GB2472207A - Scratch card game having a sports theme - Google Patents

Scratch card game having a sports theme Download PDF

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Publication number
GB2472207A
GB2472207A GB0913071A GB0913071A GB2472207A GB 2472207 A GB2472207 A GB 2472207A GB 0913071 A GB0913071 A GB 0913071A GB 0913071 A GB0913071 A GB 0913071A GB 2472207 A GB2472207 A GB 2472207A
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United Kingdom
Prior art keywords
play
game
phase
indicia
player
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GB0913071A
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GB0913071D0 (en
Inventor
Christopher Joseph Feeley
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INPUTADD Ltd
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INPUTADD Ltd
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Priority to GB0913071A priority Critical patent/GB2472207A/en
Publication of GB0913071D0 publication Critical patent/GB0913071D0/en
Publication of GB2472207A publication Critical patent/GB2472207A/en
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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
    • A63F3/06Lottos or bingo games; Systems, apparatus or devices for checking such 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
    • A63F1/00Card games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00003Types of board games
    • A63F3/00028Board games simulating indoor or outdoor sporting games, e.g. bowling, basketball, boxing, croquet, athletics, jeu de boules, darts, snooker, rodeo
    • 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
    • A63F3/06Lottos or bingo games; Systems, apparatus or devices for checking such games
    • A63F3/065Tickets or accessories for use therewith
    • A63F3/0665Tickets or accessories for use therewith having a message becoming legible after rubbing-off a coating or removing an adhesive layer
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F1/00Card games
    • A63F1/02Cards; Special shapes of cards
    • A63F2001/022Manufacturing of cards

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

Abstract

A game card 10 for a sports-themed game includes groups of distinct playing positions 51-59 provided on playing area 14. Each group represents a different phase of the sport 31-39, and each playing position comprises removable material covering a representation of a play outcome 61-69. The play outcomes indicate the next phase of play in the sport, and each play outcome of a group is selected from a plurality of outcomes relevant to that phase of play. The removable material is preferably removed by scratching. In a golf embodiment the phases include tee shots 31, approach shots 32, bunker shots 34-37 and putts 39, with play being commenced by revealing a single outcome from the tee shot phase 31. The revealed outcome indicates a subsequent phase, such as an approach shot 32, and the player reveals an outcome from that phase. The process is continued until an outcome indicates that the ball has been putted. The game may comprise sets of cards representing holes of a golf course. The game may be a single- or multi-player game. In other embodiments the sport may be cricket (not shown), or darts, pool, football, rugby, tennis or snooker (see figures 4-10).

