being illustrated in side view. The fence has uprights 4 on a base 5, and removable poles 6 that are cradled by curved fingers 7 near the top of the uprights. A front view of a wall is also shown, this simply comprising two blocks 8 and 9, the upper one 8 having a cap 10 and resting on the lower one.
Various other obstacles, such as gates, may also be provided.
The progress of each competitor is determined by throwing dice, and ordinary dice may be used.
However, to introduce a time factor necessary for jump-offs, one dice has individually coloured faces.
This is illustrated by conventional shading in Figure 3.
Figure 4 shows a time recorder or "dice clock".
This is a panel 11 with a sixty seconds dial 12 around which a pointer 13 can be manually moved by a knob 14. Below this dial there are squares 15 marked with the colours corresponding to the special dice faces, and also with a number. These indicate the seconds values assigned to the various colours, and they are virtually the reverse of the number values associated with those colours on the dice. Thus a high number throw with the dice corresponds to a low seconds value, and vice versa.
In addition to these pieces of apparatus, there will also be one, but preferably more, models of a horse and rider. Each player will use one of these to progress around the course in accordance with throws of the dice. These pieces may be modelled on or identified with well known show jumpers. As further refinement, there may also be models of the embellishments usually found in a showjumping ring, such as shrubs and flowers.
The game may be played as follows. The player to start may be chosen by any arbitrary means, and he commences by throwing the dice. One or two dice may be used. According to the number thrown so he moves his horse and rider along the course, each square counting one.
To surmount an obstacle he must throw a number which, counting the obstacle as one step, leaves his piece one or more positions beyond that obstacle. If the throw lands him on an obstacle, his piece is placed on the next position following, but the bar or other removable part is taken off and laid beside the obstacle to indicate a fault.
In the case of an obstacle such as a double or triple fence, or the wall, the player must throw a number which allows him to clear the obstacle counting each removable part as one position. Thus, if he is in the position immediately before the triple fence, he must throw a four or more to clear it. In the case of the wall, from a similar starting position he must throw a three or more. If the number thrown does not result in a complete clearance the piece is still placed on the next succedding position and the faults are reckoned as follows.
With the brick wall, if the number thrown brings the horse and rider to a notional stop at the first section, then the whole wall will topple giving two faults. If the number is one greater than that, then just the top section 8 of the wall will be removed, giving one fault.
In the case of the double and triple fences there may be alternative rules on which the players can decide before play. One of them may provide that, if the dice count ends at the first pole, just that pole may be removed and counted as a single fault.
Alternatively, the player may assume that the horse has crashed right through the fence and removed the remaining poles, incurring further faults but putting his piece on the next succeeding course position. With the triple fence, hitting the second pole may be counted as a single knock-down, or it could also mean bringing the third pole down in the same way. This "crash throw" method of play might be chosen for a second round jump-off against the clock or in a speed game.
In a first round, time will not normally be of any consideration. However, for a jump-off, the dice clock may be used. The course (which may be changed from the previous one) is traversed in the same way according to the same rules but probably with the variation mentioned above. However, when the die is thrown, as well as using the number to progress the piece on the board, the colour showing is also used to time the round. For example, if a 5 is thrown, showing blue, the piece is moved five positions. Also, since blue represents three seconds, the player dials on three seconds for the time taken for his round. Thus, the higher the numbers thrown, the faster the round is played, not only in actual practice, but also on the clock. If there is an equality of faults at the end, the greater speed wins.
As an additional feature the rules could require that if the horse and rider at the end of a move land on the square immediately before a fence this will be counted as a refusal scoring three faults. Hitting the fence will incur pena Ity of fou r faults.

Claims (10)

1. Apparatus for playing a game simulating a show jumping competition, comprising a board marked with a course to be followed, the course having a sequence of zones each representing a move of one step, a random number generator, obstacles to be placed at points along the course, and a piece representing a horse and rider for progression around the course in steps determined by the random number generator.
2. Apparatus as claimed in claim 1, wherein the course is marked with zones for the placement of said obstacles.
3. Apparatus as claimed in claim 1 or 2, wherein the obstacles are simultations of real show jumping obstacles and include fences with removable bars.
4. Apparatus as claimed in claim 3, wherein the obstacles include a wall with removable sections.
5. Apparatus as claimed in claim 1,2 or 3, wherein said piece is a model of a horse and rider.
6. Apparatus as claimed in any preceding claim, wherein the random number generator includes a die or dice.
7. Apparatus as claimed in any preceding claim, including a random time generator and a time recorder, the time assignable to a round of the course being determined by successive readings from the random time generator.
8. Apparatus as claimed in claim 7, wherein the time recorder has a seconds dial and a co-operating pointer that can be manually turned to any seconds mark on the dial.
9. Apparatus as claimed in claim 7 or 8, wherein the random time generator is combined with the random number generator, each number from the generator corresponding to a number (not necessarily the same) of seconds.
10. Apparatus for playing a game substantially as hereinbefore described with reference to the accompanying drawings.
GB08217718A 1981-06-20 1982-06-18 Apparatus for a horsejumping game Withdrawn GB2101898A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
GB08217718A GB2101898A (en) 1981-06-20 1982-06-18 Apparatus for a horsejumping game

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
GB8119069 1981-06-20
GB08217718A GB2101898A (en) 1981-06-20 1982-06-18 Apparatus for a horsejumping game

Publications (1)

Publication Number Publication Date
GB2101898A true GB2101898A (en) 1983-01-26

Family

ID=26279867

Family Applications (1)

Application Number Title Priority Date Filing Date
GB08217718A Withdrawn GB2101898A (en) 1981-06-20 1982-06-18 Apparatus for a horsejumping game

Country Status (1)

Country Link
GB (1) GB2101898A (en)

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2186196A (en) * 1986-01-23 1987-08-12 Geoffrey Gordon Beckett Board game

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2186196A (en) * 1986-01-23 1987-08-12 Geoffrey Gordon Beckett Board game

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Legal Events

Date Code Title Description
WAP Application withdrawn, taken to be withdrawn or refused ** after publication under section 16(1)