GB2374295A - Snooker Dice Game - Google Patents

Snooker Dice Game Download PDF

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Publication number
GB2374295A
GB2374295A GB0109090A GB0109090A GB2374295A GB 2374295 A GB2374295 A GB 2374295A GB 0109090 A GB0109090 A GB 0109090A GB 0109090 A GB0109090 A GB 0109090A GB 2374295 A GB2374295 A GB 2374295A
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United Kingdom
Prior art keywords
selection means
outcome
miss
group
snooker
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GB0109090A
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GB0109090D0 (en
Inventor
Peter Graham Bainbridge
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Individual
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Individual
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Priority to GB0109090A priority Critical patent/GB2374295A/en
Publication of GB0109090D0 publication Critical patent/GB0109090D0/en
Publication of GB2374295A publication Critical patent/GB2374295A/en
Withdrawn legal-status Critical Current

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00003Types of board games
    • A63F3/00028Board games simulating indoor or outdoor sporting games, e.g. bowling, basketball, boxing, croquet, athletics, jeu de boules, darts, snooker, rodeo
    • A63F3/00053Snooker, pool or billiard board games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/04Dice; Dice-boxes; Mechanical dice-throwing devices

Abstract

A variation of the game of snooker and a portable apparatus for playing the game are described. A player may attempt to score points by selecting a scoring die (Y,G,BR), to determine the outcome of the attempt, in conjunction with a colour die (C), to determine the number of points. Different scoring die provide for different scores with different risks of adverse outcomes. Alternatively, instead of scoring points a player may attempt to snooker his opponent. A snookered player is obliged to extricate himself from the snooker and may inadvertently concede points to the snookerer in the process. A board (20) on which the game may be played is also described as is an electronic apparatus (30) and a flowchart for a computer program.