Description

S
GAI'IE This invention relates to a game, and more particularly to apparatus for playing a game, to sets of apparatus for playing games having a common character, and to methods of manufacturing apparatus and sets of apparatus for playing a game or games. It is an aspect of the invention that the game of the invention should be modelled on one or more of those competitive sports or games that are conventionally played by the physical activity of their players.
Sports are activities that are governed by sets of rules or customs and are often engaged in competitively. Sports are typically physical activities where the physical capabilities of the competitors are a primary factor in the outcome (winning or losing), but the term is also used to include activities such as mind sports, a common name for some card games and board games with little to no element of physical skill. Sport is commonly seen as an organized, competitive and skilful physical activity requiring commitment and fair play.
Some sports, for example American football, may be limited to one or a few countries. Others, such as Association football (soccer), are played globally with the rules the same in essentials, although details may be varied. Others such as darts, snooker and pool stretch the word sport, and are often termed games, but they still demand physical skills of their participants.
Today, many sports fans do not actively participate, or never have participated, in the sport they follow. It is an object of this invention to provide a game which enables a sport to be enacted without the corresponding physical activity, involving a participant in some of the enjoyment of the sport without actually playing it. S 2
It is characteristic of many sports that participation can also involve disappointment or frustration, exemplified by the golfer who was sure they were going to hit the ball straight down the middle only to find it landing in the bunker, the footballer faced with taking a penalty only to hit the ball over the bar, or the snooker player with only the black to pot who finds the ball with a will of its own. Conversely, it is also characteristic of many sports that participation can also involve elation and a sense of achievement.
The present invention addresses the problem of providing a game, in a convenient form, by means of which sports followers can experience a sport in many of its characteristic aspects, and at the same time experience some of those characteristic emotions, without actually playing the sport itself, which for reasons of convenience, fitness or opportunity may not be possible at any given time. Sports that it would be desirable to model by such means include golf, darts, pool, soccer, rugby football, tennis, snooker and cricket. One object of the invention is to provide technical means to realise an authentic method of play that incorporates many of the rules and typical phases and episodes of the actual sport without physical participation in the sport as such. Such means should be a game which combines the enjoyment of the sport together with the excitement and frustration of its unexpected development during the progress of a game, both coming together with the an opportunity for its players to express their competitiveness and will to win.
The invention provides apparatus that allows one or more players to participate in a game which reflects the characteristics of a competitive sport or game that is conventionally played by physical action.
The common character of sports or games that are appropriate for modelling by this invention includes one or more of a formal starting procedure; a continuation into at least one progressive playing phase; and a conclusion which determines the outcome of the sport or game, whether it be a win or a loss, a draw or a tie, or a score to be compared with another score. Scores may typically be achieved by collecting points or goals or runs, or other countable measures; by counting the number of steps taken to achieve a fixed goal, such as the strokes needed to complete a hole, or a round, of golf, the number of darts thrown to complete a score of 301, or the number of shots at pool to clear the table of balls; or by some combination of these, such as in snooker where the game is ended when all the balls have been potted, but the winner is the player with the highest points score accumulated up to the end of the game.
Other features of sports which it is desirable to include in apparatus for playing armchair sport include not only choices of what play to make when it is a player's turn, and different degrees of success from the chosen play, but also possible errors in play, such as a foul turn, a miss, or loss of the initiative to the opponent, and generally unpredictable outcomes to a player's turn.
In many sports, play can be broken into distinct phases. Some sports involve two opposing teams on one playing area, each team defending a goal or the like at one end and attacking a goal defended by the opponent team at the opposite end. At half-time, play is stopped and begun again with the second half. These two phases can be supplemented by one or more phases of extra time if the scores are level after regular time is over. Other phases may involve free attempts at the opponent's goal (penalty kicks in soccer, penalty kicks or try conversion attempts in rugby football, free throws in basketball, and other such phases in these and other sports). A round of golf can be broken into eighteen different holes, and the play to each hole can be broken into phases: these may include a tee shot, one or more approach shots, one or more shots from one or more hazards, and putting to the hole on the green. Other examples will be apparent from the specific examples
of different games given in this specification.
The invention addresses this background and proposes apparatus by means of which much of the incident and scoring of real sports and games can be enjoyed by one or more participants, competitively if two are playing, but capable of being played simply for amusement and the for challenge of a good score by a single player.
It is a further object to provide such apparatus in a form that is very simple to produce in large numbers at low cost, and with variations to enhance unpredictability during play, even to the player who has played it on a previous occasion. Suitably, the apparatus is of low enough cost that it may economically be given away as a promotional medium and in loyalty schemes, and is adaptable for use in lottery games.
In one aspect, the invention provides apparatus for playing a game modelled on a competitive sport or game that is conventionally played by the physical activity of its players (herein referred to as a sport), said game being playable by progressively and substantially irreversibly changing the state of a sequence of play positions marked on a playing area of the apparatus until a game completion outcome is reached, said apparatus comprising: (a) a support structure provided with a viewable playing area; (b) a plurality of distinct play positions viewable on the playing area; wherein each play position is characterised as belonging to one of at least three different sequential phases of play of the sport; each play position is provided with indicia denoting a specific outcome to a play episode appropriate to the phase of play to which that play position belongs; the specific outcome is one of a plurality of different outcomes distributed among the play positions; and the distributed plurality of outcomes include outcomes indicating the phase of play from which the next play position is to be selected by a player, and outcomes indicating the completion of the game; (c) covers obscuring all the said indicia at the play positions, the cover at each individual play position being removable by a player to substantially irreversibly change the state of that play position and reveal the said indicia at that play position; and (d) phase indicator means to identify the phase to which each play position belongs, one of said phases being thereby identified as a start phase in which the game is to be commenced; provided that an outcome indicating the completion of the game is reachable through the remaining covered play positions from every play position that may be reached during play of the game.
