GB2201352A - Team board game - Google Patents

Team board game Download PDF

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Publication number
GB2201352A
GB2201352A GB08804698A GB8804698A GB2201352A GB 2201352 A GB2201352 A GB 2201352A GB 08804698 A GB08804698 A GB 08804698A GB 8804698 A GB8804698 A GB 8804698A GB 2201352 A GB2201352 A GB 2201352A
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ball
team
dice
game
board game
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GB8804698D0 (en
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Stephen David Morron
Michael Pollock Mcguinness
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Individual
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    • 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

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

Abstract

A board game, devised to simulate the playing of a ball game between two teams, comprises a rectangular playing area between goal positions or areas at opposite ends thereof, the playing area being subdivided by both longitudinal and transverse lines into a number of pay zones, two sets of markers representing the members of two teams, a marker representing a ball, at least two dice means, and rules determining a numerical relationship between the readings of the two dice means on the one hand and the number of permitted moves between play zones of the team markers and the ball marker respectively on the other. In one embodiment which is described, the game represents the playing of American football between two teams. <IMAGE>

Description

T:LAM BOARD GAME The present invention is a board game, that is,- a game wherein the movement of markers over the surface of the board is determined by play according to a set of rules.
While conventionally board games have indeed been played upon a cardboard playing surface, it is not necessary for that specific material to be used. The playing surface may be upon another rigid material, for example wood or a rigid plastics material, or upon a flexible material such as a flexible plastics material or paper.
The present board game is intended to represent the game of American football and is devised to be able to simulate very closely the playing of that game, to an extent determined by the choice of the rules adopted for the board game.
The board game according to the present invention comprises a playing surface having a rectangular playing area between goal positions or areas at opposite ends thereof, said playing area being subdivided by both longitudinal and transverse lines into a number of play zones, two sets of markers representing the members of two teams, a marker representlng a ball, at least two dice means, and rules determining a numerical relationship between the readings of the two dice means on the one hand and the number of permitted moves between play zones of the team markers and the ball marker respectively on the other.
Thus, within the rules, the board game according to the present invention may represent any game of the type in which two teams of players each compete to move a ball into a goal within the area occupied by the opposing team. The notional movements of the team players and of the ball are, in the case of the board game, simulated by movements of the team markers and ball markers as controlled by the dice means. It will be readily recognised that the board game may therefore simulate a game of association football, rugby football, American football, hockey, polo or basketball.However, as indicated above, the board game was specifically devised to permit accurate represent ation of the game of American football and is particularly effective for that purpose. Further description herein will therefore be presented in the context of the board game as applied to the simulation of American football, although no limitation of the scope of the present invention is thereby intended.
The playing surface, as aforesaid, may be on a rigid or flexible material such as exemplified above. A rigid playing surface is particularly preferred and, for convenience, the board may be folded or jointed to simplify its transportation or storage.
The rectangular playing area is divided by longitudinal and transverse lines into play zones which, following the conventional terminology of board games, will hereinafter be referred to as "squares" although they may be non-square rectangles. In the case of the application of the board game to American football, the transverse lines may be marked so as notionally to divide the length of the playing area into oneyard lengths, with emphasised marking at notional five-yard or ten-yard intervals. However the number of such one-yard divisions may be less than the one hundred such divisions of a full-scale American football pitch.The longitudinal lines which divide up the width of the playing area may be spaced as desired, not necessarily representing one-yard intervals but of sufficient number to afford a range of possible positions for the markers across the playing area. Emphasised longitudinal lines may separate a central area or lane from side alas of the playing area.
Two sets of markers are provided, each set representing the players of one of the competing teams. The markers of one set are distinguished from those e of the other by colour or, less preferably, by shape or marking. The individual such markers may be of no significant shape or may be shaped to represent a player or a part of his equipment, for example the helmet of an American football player. In a preferred form of the invention, all or some of the team markers have a socket or slot to receive the ball marker, In a particularly preferred form of the board game as applied to American football, only some of the team markers have such a socket or slot, in order to distinguish between team members who are allowed by the rules to receive a passed ball and those who are not.Since, according to the rules of American football, a player may change his designation during the course of a game, plugs may be provided to convert a team marker from a receiver into a non-receiver by blocking the socket or slot.
The dice means may be conventional dice, Or modified dice, or spinners or electronic devices designed to select a low number by chance. For example, the dice means to control the movement of the team markers may be a single conventional die, or two such dice, or a single cubic die having say even numbers from 2 to 12 on its faces, or a modified die having more than six faces.