Description

<Desc/Clms Page number 1>
SNOOKER DICE GAME This invention relates to apparatus for playing a game, and is particularly concerned with playing apparatus for simulating a snooker game.
The game of snooker is a popular pastime, but conventional snooker-playing equipment is not readily portable due to the large size and heavy weight of the table on which this game is played. Furthermore, due to the need for a stable platform on which to play, snooker is not playable during travel, such as in trains, cars, ships or aircraft. There therefore exists a need for a game that recreates the experience of playing snooker, but does not require a snooker table and is therefore readily portable and playable in confined or mobile environments.
The present invention seeks to provide a game that recreates an experience similar to that of playing snooker, but is portable and may be played in confined or mobile environments.
According to one aspect of the present invention, there is provided a set of outcome selection means for playing
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a snooker game, the set comprising: first selection means, for randomly selecting an outcome from a first group comprising the outcomes"POT" and"MISS", wherein the number of points that a player accrues when a"POT"outcome occurs depends on the probability distribution selected by the player; second selection means, for randomly selecting an outcome from a second group comprising the outcomes "SNOOKER"and"MISS" ; third selection means, for randomly selecting an outcome from a third group comprising the outcomes"OUT" and"FOUL" ; and fourth selection means, for randomly selecting an outcome from a fourth group comprising the outcomes "yellow","green","brown","blue","pink"and"black".
Preferably, the first selection means provides for the selection by a player of one of a plurality of probability distributions of outcomes from the first group.
According to other aspects of the invention there are provided a board, an electronic apparatus and processor implementable instructions.
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Various features of the invention will become apparent from the following description of specific embodiments.
These embodiments are illustrated by way of example only with reference to the accompanying drawings, in which: Figure 1 shows six dice according to the present invention, which may be used to play the game; Figure 2 shows a board according to the present invention which may be used in conjunction with some or all of the six dice; Figure 3 shows a block diagram of an electronic apparatus suitable for playing the game; and Figures 4a and 4b show a flowchart suitable for implementing the game in the apparatus of Figure 3.
The game may be played by one or more players although it is preferable that the players are divided into two or more opposing groups whenever there is an even number of players. The groups may each consist of one or more players.
The object of the game is to be the first to score 147
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points or more. Alternatively, the players may agree on a lower number to shorten the game or on a higher number to lengthen the game. The number chosen must always be non-zero positive integer.
Figure 1 shows a set 10 of six-sided dice Y, G, BR, BL, P, C, each marked with indicia 11.
The C die is marked on each side with one of the colours of the coloured balls used in conventional snooker (i. e. yellow, green, brown, blue, pink, black). As in the conventional game of snooker, these colours correspond to points values: yellow 2, green 3, brown 4, blue 5, pink 6 and black 7.
The Y die is coloured yellow and is marked on three sides with the word"POT"and on the other three sides with the word"MISS".
The G die is coloured green and is marked with the word "POT"on two sides, the word"MISS"on three sides and with the word"FOUL"on one side.
The BR die is coloured brown and is marked on one side with"POT", on three sides with"MISS"and on two sides
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with"FOUL".
The BL die is coloured blue and is marked on four sides with"SNKR"and on the remaining two sides with"MISS".
The P die is coloured pink and is marked with"OUT"on three sides and with"FOUL"on the other three sides.
The order of play is determined by each player in turn throwing the C die. The player that throws the colour corresponding to the highest number of points starts. (If two or more players throw the same highest colour then those players continue to throw the C die until one of those players has a higher colour than the other).
Play then passes either by two players taking alternate turns, or passes sequentially round the group of players.
To start his turn, a player selects one of the Y, G, BR, BL or P dice and, in the case of the Y, G, BR and P dice, throws the selected die in conjunction with the C die (the BL die is thrown alone).
A player may select one of the Y, G, BR dice in an attempt to increase his own score. The player may select the BL die in an attempt to"snooker"the following
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player (a"snooker"has a similar effect to the snooker of a conventional snooker game). A player who is "snookered"is obliged to select the P die to extricate himself from the snooker.
When the Y die is selected in conjunction with the C die, then if the player throws a"POT"then the number of points corresponding to the colour thrown on the C die is added to that player's score. If the player throws a "MISS"then that player's turn is over and play passes to the next player.
When the G die is selected in conjunction with the C die, then"MISS"has the same effect as for the Y die.
However, if the player throws a"POT"then the player receives twice the number of points indicated by the C die. If the player throws a"FOUL"then the number of points indicated by the C die is added to the next player's total and play also passes to the next player.
When the BR die is selected, then"MISS"and"FOUL"have the same effect as for the G die. However, if the player throws"POT"then the number of points added to his score is five times that indicated by the c die.