A player can play the game using the apparatus of the invention by identifying the first of the sequential phases of play; choosing a play position in that phase; removing the cover at that play position; observing the indicia thereby revealed, which determine the outcome of the episode; if the outcome indicates a phase of play from which the next play position is to be selected, going to that phase and choosing a play position from those still covered there; removing the cover; and so on, until removing a cover indicates that the game is completed. As will be seen from the specific Examples, this simple framework permits a great deal of incident and variation reflecting the sport on which the game is modelled.
In another aspect, the invention provides a set of apparatus as aforesaid for playing games having a common character, which set comprises a plurality of similar apparatus as aforesaid, with variations between apparatus in the set; the variations comprising redistribution of the covered indicia among the play positions belonging to at least one of the phases, and preferably redistribution of the covered indicia among the play positions belonging to two, three, four, five, six, more than six, or all of the phases.
In this context, games having a common character are games modelled on the same sport, with the same rules applying to each game in the set. With such a set, exposing the indicia at a given play position of one such apparatus does not serve to inform a player reliably what indicia will be exposed under the cover of the corresponding play position of another apparatus of the set. Each apparatus may be marked with a key, which may be a serial number or bar code or other key, to identify it, and that number or code or other key may be stored in a table so that a person with access to the table can determine, without removing any of the covers, what indicia are concealed at each play position, but it is intended that such access be not available to a player of the game. The information may however be desirable for game management purposes or for other administrative reasons.
In this way, a player who has played a particular game before is not put at an advantage when subsequently playing the same game, using apparatus taken from the same set, because he will not know at which play positions to find the indicia he revealed in the previous game.
In a further aspect of the invention, a set of apparatus as aforesaid for playing games having a common character comprises a plurality of apparatus as aforesaid with variations between apparatus in the set; the variations comprising different combinations of indicia within at least one of the sequential phases. Further, the variations may include different combinations of sequential phases.
In this way, a set of apparatus can include games having different potential outcomes, enhancing the attractiveness of the set to the players. Taking a game of darts as a simple example, where the game is 301, played by starting with a double or treble score and ending with a double score such that the player's cumulative total score is exactly 301, the indicia will be the scoring results of the different throws, and one game in the set might have a high proportion of treble 20, the highest possible score, while another may have a high proportion of low scoring throws. In a more developed set, based on golf, the set can be made up of different holes from a single round of golf, and may include nine or eighteen holes taken from a real golf course; in such a set, the apparatus for each hole may be provided with indicia at the play positions in each phase that denote outcomes to play episodes appropriate to that phase, reflecting a specific one of these holes, so that the combination of phases in each hole reflect the length and layout of the hole, and the hazards found there, and the indicia at the play positions in each phase reflect the typical or appropriate outcomes of actual shots (play episodes) from that phase of each hole.
In a further aspect, the invention provides methods of manufacturing such apparatus and such sets of apparatus. Still further aspects of the invention will be found in this description and in the appended claims.
In particularly preferred embodiments of the invention, the apparatus comprises a scratch-off type card, whereon a player or players may on each turn expose the result of one play position on the card, or more than one if so directed for that turn, according to the rules of the game.
The concept of a scratch card has long been known in the field of lottery tickets and other games of chance, and simulations of scratch cards can be realised by data processing equipment with suitable output or display devices. The essence of a scratch card is a surface or substrate or the like provided with one or more zones in which a symbol or token or other indication can be revealed by an irreversible action taken by the player, typically scratching off a superficial opaque covering of latex or like material. The revealed indication may conventionally signal a prize, or the lack of a prize. Simple scratch cards are used for lottery or other gambling purposes.
Scratch cards have been used for other purposes related to enticing an individual to take participatory action to obtain information.
This may be done in connection with promotional campaigns in which inviting a prospective customer to take such a simple action as scratching a card to reveal a potential benefit (a prize, or a qualification for further participation) is thought likely to enhance the effectiveness of the campaign.
In the present invention, the apparatus comprises a support structure with a viewable playing area. In a scratch card embodiment of the invention, the card provides the support structure, and the viewable playing area is typically located on one face of the card. In the context of the invention the term card' is not limiting as to composition, but denotes only a thin, stiff sheet of any material suitable for the purpose, typically plastics material or plastics-coated pasteboard. It will however be appreciated that the invention is not limited to the use of scratch cards, and the support structure of the apparatus can take many forms. Apart from essentially two-dimensional structures like cards and boards, three-dimensional support structures for the playing area may be used, or screens on which the playing area can be displayed or projected in a non-permanent or transient manner.
The playing area is that part of the support structure on which the elements of the game appear and the game is played. It is viewable, in order to play the game, but it may not be immediately visible in all embodiments of the invention. Thus, in the apparatus as sold, the playing area may be covered or located on an interior support surface, or may require a display screen to be activated in order to reveal the playing area. The playing area may be delimited by a visible boundary, or by visible shading such as is given by background colour or hatching, or by other visible contrast with other parts of the support structure.