The relationship between the dice readings and the permitted moves of the team markers and ball marker respectively are determined by the rules. The number of permitted moves so determined may define the exact number of moves which the relevant marker may take, that is, no more and no less, or may define only the maximum number of such moves. In the latter event, the game player may then have the discretion to move the marker by fewer moves than the permitted maximum if he chooses to do so.
It is particularly preferred that, within the permitted number of moves of team markers determined by the levant dice means, the game player should be allowed to distribute that number as he wishes among the team markers or among those team markers which he is permitted by the rules to move. For example, if the dice reading is five and if the rules specify a permitted number of moves equivalent to three times the dice reading, that' is, fifteen, then preferably he may move two or more markers a number of moves not exceeding a combined total of fifteen moves.
In American football as in other team ball games, the disposition of the players is of course visible at all times but the manner, distance or direction in which the player moves the ball cannot readily be predicted. To simulate this effect in the board game according to the present invention, it is preferred that the reading of the dice means which determines the movement of the ball marker be kept hidden, until the ball is played, from the defending team, that is the team not in possession of the ball. To that end, it is preferred to use as the dice means determining the permitted movement of the ball one or more dice in a shaker with an aperture therein allowing the relevant player to read the dice marking without exposing the die.
In all ball games of this type, situations arise wherein it falls to the referee to decide what form or degree of penalty to apply, or where, as in a tackle, the outcome is difficult to predict. It is preferred, in the game according to the invention, that the outcome of at least some such ,situations be determined by further dice means. For example, a die may be thrown to determine whether a notional tackle succeeds or fails or, in a penalty situation, which player or team should be penalised and to what degree.
A game of the type according to the present invention may be made more difficult to play and to win by the introduction of additional rules. In the case ofthe present invention as applied to American football, the rules may be devised so as to resemble the full-scale game very closely or may be simplified for younger or less ambitious players. In addition, physical features such as goalposts and scoreboards may be added to the board to add interest to the game. A particular feature of value in the case of American football is a down marker to indicate the progress and aim of the attacking team over the playing area and, optionally, a down counter to indicate the number of the down being played. Such features are exemplified in detail in the description hereinafter.
one particular embodiment of the board game according to the present invention will now be described by way of example.
This ertbodiment represents a game of American football, is entitled ENDZONE and is described with reference to the acoopanying drawings, wherein: Fig. 1 illustrates the marking on the playing area of the game board Fig. 2 illustrates the asserblt of the board and associated components; and Figs. 3 to 9 illustrate sorre of the components of the game in greater detail.
The following is one form of introductory description and rules, for the guidance of the players of the garre:- OZONE Introduction ENDZONE is so very close to the real thing that a brief description of NFL rules will go a long way in helping you to understand the rules to cote. The game is basically a territorial one. The team with the ball - the offensive team - tries to keep possession of it while also gaining yards down the field. If at sore stage one of the offensive team manages to enter the endzone of the opposing team with the ball, then a touch down is scored worth 6 points. The team can earn an extra point by kicking the ball through the goals for a conversion.In order to keep possession of the ball and continue to drive ,,down field, the offensive team needs to gain at least ten yards in four attempts (downs) - each down starting fran a position level with the end of the last down. Gains are made by one of the team, the quarterback passing the ball to a receiver or handing the ball to a teamomate to rush with the ball. The guarterback måy also rush with the ball himself.If it becomes obvious that the offensive unit is not going to make its ten yards by its fourth down, because of good defense, and would therefore lose possession, then the team will use that fourth down to try and kick a field goal (3 points) if they are close to the goals or gain as much territory as possible with a 'punt' ac,wnfield. Tb allow time for all this quarterback passing, kicking or punting, the offensive team employ specialist blocking players to protect them. Should the blockers be beaten by the defensive unit, then the cuarterback, if he is not quick enough, will be tackled or sacked before he can release the ball - territory will be lost.Of course, passing and rushing can also be risky - a bad pass can be intercepted or a rushing player tackled, and the ball dropeed. If this is the case then the other team gain possession of the ball and commence their own drive to the endzone.
Components The game includes the following components: (a) A playing board 11 (Fig. 2) in two halves, each extending from the centre line to the endzone 12;
(b) A board surround, formed in clear PERSPEX1in six pieces 13-18 (Fig. 2); (c) Eight endzone locating pins 19, four for each endzone; (d) Two goalposts 20, located one behind each endzone; (e) Two score pegs 21, located in the rows of holes in the endzone surrounds to record the scores of the respective players; (f) A down marker 22 (Fig. 3) in the form of two posts linked by a length of chain corresponding to ten yards on the game board.In play, the posts are located in the outer row 23 of holes in the board surrounds 13, 14 along one touch line; (g) A down counter 24 (Fig. 4), the four faces s of the top section of which are numbered from. 1 to 4. In play, the down counter is located in the inner row 25 of holes in the board surrounds 13, 14. It is moved along the row to mark the scrimmage line position and turned to indicate the number of the down; (h) A time peg 26 (Fig. 9), which in play is located in a row 27 of holes in the board surrounds 16, 17; (i) Two complete teams, each oonsisting of twelve players, namely: 2 quarterbacks 28 (Fig. 5) 4 linemen 29 (Fig. 7) 6 receivers 30 (Fig. 6), one of which is the kicker.