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When the BL die is selected, then if the player throws "MISS"then play rotates clockwise to the next player.
However, if the player throws"SNKR"then play passes to the next player and, additionally, the same next player is also regarded as"snookered". The significance of a player being snookered is similar to that of the snooker position in the conventional game of snooker i. e. a snookered player must attempt to extricate himself from the snookered position (and cannot attempt to score points).
A snookered player is obliged to throw the P die in conjunction with the C die in an attempt to extricate himself from the snooker. If the snookered player throws an"OUT"then that player has successfully extricated himself from the snooker and play passes to the next player. If the snookered player throws"FOUL"then the number of points indicated by the C die is added to the score of the player who left the snooker (i. e. to the score of the previous player). However, unlike the situation for the G and B die, a snookered player who throws a"FOUL"must continue to throw the C die and the P die in combination until he throws an"OUT". Each time that he does not throw an"OUT", the number of points indicated by the C die is added to the score of the
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player who left the snooker.
The winning player (or team) is the first to score at least 147 points (or whatever number was agreed between the players at the start of the game).
A short example of play between the two players, A and B, will now be given. Player A starts and selects the BR die and throws this with the C die receiving"POT"and the colour blue, respectively. Player A is considered to have successfully potted blue ball (because the C die shows blue), and the use of the BR die multiplies his score of 5 points for the blue ball by 5. Player A's score thus increases by 25 points.
Player A may then select one of the"scoring" combinations of dice (C and Y, C and G, or C and BR) to accumulate more points, or alternatively he may select the BL die and throw it in an attempt to"snooker"his opponent. In this example, player A now selects the BL die and throws it, receiving"SNKR". Player A's turn has now ended and it is player B's (who is snookered) turn.
Player B throws the P die in conjunction with the C die, in an attempt to extricate himself from the snooker, receiving"FOUL"and the colour black, respectively.
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Player B is then considered to have committed a foul stroke on the black ball, and seven points are added to player A's score and then player B throws the P die in conjunction with the C die again. This time player B receives"OUT"and is considered to have"escaped"from the snooker, with no penalty. It is player A's turn again.
Play continues with each player electing either to score points, by throwing the C die and one of the Y, G or BR dice together, or to snooker the opponent by throwing the BL die.
In a preferred embodiment, spherical dice (which are spherical but come to rest in one of six positions) are used. In such an embodiment, the dice may be"thrown"by placing them on the playing surface and striking them with miniature"cues".
As will be appreciated, in alternative embodiments the allocation of outcomes may be varied. For example, in such an alternative embodiment a die similar to the BR die may be used but with equal probabilities of"POT", "MISS"and"FOUL".
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In a further alternative, a"FOUL"outcome could be added to the BL die. In this case, the BL die would be thrown in conjunction with the C die to determine how many points should be added to the next player's score should the"FOUL"outcome be thrown.
In another alternative embodiment, dice having other than six sides are used. For example, icosahedral dice may be used. In yet further embodiments, the number of dice may be varied, for example, a single die bearing"POT", "MISS"and"FOUL"may be used instead of having the three separate Y, G and BR dice. Furthermore, the Y die and the P die could be combined into a common die with"POT" and"MISS"being interpreted, when a player is snookered, as"OUT"and"FOUL", respectively. In a yet further modification, the colours on the C die may be varied and the number of points corresponding to each colour may be varied. Furthermore, the multipliers used for the G and BR dice may be changed, for example, from 2 and 5, respectively, to 4 and 7, respectively.
In a further embodiment, the winning player (or team) is the first to score exactly 147 points (or whatever number was agreed between the players at the start of the game). In the event that a player exceeds 147 points then two
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alternatives are envisaged for dealing with this situation. In the first alternative, any throw of the dice by a player which would take that player's score above 147 points is ignored and that player's turn is ended. For example, a player having 140 points may score three points, reaching 143 points, but if the player then scores six more points then those six points are not added and the player's turn ends. Similarly, a player who snookers another player may not receive points, as a result of the snooker, if those points would cause the score to exceed 147 points. In the second alternative, a player who exceeds 147 points must then try to score points to reduce his score to reach 147 points. For example, a player having 144 points may score seven points to reach 151 points. That player must then attempt to score four points (these points now being considered as"negative"points) in order to reduce the player's score to attain the target of 147 points. In this second alternative, a player with more than 147 points who has snookered another player receives points from the snooker in the negative sense so as to reduce the player's score towards 147 points.
Figure 2 shows a playing board 20 which comprises a throwing area 24 surrounded by a rim 21. The dice