These different forms of player are distinguished by the presence or absence of a retaining hole 31 and by the lengths of the necks, the quarterbacks 28 having a longer neck than the receivers 30, which in turn may have a longer neck than the linemen 29; (j) Two footballs 32, which are fitted into the retaining holes 31 in the relevant players 28, 30 when notionally "carried" by a player, and are slotted into holes in the board surrounds 16, 17 when not in plays (k) Two red dice marked on their six faces:: 6/fumble, 24, 28, 30, 32 and 36; (1) Two white dice, with their faces marked with the numbers fram 1 to 6; (m) Two black dice, marked on their faces with the numbers 2, 4, 6, 8, 10 and 12; (n) One "penalty" die, one "tackle" die and one "interception" die, each having red, alter and green surfaces, and one yellow "blitz" die with faces marked B and NB; (o) Four shakers 33 (Fig.8); and (p) Two "Blitz" plugs, shaped to fit into the defensetren' 5 helmets.
The two teams are distinguished by different playing oolours.
Players when not in play are located in groves 34, 35 in board surrounds 16, 17, representing the "benches" of the respective teams.
Before starting At the start of the game, players must decide two things: (a) The duration of the game itself. Normally the game is played in four quarters, with the teams changing ends at the end of each quarter. A quarter lasts for 15 minutes of actual playing time, with the clock being stopped when the ball is not being played. You can of course decide to limit or increase the number of quarters you wish to play, or play the quarters at different times,or evenings. The e game has the facility to be left at any time with the "on board" scoring system acting as a 'proMpt' for the next time.The passing of the actual 'playing level' of each quarter is indicated by the moving of a "TDME PEG" along a series of 60 holes along one side of the board. Each hole represents 15 seconds and the 60 taken together make up the 15 minutes of the quarter'. The 'peg' is moved at one end of each play the appropriate distance, according to the table below: Event Number of Holes Time No gain/or loss of yards. 3 45 secs.
Between 1 yd. and 10 yds. 4 1 Min.
More than 10 yards. 5 1 Min. 15 secs.
Extra point or field goal. 3 45 secs.
Kick off or 'punt' return. 3/4/5 This depends on distant the ball moves after landing on field.
As well as roving forward, the "time peg" can be made to move backwards by 4 divisions by the use of a "time out".. Each player can call up to three of these in each half. The time out can be called by either player at the end of any play but before the time back can be reversed the time for that play must first be added on. If this adding on of time means the end of the quarter or half, then that quarter or half or end of game cannot be "brought back to life" by the use of a time out. Also in the most crucial part of the gate, "the last two minutes"*any play that can be blade to end off the field or "out of bounds" will incur only one time division (15 secs.) no matter what yardage was recorded in it.
(b) Who is to 'kick off'. Remember that in American Football - like rugby - the team that kicks off must kick the ball to the opposition who, unless they make an uncharacteristic mistake, will have the first attempt at moving the ball and scoring.
A spin of a coin or throw of dice will determine who chooses what, the kick off or the end they play from.
During 'the tame.
During the game both teams will wish to make substitutions on the field using their squads of twelve players on the sidelines.
Different combinations of players will be sent out onto the field depending upon the situation to be attempted - these are listed below but a general rule is.
Playing Situation is 8 v 8 Kicking Situation is 7 v 7 More Specifically: Situation Offense Defense Kick Off Field Goal "Punt" Extra Point Attempt
1 Kicker/Receiver 4 Receivers 4 Receivers 2 Linemen 3- Linemen Team "Passing' or Running 'Downs'
1 Quarterback 3 Linemen 3 Linemen 4 Receivers 5 Receivers Kick off The 'kick off' is simply the situation which starts the game.
The team who kick the ball off will want to place it deep in their opponents' territory and then follow it as quickly as they can to tackle the man who has recovered it. The 'drive' will start there.
The kick off team line up at the halfway line, all ready to give chase to the ball - they cannot cross the halfway line until the ball is kicked. The team receiving the ball spread themselves to cover as many areas of their half field as possible. The kick off team throw all five playing dice. These dice correspond to: (a) The Red die: As this is a 'kicking situation' the red kicking die is used. It is six-faced with faces marked: 6/fumble, 24, 28, 30, 32, 36e and these correspond to the yards the ball is kicked. If the 6/fumble face occurs, then this means the kick was 'fluffed' jmd the kicking team, rather than the catching team,will be able to chase and smother the ball.They will not of course be able to keep it, but give it up to the other team, who start their 'drive' from the 24 yd. line.
(b) The White dice: controlling the motion of the line Even and the quarterback (when on the field) and all marked 1-6 and read at 'face Value'.
(c) The Black dice: controlling the motion of the receivers and each marked 2, 4, 6, 8, 10, 12.
Having seen the defensive lay-out facing him, the 'kicker' will (if he has the necessary score) place the ball in the part of the field he sees as the most advantageous. he uses the Red die motion score in a straight line or Shaped. It has to be said here that all the dice scores obtained on Red, White or Black dice are indicators of the maximum motion allowed and less can be used if it is seen to be expedient. The ball should not be kicked out of play; otherwise the receiving team automatically start their drive on their 15 yard line. The same.
is true if the ball is kicked into the endzone and recovered there.
After the kick off has been taken, the kicking team chase the ball - moving down the field depending on scores obtained by the other black and white dice. In each case the score obtained can be used either by one of the players in that dice category or shared by two or more - again not all but not more than the score may be used.
At the end of this turn, if the kicking .team. has managed to get one of its players on to the same square as the ball then the ball will be 'dead' - that is it will not be playable by the receiving team and the receiving team will have no option other than to start its series of downs from the middle of the field level with that position. If, hcweuEr, the ball has not been reached then it will be still playable and the receiving team will take its turn. All dice will be thrown except the red die (the ball is urmoving on the field waiting to be picked up).
So throwing the black and white dice enables the receiving team's players to oome into motion.
The linemen will move first; they are unable by the rules of the game to pick the ball up or have it given to them and exist solely in the game for the unselfish task of helping the receivers by blocking out other threatening players (or if they are defensive linestten - tackling or sacking the quarter back).
They can also tackle any player who is carrying the ball.
Physically they are recognised in this garre by the fact that they have no retaining hole in their helmet for the ball to be placed into. So any motion they will make now will be to get into the path of an opposing player. If they are successful in this then that 'blocked' player cannot move for the rest of that play (until the ball is dead). Linfçx3L and indeed all players can move in any direction forwards, backwards, straight or diagonal. Only the ball cannot move diagonally. To 'block out another player, a lineman must be in the square directly in front of that player.
After linemen the receivers move - one of them hopefully will be close enough to, and have a good enough score to reach, the ball and collect it (it fits into the retaining hole). Any score left on the dice will be used by other receivers who since they do not have the ball will act as additional blocking players, observing the same 'Blocking' rules as the lineseen.
The turn now moves again to the team who originally kicked off - 4 dice are thrown (two black, two white) and players who remain 'unblocked' continue their motion, either to pick the ball up if it remains 'unclaimed' or if it is indeed in the possession of the receiving team to get any of their players in a 'tackling situation'.
Tackling Ee:xsiver in American football any player can be blocked cat during a play but only a player carrying the ball can be 'tackled'. In Endzone each player on the field is surrounded by an imaginary 'cube'.of nine squares, of which he is the centre square. This 'tackle cube' 'will move with the player and in order to place another player in a tackle situation the player must move so as to bring the 'Target' player into the 'USbrella' of the cube.
If this situation has been brought about at the end of the turn then the turn will be passed over as usual to the opponent but serious consideration has to be undertaken:- a nutter of options are available.
(a) the player can 'accept' the tackle and the ball is dead but still in the possession of this team.
(b) the player can attetrpt to 'evade' the tackle and continue the kick off return by throwing the tackle die and observing its result.
(this choice is made after the 4 dice have been thrown, and so additional information is available regarding risk and return).
If at the end of the turn the ball carrier has remained outside of any tackle cube, then he may use his turn to further advance the ball and/or to move any other free player. The defense then takes its turn - and so on.
If option (b) is taken up then the player must throw the tackle die before he can use any of the scores he has obtained.
The tackle die is one of three situation dice that are marked with instructions rather than simply numbers. These instructions need to be observed closely once they are marked upon. The tackle die's six faces are marked in the following way:1. EVADE Q The tackle is unsuccessful and action map 2. EUNDE continue but the player with the ball must leave the 3. EVADE cube immediately even if this means moving backwards.
4. INCKLE - The tackle is successful and the play is 'dead'.
5. PENALTY - There is an infringement in the play and the PENALTY DICE must now be thrown.
6. FUMBLE - The ball is dropped and recovered by the tackling player, and: (a) If that player is a 'linetan' the play is dead, possession has changed and the team in possession can substitute in preparation for that 'drive' downfield.
(b) If that player is a receiver then he has the choice of accepting the ball and declaring it 'dead' and allowing substitution to occur - OR he may wish to run the ball back immediately for gain.
It can be seen that throwing the tackle dice is not without its attendant risks and due care should be given to the rewards v the risks. Should the results of the tackle die be EVADE 3/6 then the player can now utilise the score he had thrown before risking the tackle dice, making sure that his first motion of the evading player moves him out of the 'tackle cube' i probably a deviation in his intended path. Other players (those not being blocked) can also be moved before the turn passes to the defending player. This turn and turn about continues until another 'tackle cube' situation is forthcoming and until eventually the tackle dice producers one of the alternative faces.
If the "tackle" face ererges then play is dead, but a "fumble" means that the play may be allowed to continue at the discretion of the player now in possession. He, of course, has to throw the dice (it is his turn AND THE SCORE PREVIOUSLY OBTAINED BY THE TEAM WHO HAVE JUST FUMBLED THE BALL IS DECLARED VOID). If he still wishes to move his player he must in turn throw the tackle die (the player who fumbled the ball to him is still in a tackling situation now on him).He may even if he throws the tackle die fumble the ball directly back to that player - such is lifel However, should the penalty face be obtained then the second of the three specialist dice, THE PENALTY DICE, must be thrown.
"THE PENALTY" The throwing of this die means that the is a 'flag' on the play. One of the officials has seen an infringement either for the offense or defense, which will depend upon the result of the penalty dice roll, the faces of which are:1. PASS lNTERFtEENCE 6 yds TO THE TEAM IN POSSESSION 2. ROUGHING (ON THE Q'BACK) 4 yds TO THE TEAM IN POSSESSION 3. OFF-SIDE 2 yds TO THE TEAM IN POSSESSION 4. cLPPING 6 yds AGAINST THE TEAM IN POSSESSION 5. HOLDING 4 yds AGAINST THE TEAM IN POSSESSION 6.ILLEGAL MOTION 2 yds AGAINST THE TEAM IN POSSESSION In each case the penalty yardage is taken fran the line of scrinmage, or in the case of the kick off from where the ball was originally picked up by the team in possession.
In any case PENALTIES MAY BE ACCEPTED OR DECLINED as in full American Football rules. The choice is taken by the side to whom the penalty is giving the advantage. The choice is: (a) To accept the penalty - in which case the yardage is measured, the team does not lose possession or its 'down'.
(b) To decline the penalty - in which case the down is continued, which in this case forces a re-throwing of the tackle die to eliminate the penalty face.