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Y, G, BR, BL, P, C are thrown on the throwing area 24 and are prevented by the rim 21 from falling off the playing board 20. The rim 21 and the playing board 20 have the same rectangular aspect and proportions as a conventional snooker table. However, the playing board 20 is preferably smaller than a conventional snooker table and in this embodiment has a length of 20cm.
The rim 21 is preferably fashioned so as to resemble the cushion of a conventional snooker table. Four pockets 23a, b, d and e are located in the rim 21 at each of the four corners of the throwing area 24, and two further pockets 23c and f are located in the rim 21, one in the middle of each of the two longest sides of the throwing area 24. Thus the playing board 20 resembles a miniature version of a snooker table.
Also provided on the rim 21, between the six pockets 23af are six score boards 25a-f. In this embodiment, each score board 25a-f comprises two sub-score boards, 26a-f and 28a-f, respectively. Each of the sub-score boards 26a-f consists of a respective peg 27a-f and 20 holes and may be used to indicate a score in the range 0 to 19 points by placing the respective peg 27a-f in the appropriate hole. Each of the sub-score boards 28a-f
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consists of a respective peg 29a-f and 8 holes and may be used to indicate a score of 0,20, 40,60, 80,100, 120 or 140 points by placing the respective peg 29a-f in the appropriate hole. For example, a score of 123 points would be indicated by setting a sub-score board 26 to indicate 3 points and a sub-score board 28 to indicate 120 points.
Each player (or team) is allocated one of the score boards 25a-f, thus a maximum of six players (or teams) may play using the playing board 20.
The pockets 23a-f are not used during the playing of the game but provide convenient storage for the six dice Y, G, BR, BL, P, C when the game is not being played. Each of the pockets may contain a clip (not shown) to removably hold a die in position. In an alternative embodiment, where the six dice are ferromagnetic or magnetic, magnets may be provided beneath each of the pockets 23a-f to removably hold a die in position.
In a preferred embodiment, the scoreboards 25a-f are replaced by two sets of 147 holes. Each set is distributed around the periphery of the rim 21 and each set also has a peg for use by a player (or team). In
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this embodiment, two players compete to move their respective pegs around the rim 21 and to be the first to obtain 147 points. More preferably, the two sets of pegs are each divided into six groups where each group lies between two adjacent pockets. The scoring ranges of these six groups are: 1 to 24,25 to 49,50 to 73,74 to 98,99 to 122 and 123 to 147, respectively.
Alternative arrangements for producing a random outcome are also envisaged. For example, a polygonal spinner plate, with a central spindle extending on either side of the plane of the plate, may be spun by a player. The outcome is indicated by whichever side the polygonal plate comes to rest on. In another alternative, playing cards bearing appropriate printed indicia are shuffled and the player randomly selects a card. For example, the C die would be replaced by six cards, each bearing one of the colours yellow, green, brown, blue, pink, black.
Figure 3 shows a block diagram of an electronic apparatus 30 for playing the game. The apparatus consists of a key pad 31, a display 32, a processor 33, a memory 34 and a random number generator 35. The key pad 31 is used to receive the information from the players such as the agreed maximum score (usually 147) and to allow the
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players to select a die from a choice of Y, G, BR, BL dice. The display 32 displays the maximum score that is required (usually 147), the current total score of each player, confirms the die selected by a player and indicates the result"thrown"by an electronic equivalent of the dice. The processor 33 controls the apparatus 30 and follows program instructions in the memory 34 as well as storing data information (such as the score of each player and the die currently selected by a player) in the memory 34.
The random number generator 35 is used to randomly generate numbers to form an electronic equivalent of two dice. Each number generated by the random number generator 35 is an integer in the range 1 to 6 with an equal probability of being produced. The random numbers are interpreted as dice throws according to predetermined rules. In this embodiment, for the BR die, number 1 is interpreted as a"POT", numbers 2 to 4 are interpreted as a"MISS"and numbers 5 and 6 are interpreted as a "FOUL". For the C die, numbers 1 to 6 are interpreted as yellow, green, brown, blue, pink and black, respectively.
In most applications it is not essential that the random numbers produced by the random number generator 35 are
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truly random but merely that they are sufficiently random that no bias is evident. For example, pseudo-random number generators are well known in the field of computer science and such a random number generator is suitable.
The apparatus 30 is preferably embodied so as to resemble the playing board 20 illustrated in Figure 2. Of course, in this embodiment the dice-retaining clips are not required as the random number generator 35 renders the dice Y, G, BR, BL, P, C superfluous. The scoreboards 25a-f are also superfluous due to the display 32. In an alternative embodiment the apparatus 30 may be embodied in, for example, a mobile telephone.
In an alternative embodiment of the apparatus 30, each player plays the game using his own mobile telephone and these mobile telephones communicate using infra-red links. In this alternative embodiment one of the mobile telephones acts as a master and follows the flow chart of Figures 4a and 4b. This mobile telephone acts as a "master"and directs the other,"slave", mobile telephones to prompt their player for an input or to display information on their display, as appropriate.
In further embodiments, an alternative output device may