Eventually a situation will arise where the ball is dead, one team or the other is in possession and the 'kick off' and 'return of kick off' phase is cottpleted. At this point the "time peg" is moved to indicate the passage of time in the quarter; it will be adjusted at the end of each down, during the gate, when the ball is dead. The table of yards v time mentioned earlier in the rules needs to be consulted here and the distance taken from the point in the kick off when the ball was picked up.
Normally the distance is taken fran the line of scrimmage to the point where the ball is made dead, but in the instance of kick offs, punts, or changes of position due to fumbles, then the distance is taken from that' point where 'the ball is first taken possession of. It is during this time of adjustment of the 'time peg' that "time outs" may be called, and further adjustments be made.
N.B. Remanber time out adjustments can only be made after normal time adjustrents have been added on.
The next phase of the gauze is now embarked upon, it is knows as: THE DRIVE For the drive to commence the offensive team (the team with the ball) needs to make sure they have the correct 'team' an the field; for this refer to the table mentioned earlier.
The marking system on the side line is now brought into action with the pegs relating to the yardage required (the chain) and the peg marking the position of the ball (the down marker).
The chain marker starts at the line ahead of the square in which the ball was made 'dead' in the previous phase - or where any subsequent penalty has moved it.
The offensive team are now assembled on the field observing the following rules : - (a) the offensive lineman and a receiver (the tight end) are positioned in the squares behind the line of scrimmage and in any of the six squares inside but not including the "hash marks". The hash marks all the sets of parallel lines that fall roughly down the length of the field and indicate a channel that could be called the centre of the field.
(b) the Quarter Back is positioned in any. square immediately behind any of his 4 offensive linemen. He has the ball in his retaining hole, indicating that he has possession of it.
(c) Ihere are no instructions concerning the placement of the remaining 3 receivers except that they cannot be ~further forward than the squares occupied by the linemen, and only one of them if it is desired can be fuither than 'two squares back fran the line of scrimmage. They have literally the whole width of the field to choose from.
Against this presentation are the eight players comprising the defensive team (refer to table). Again they have strict placement rules to obey at the line of scrimmaave. They are: (a) The 3 defensive linemen must also be placed between the 'hash marks' but need to observe a minimum gap of one square between themselves and their opposing offensive linemen - this 'NEUTRAL ZONE' exists along the whole width of the scrimmage line from side line to side line. In addition to this the maximum distance they can be apart is three squares. They also cannot line up behind each other effectively shielding one with another.
(b) The remaining 5 defencemen - all receives/pass coverage, should be placed in starting positions effecting the best marking of the offensive pass receivers. Three of these can be as close to the line of scrimmage as they wish, while still observing the rule" of the 'neutral zone' mentioned in (a). The final two defensive receivers act as secondary defensemen ('softies8? and have to be 10 yards downfield:- there is only one exception to this and it is: "THE BLITZ" Blitzing is when a team places an extra player at the line of scrimnage, acting as an extra lineman in order to overwhelm the offensive linemen and 'sack' the quarterback.
In Ehd-zone the defensive player has the option on each defensive down to declare a blitz - he then shakes his "blitz die" in the closed shaker at his disposal, making sure that only he can see the outcome. He then decides whether or not to continue his blitz threat, by moving one of his two secondary defensemen up to the line. Although he is a receiver he gives.up his receiver motion rights - both physically by the insertion of a "blitz plug" in his helmet and actively by having his motion governed by the white linemen dice.Even if the outcome of the blitz die has shown "NO BLITZ" (there are 4 faces of N.B. against 2 of B. on the die), he can still place the piece in the blitzing position with the plug in:- he will effectively be "bluffing" but his opponent will not know this and has to gamble on blocking him or not.
It must be remembered here that if a "bluffing blitznan" is in the line then he remains a line-man with motion from the white dice although he cannot sack the quarterback. If he was 'legitimate' and remained unblocked then he could. As a linetnan he is free to move as are all the other three linen if left unblocked, to mark other players, even the quarter back. THIS IS THE DEFENSIVE PLAYER'S OPPORIUNITY TO EXERCISE A 'BLUFF' OK 'GAMBLE' ON DEFENSE.
And so to the playing of the downs and the gaining of yardage itself. In essence, this phase of the game revolves around the fact that ,only the offensive captain knows the score he obtains on the 'ball motion' dice until both offensive and defensive motions have been completed. In this manner he can move his offensive receivers in patterns which may or may not be 'reachable' by his 'ball score'. The defensive player not knwiing which - if any - are 'red herrings' must endeavour to provide 'pass coverage' on all or as many as he can.
The pattern of the downs is the same each time and proceeds in the following manner.
Offensive: (a) All five dice relating to motions are thrown.
The ball motion dice is thrown in the 'masked cup' and the outcome revealed only to the offensive player.
(b) The score on the white dice allows motion of the offensive linemen who will hope to move forward and 'block out' their defensive counterparts. Offensive receivers (their - motion is mentioned below) can also be used to block or 'pocket' for the Quarterback.
(c) Using the score on the black dice the movements of the three receivers are conrnenced.
This ends the offensive motion and the dice are passed to the defensive player for his motion. THE RED BALL hI!rION SWORE REMMINS HIDDEN AND AVAILABLE ONLY TO THE OFFENSIVE PLAYER. The defensive player has four dice, and does the following : - (a) All four dice are thrown - these dice will control the motions of the defensive team as they try to 'counter' the attacking tests movenents.