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be used instead of the display 32. For example, a tone generator could be used to indicate to a player that the player must select one of the Y, G, BR or BL dice. In a similar variation, the key pad 31 could be replaced with an alternative input means, for example, a microphone to decode a sound produced by the player.
Although the snooker dice game has been described in terms of the electronic apparatus 30, the snooker dice game may also be embodied as a computer program, for example in a Java virtual machine on a computer that is connected to the internet. In such an embodiment it is envisaged that the computer would download the program from the internet into the Java virtual machine where the program would then cause random numbers to be generated and interpreted as dice. Analogously, it is anticipated that owners of mobile telephones could download a program for the snooker dice game from their mobile phone service provider.
In another embodiment, the electronic apparatus 30 may take the form of a fruit machine or a one-armed bandit.
In such an embodiment the outcome of the dice Y, G, BR, BL, P, C would be presented to a player either as a facet of a rotatable drum or as a back-lit panel. A
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player would typically place a small wager whenever he throws one of the dice; a financial reward may be offered to the player (or players) upon scoring a"break" of a predetermined size or upon reaching a score of 147 points.
Figures 4a and 4b show a flowchart suitable for embodying the game as a program in the apparatus 30. Figure 4a shows the steps required to initiate and terminate the game whilst Figure 4b shows the steps during which the game is played.
The flowchart starts at step 401 and then proceeds to step 402 which prompts the players, using the display 32, to enter the number of players, using the keypad 31.
Control then passes to step 403 which, using the display 32, prompts the players to enter the winning score (typically 147) using the key pad 31. Control then passes to step 405 which determines a first player by producing a random number for each player using the player random number generator 35 and by selecting whichever player has the highest random number as the first player.
Control then passes to step 4000.
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At step 4000 the player is prompted to select either a Y, G, BR or BL die. Of course, for the apparatus 30 these dice are not"real"but are merely indications that are displayed on the display 32 and used to interpret the numbers produced by the random number generator 35. However, for ease of reference the same nomenclature as used earlier will be used to identify the"dice".
If the player selects either the Y, G or BR dice then control passes to 4001, otherwise control passes to step 4002.
Step 4001 generates two random numbers and then passes control to step 4003 which interprets the two random numbers as an outcome of the Y/G/BR die (whichever was selected at step 4000) and as an outcome of the C die, respectively.
If the outcome corresponds to a"MISS"then control passes to step 4004. If the outcome corresponds to a "POT"then control passes to step 4005 where the player's score is augmented by the value indicated on the C die in combination with the selected die (i. e. with the appropriate multiplier as appropriate for the die selected by the player at step 4000). Control then
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passes to step 4006 which checks to see whether the player (or team) has reached the maximum score required.
If the player has reached the maximum score then control passes to step 405 otherwise control returns to step 4000. If the outcome at step 4003 is a"FOUL"then control passes to step 4007 which augments the next player's score. Control then passes from step 4007 to step 4008 which checks to see whether the next player has attained the maximum score, if he has then control passes to step 405 otherwise control passes to step 4004.
At step 4002 a random number is generated and control then passes to step 4010 which interprets the random number as an outcome of the BL die. If the outcome of the BL die corresponds to a"MISS"then control passes to step 4004. If the outcome corresponds to a"SNOOKER" then control passes to step 4011 which sets a flag to indicate that the next player is snookered, before passing control to step 4004.
At step 4004 the current player's turn is ended and an indication is produced on the display 32 to indicate that it is the following player's turn.
Control then passes to step 4001 which determines whether
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the new current player is snookered. If the player is not snookered then control passes to step 4000, as before but in respect of the new player. If the new player is snookered then control passes from step 4001 to step 4101 Step 4101 automatically selects the P die and generates two random numbers. Control then passes to step 4102 which determines the outcome of the player's throw.
If at step 4102 the outcome of the P die corresponds to "OUT"then control passes to step 4103 which de-asserts the snookered flag of that player, thus indicating that that player is no longer snookered. Control then passes from step 4103 to step 4004.
If at step 4102 the outcome corresponds to a"FOUL"then control passes to step 4104 which augments the snookering player's score by an amount corresponding to the number indicated on the C die. Control then passes to step 4105 which determines whether the score of the snookering player has equalled or exceeded the maximum score required. If the snookering player has attained that score than control passes to step 405, otherwise control returns to step 4101 which generates two random numbers as before.
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As step 405 the winning player is announced and control then passes to step 406 where the program terminates.
It is to be understood that the flowchart may be modified to embody the various alternative embodiments of the snooker dice game that were discussed earlier.