(b) The score on the white dice will allow motion of the three defensive linemen. If the offensive linemen have successfully 'blocked' then out thennomotion will take place no matter what the score. If, however, any or indeed all of tham are unblocked and free to move they they will have two options open to th & t:- (i) to move on to the square occupied at the present time by the offensive quarterback, knocking him down and 'sacking' him. Since he still has the ball (it has not yet been released) then this will end the down, probably with a small,, loss of yardage.
(ii) if the quarterback cannot be reached then move off the line of scrimnage to pick up and mark any offensive receivers that are close enough. A player is said to be 'marking' another player if that player is inside his 'tackle cube'.
(c) The score on the black dice will enable motions of the defensive receivers (on pass coverage) to make up the ground between themselves and the now 'free' pass receivers. These free players must all be marked if possible - but if the score is not high enough then decisions on priorities must take place. It may well be that one or more of the defensive pass coverage has been 'blocked' out as part of a 'play' on a Farticular down - if so then motion goes to those left (if any!).
Once both offensive and defensive motions are completed then the 'ball soore' can be revealed and the play can be executed. The options are many and varied and depend upon the offensive and defensive motions made before (and their success or lack of it) and of course the score on the ball dice. These options are: (1) If the quarterback has been sacked then the play is ended without the ball being passed.
(2) If the quarterback is still 'in play' and one of his receivers has managed to remain unmarked, and the ball score is such that on this play the quarterback has the 'range' to pass, then he does - it is automatically caught by the receiver (placed in his helmet hole).
(3) If there is no pass available to a 'free player' but there is a receiver in the 'running back' position then the quarterback can hand the ball to him for a run.
(4) If the quarterback has no passing or hand-off option, but remains free himself - then he may decide to 'rush' with the ball himself.
(5) Even if the quarberback has a passing or rushing option open to him, he may decide to "scramble" a little, allowing pass receivers to move into better positions.
(6) The quarterback who has no passing option open and who is himself in a marked/tackle position can still gamble and rush with the ball himself. For this purpose he must use the tackle die.
(7) The quarterback with no 'free' option may decide to gamble by attempting to pass the ball to a player who is marked (assuming he still has the range on the ball score). Be is quite entitled to do so but before the ball is caught the interception dice must be thrown. This is the dice that relates to passes complete or incottplete and its faces produce: (i) Complete) The ball is caught (ii) Complete) by the receiver.
(iii) Incomplete - The ball hits the ground and the down is over.
(iv) Penalty - The penalty die is thrown.
(v) Interception) The marking player catches the ball and (vi) Interception) the defensive team now has possession.
This then is the 'drive' and it will end in one of the following ways: (1) The drive is successful and is continued in its series of 'downs' down the field and into the end-zone for a touchdown.
In this case the 'extra point attempt' or 'conversion' needs to be attempted.
(2) The drive is unsuccessful and in one of its phases - tackling or passing - the ball was fumbled or intercepted and the other side has it and is about to start a drive of its own.
(3) The drive 'breaks down' - that is in one of the series of attempts at gaining its 10 yards the offensive team has 'come up short' - that is on its '4th down' it still has too much yardage to gain. In this case the team if it is close enough to the end-zone will attempt v Kicked 'field goal'.
Or if it is not in range will 'punt' the ball: downfield to gain yardage - although the ball in both cases will be given up to the ospusition.
Kicking The e third phase of the game entails kicking, extra points, field goals and punts. All the kicking passes involve a 7 x 7 play. They are as follows: (a) The extra point attempt;- the aim of this is to kick the ball over the posts to score an extra bonus one point after a touch down has been scored. (In the board game the ball must finish between the marks set at the rear of the end-zone). If the kick is successful then the ball is dead. It will be kicked off from the halfway line in a game re-start and the kick off rules will apply. If the kick is unsuccessful then the ball will still be 'dead' and the game re-started as before. The 'extra point' line of scrimmage is the defensive 5-yard line.
(b) The field goal - this is a goal attempt that can be taken from anywhere in range of the goal, and is worth 3 points. If it is successful'then the ball is dead gate restarts from the halfway line. If the kick is unsuccessful then possession is automatically given to the defensive team. They will start their return drive from the 15 yard line if the failed field goal attempt was from inside it. They will start their drive from the kicking team's line of scrimmage if the field goal attempt was outside the 15 yard line.
(c) The punt - this is purely to gain territory and a team will expect the defensive unit to capture the ball and 'dice chase' return it, similar to the return of the kick off.
In each of the kicking phases, the order of motion is as follows: (A) Offensive linemen move first (6hite dice); this controls the linemen and also moves the kicker. They will block out the defensive linemen if possible - if not 'pocket' and escape.
(B) Defensive linemen move (White dice). Any linemen remaining unblocked can be moved to 'sack' the kicker if possible.
If the sack is suc successful then the play is dead. If not successful the play continues.
(C) Offensive kicker kicks the ball; only now is the red die thrown and the score used to carry the ball over the goal or downfield in the 'punt'. Again, if the score is good then the ball is dead, but in the case of the 'punt' the ball finishes in the field, and the play continues.
(D) After the 'punt' has landed, thè offensive receivers will be chasing the now free ball downfield using the black die to aid their motion. If they can reach the ball first then it will be 'dead'. The game will restart level with that point.
(E) If the offensive receivers have not killed the ball then the defensive receivers (motion with black die) can move to the ball and collect it.
This completes the actual 'kicking turn' and play continues with all dice being thrown by the player whose turn it now is (the team who originally kicked the ball) and a 'dice chase' as in the kick off phase until the ball is 'dead'.