Claims (30)

  1. CLAIMS 1. A set (10) of outcome selection means for playing a snooker game, the set comprising: first selection means (Y, G, BR), for randomly determining an outcome from a first group comprising the outcomes"POT"and"MISS" ; second selection means (BL), for randomly determining an outcome from a second group comprising the outcomes"SNOOKER"and"MISS" ; third selection means (P), for randomly determining an outcome from a third group comprising the outcomes "OUT"and"FOUL" ; and fourth selection means (C), for randomly determining an outcome from a fourth group comprising the outcomes "yellow","green","brown","blue","pink"and"black" ; wherein at least one of the first group and the second group further includes the outcome"FOUL".
  2. 2. A set according to claim 1, wherein the first group further includes the outcome"FOUL".
  3. 3. A set according to claim 1 or claim 2, wherein the first selection means comprises a plurality of further selection means, and wherein each of the plurality of
    <Desc/Clms Page number 24>
    further selection means has a different probability distribution of the outcomes of the first group.
  4. 4. A set according to claim 3, wherein the first selection means (Y, G, BR) comprises three further selection means.
  5. 5. A set according to claim 4, wherein the probabilities of the outcomes of the three further selection means (Y, G, BR) are: (Y)"POT"1/2,"MISS"1/2,"FOUL"0 ;
    (G)"POT"1/3,"MISS"1/2,"FOUL"1/6 ; and (BR)"POT"1/6,"MISS"1/2,"FOUL"1/3.
  6. 6. A set according to claim 4 or claim 5, wherein the first selection means (Y, G, BR) comprises three further selection means coloured, respectively, yellow, green and brown, wherein the second selection means (BL) is coloured blue, wherein the third selection means (P) is coloured pink and wherein the fourth selection means (C) is coloured yellow, green, brown, blue, pink and black in correspondence with the outcomes of the fourth group.
  7. 7. A set according to any of claims 1 to 6, wherein the probabilities of the outcomes of the second (BL), third
    <Desc/Clms Page number 25>
    (P) and fourth (C) selection means, respectively, are: (BL)"SNOOKER"2/3,"MISS"1/3 ; (P)"OUT"1/2,"FOUL"1/2 ; and (C)"yellow"1/6,"green"1/6,"brown"1/6,"blue" 1/6,"pink"1/6 and"black"1/6.
  8. 8. A set according to any of claims 1 to 7, wherein the first, second, third and fourth selection means (Y, G, BR, BL, P, C) consist of dice.
  9. 9. A set according to claim 8, wherein the first, second, third and fourth selection means (Y, G, BR, BL, P, C) consist of a total of six dice.
  10. 10. A set according to claim 9, wherein the dice (Y, G, BR, BL, P, C) are spherical.
  11. 11. A set according to claim 9, wherein the dice (Y, G, BR, BL, P, C) are cuboid.
  12. 12. A set according to any of claims 9 to 11, when dependent on claim 5, wherein each die has 6 facets and wherein the facets of the six dice (Y, G, BR, BL, P, C) bear the following indicia (11), respectively (Y)"POT","POT","POT","MISS","MISS","MISS" ;
    <Desc/Clms Page number 26>
    (G)"POT","POT","MISS","MISS,"MISS","FOUL" ; (BR)"POT","MISS","MISS","MISS","FOUL","FOUL" ; (BL)"SNOOKER","SNOOKER","SNOOKER","SNOOKER", "MISS","MISS" ; (P)"OUT","OUT","OUT","FOUL","FOUL","FOUL" ; and (C) the colours yellow, green, brown, blue, pink, black.
  13. 13. A set according to claim 1, wherein a common selection means comprises the second (BL) and third selection (P) means.
  14. 14. A board (20) for playing a snooker game, the board comprising: six pockets (23a-f); a throwing area (24); and a rim (21), around the throwing area 24, in which the six pockets are defined.
  15. 15. A board according to claim 14, wherein the throwing area (24) has the same aspect as a snooker table.
  16. 16. A board (20) according to claim 14 or claim 15, wherein each of the pockets (23a-f) comprises means for
    <Desc/Clms Page number 27>
    removably holding a die.
  17. 17. A board (20) according to any of claims 14 to 16, further comprising a plurality of score boards (25).
  18. 18. Electronic apparatus (30) for playing a snooker game, the apparatus comprising: input means (31); output means (32); first selection means (Y, G, BR), for randomly determining an outcome from a first group comprising the outcomes"POT"and"MISS" ; second selection means (BL), for randomly determining an outcome from a second group comprising the outcomes"SNOOKER"and"MISS" ; third selection means (P), for randomly determining an outcome from a third group comprising the outcomes "OUT"and"FOUL" ; fourth selection means (C), for randomly determining an outcome from a fourth group comprising the outcomes "yellow","green","brown","blue","pink"and"black" ; wherein at least one of the first group and the second group further includes the outcome"FOUL" ; means (33,34) for selecting either the first, second, third or fourth group of outcomes, under the
    <Desc/Clms Page number 28>
    control ot the input means (31); means (35) for randomly selecting an outcome from the selected group of outcomes ; and means (33,34) for outputting on the output means (32) the outcome as one of"POT","MISS","FOUL", "SNOOKER","OUT","yellow","green","brown","blue", "pink"and"black".
  19. 19. An apparatus according to claim 17, further comprising means (33,34) for automatically tallying a player's score on the basis of the randomly selected outcome.
  20. 20. An apparatus according to claim 18 or claim 19, wherein the input means is a keypad (31).
  21. 21. An apparatus according to any of claims 18 to 20, wherein the output means is a display (32).
  22. 22. An apparatus according to any of claims 18 to 21, further comprising a processor (33) for processing processor implementable instructions, a program memory (34) for storing program instructions and a data memory (34) for storing data.
    <Desc/Clms Page number 29>
  23. 23. A mobile telephone comprising an apparatus according to any of claims 18 to 22.
  24. 24. Processor implementable instructions for causing a programmable processor (33) to provide a set of outcome selection means, the outcome selection means comprising: first selection means (Y, G, BR), for randomly determining an outcome from a first group comprising the outcomes"POT"and"MISS" ; second selection means (BL), for randomly determining an outcome from a second group comprising the outcomes"SNOOKER"and"MISS" ; third selection means (P), for randomly determining an outcome from a third group comprising the outcomes "OUT"and"FOUL" ; and fourth selection means (C), for randomly determining an outcome from a fourth group comprising the outcomes "yellow","green","brown","blue","pink"and"black" ; wherein at least one of the first group and the second group further includes the outcome"FOUL".
  25. 25. Processor implementable instructions according to claim 24, further comprising means for generating a pseudo-random number.
    <Desc/Clms Page number 30>
  26. 26. A computer program product, wherein the product bears processor implementable instructions according to claim 24 or claim 25.
  27. 27. A computer program product according to claim 26, wherein the product comprises a floppy disc.
  28. 28. A signal modulated for transferring processor implementable instructions according to claim 24 from one computer apparatus to another computer apparatus.
  29. 29. A signal according to claim 28, wherein the transfer is via the internet.
  30. 30. Apparatus for playing a snooker game substantially as illustrated in Figure 1 or Figure 2 or Figure 3 of the accompanying drawings.
GB0109090A 2001-04-11 2001-04-11 Snooker Dice Game Withdrawn GB2374295A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
GB0109090A GB2374295A (en) 2001-04-11 2001-04-11 Snooker Dice Game