Claims (10)

1. A board game which oamprises a playing surface having a rectangular playing area between goal positions or areas at opposite ends thereof, said playing area being subdivided by both longitudinal and transverse lines into a number of play zones, two sets of markers representing the members of two teems, a marker representing a ball, at least two dice means, and rules determining a numerical relationship between the readings of the two dice means on the one hand and the number of permitted moves between play zones of the team markers 'and the ball marker respectively on the other.
2. A board game as claimed in claim 1, wherein the transverse lines are marked to indicate sub-divisions of the notional length of the playing area.
3. A board game as claimed in either of the preceding claims, wherein eaaaasised longitudinal lines separate a central area or lane from side areas of the playing area.
4. A board game as claimed in any of the preceding claims, wherein at least some of the team markers have a socket or slot to receive the ball marker.
5. A board game as claimed in claim 4, having a plurality of plugs for blocking such sockets or slots.
6. A board game as claimed in any of the preceding claims, wherein the rules provide that the number of permitted moves of the team markers are a maximum, permitted number of moves and that team markers may be moved fewer than said maximum number of moves.
7. A board game as claimed in any of the preceding claims, wherein the rules provide that a player may divide the permitted number of moves of team markers between two or more such markers.
8. A board game as claimed in any of the preceding claims, including one or more dice shakers having an aperture to restrict sight of any dice therein.
9. A board game as claimed in any of the preceding claims, having one or more further dice means for determining the outcome of play situations arising during the playing of the game.
10. A board game stimulating the playing of a game of American football, substantially as hereinbefore described with reference to the accompanying drawings.
GB08804698A 1987-02-28 1988-02-29 Team board game Withdrawn GB2201352A (en)

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GB2201352A true GB2201352A (en) 1988-09-01

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Cited By (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2202457B (en) * 1987-03-12 1991-08-21 Anthony Mark Knight Game apparatus for playing a game of american football
US5356152A (en) * 1993-06-02 1994-10-18 Curry Kevin P Football board game
US5496036A (en) * 1995-06-12 1996-03-05 Chester; Keith D. Football card boardgame
GB2335372A (en) * 1998-03-17 1999-09-22 World Ball Company Limited Board game for simulating team games.
WO2005113082A2 (en) * 2004-04-13 2005-12-01 Bertus Oelofse Rugby game

Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB537265A (en) * 1939-11-27 1941-06-16 Edward Walter Hobbs Appliances for playing board games
GB2070944A (en) * 1980-03-12 1981-09-16 Smith W Football board game
US4443011A (en) * 1981-08-04 1984-04-17 Sheridan Raymond J Method of playing chess football

Patent Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB537265A (en) * 1939-11-27 1941-06-16 Edward Walter Hobbs Appliances for playing board games
GB2070944A (en) * 1980-03-12 1981-09-16 Smith W Football board game
US4443011A (en) * 1981-08-04 1984-04-17 Sheridan Raymond J Method of playing chess football

Cited By (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2202457B (en) * 1987-03-12 1991-08-21 Anthony Mark Knight Game apparatus for playing a game of american football
US5356152A (en) * 1993-06-02 1994-10-18 Curry Kevin P Football board game
US5496036A (en) * 1995-06-12 1996-03-05 Chester; Keith D. Football card boardgame
GB2335372A (en) * 1998-03-17 1999-09-22 World Ball Company Limited Board game for simulating team games.
US6213468B1 (en) 1998-03-17 2001-04-10 Rob Van Dalen Game
GB2335372B (en) * 1998-03-17 2002-09-04 World Ball Company Ltd Game
WO2005113082A2 (en) * 2004-04-13 2005-12-01 Bertus Oelofse Rugby game
WO2005113082A3 (en) * 2004-04-13 2005-12-22 Bertus Oelofse Rugby game

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Publication number Publication date
GB8704771D0 (en) 1987-04-01
GB8804698D0 (en) 1988-03-30

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