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
GB0109090A GB2374295A (en) 2001-04-11 2001-04-11 Snooker Dice Game

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GB2374295A true GB2374295A (en) 2002-10-16

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Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2028147A (en) * 1978-08-26 1980-03-05 Breslin B Dice game based on pool
GB2144999A (en) * 1983-06-24 1985-03-20 Kevin Grant Piper Spherical game die
GB2162761A (en) * 1984-08-08 1986-02-12 Brendan Breslin Snooker/pool board game apparatus
GB2194454A (en) * 1986-07-26 1988-03-09 Peter Gerald Boorman Game
GB2217613A (en) * 1988-03-17 1989-11-01 Alan Irving Apparatus for playing a game board based on snooker

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2028147A (en) * 1978-08-26 1980-03-05 Breslin B Dice game based on pool
GB2144999A (en) * 1983-06-24 1985-03-20 Kevin Grant Piper Spherical game die
GB2162761A (en) * 1984-08-08 1986-02-12 Brendan Breslin Snooker/pool board game apparatus
GB2194454A (en) * 1986-07-26 1988-03-09 Peter Gerald Boorman Game
GB2217613A (en) * 1988-03-17 1989-11-01 Alan Irving Apparatus for playing a game board based on snooker

Also Published As

Publication number Publication date
GB0109090D0 (en) 2001-05-30

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