The plurality of distinct play positions that make up the game are located in the playing area, and these are characterised by indicia having specific meanings in the context of the game, and by the removable covers that obscure all the said indicia at the play positions, so that in the course of the game a cover may be removed at a selected play position to reveal the play position, with its indicia, that is viewable there.
The play positions and their indicia are in simple cases printed on the playing area. The indicia alone may be enough to define a play position. The presence of a cover may be enough to define a play position. However, additional printed information may be present.
References to printing are to be understood broadly to include all comparable techniques that may be used to form or mark lettering or S 9 signs or symbols on a substrate, whether with ink or otherwise, to give a printed appearance. In appropriate cases, depending for example on the nature of the support structure, other means than printing may be used to locate the indicia at the play positions, such as image generation on a screen. As with the playing area, the play positions may not be immediately visible, but may be rendered visible by an assigned action, and are thus viewable. The play positions are distinct, in that they are individually identifiable.
The indicia are typically written instructions, or symbols or images that can be interpreted by players in the context of the game to denote specific instructions. It is acceptable that one class of the indicia should be blank, in contrast to the other indicia in that game, when it will have a specific significance as the absence of any other indicia. A typical use for blank indicia is to signify a miss' at that play position in the particular sport. The apparatus may include a visible table of indicia used in the game, and their meanings, to assist their interpretation by the player or players when the indicia are revealed. Thus, a player's progression through each game is not predetermined. Each player in turn is directed to make another choice by providing the player with fresh information about their next move or target to win the game.
In the case of a scratch card, the covers are the opaque latex or latex-like coatings that are known or may in future be developed for this and similar purposes, enabling a player to reveal hidden indicia at a selected play position. Other obscuring means may be used as covers in apparatus of the invention. The purpose of the cover is to hide the indicia from view until the cover is removed, and to be removable in such a way that either it cannot be replaced, or any replacement is detectable, so that a player cannot easily cheat the game by first testing for favourable indicia at a play position, and then making a different choice, without a strong probability of detection. Any suitable disruptable sealing means will serve this purpose. For this reason the covers are said to be substantially irreversibly removable, and the removal of a cover changes the state of the play position at which it is located. As the game progresses, more indicia are progressively exposed as the play positions substantially irreversibly change their state.
The actual nature of the covers is by no means confined to latex and the like, and they may comprise tear-off sheets, tabs, flaps or strips, slides, other removable physical barriers, or opaque material that changes to a transparent state on heating, or a change of state of a liquid crystal display that is permanent or at least leaves a detectable trace, or other screen implementation to reveal hidden indicia by a one-way process, or by any other means suited to the purpose.
When revealed, the indicia instruct a player to proceed to another play position, which may be in the same phase of the game, or in a different phase. Generally, the instruction informs the player from which phase he is to select the next play position from. At his next turn he will make his selection, and remove the cover from the selected play position. The indicia thereby revealed will indicate the next phase, and so on, until the indicia so revealed determine that the game is completed. In this way, a sequence of moves is built up progressively from the start of the game to the finish. It is characteristic of the invention that the sequence cannot be known to the players before play starts, and that all choices that can be made by the players in accordance with the instructions given by the indicia will eventually lead to the completion of the game; thus, a match between two opposing teams will eventually reach full time; every hole played in a round of golf will lead to the ball being sunk; every game of snooker will end with all the balls being potted in an order that could occur during actual play; every game of 301 at darts will lead to one winning double or other; and so on, although the route taken is unpredictable from the start.
The play positions are in any convenient way grouped into a plurality of phases of play. One of these phases in a start phase, in which the game is to start. The appropriate play episodes in the start phase are likely to be a drive from the tee, in golf; kick-off, at football; an opening throw for a double or treble, in darts; S 11 a shot to break up a triangular group of red balls, in snooker; and so on. The play positions in the start phase carry indicia denoting specific outcomes appropriate to such play episodes. Reference may be had to the specific Examples for typical indicia of this kind.
In some case, notably golf, one possible outcome even in the start phase may be completion of the game by scoring a hole-in-one, on a short hole; but as there is a plurality of play positions at the start phase, and the player has to select just one of those to uncover, in most games the play will not be completed at the tee shot, even when a hole-in-one is possible. In other cases, the ball may be hit out of bounds, indicating that the next shot must also be a drive from the tee, ie a second selection of play position from the start phase. It is part of the simulation and excitement of an actual game of golf that these very different outcomes remain possible, in the player's mind, until the actual outcome is revealed by removing the cover from the chosen play position in that phase as marked on the playing area.
Removal of the cover at the play position selected by the player is a play episode in the game, and corresponds to a play episode in the sport being modelled. Thus, in golf, the first episode is a drive from the tee. The indicia revealed denote a specific outcome, as noted above. The outcome indicates either the next phase from which the player is to select the next play position, or the completion of the game. The next phase may be indicated explicitly, or by implication. In the golf example above, the indication "Out of Bounds" is enough to inform the player that the next phase is still the start phase, as the drive shot from the tee must be re-taken. In a phase which is the first half of a football game, the players may infer that each successive play position must be selected from the same phase until the indicia "Half Time" are revealed.
Subsequent phases are made up of phases taken from the sport being modelled. Examples have already been given, and more are given in the specific Examples of games in accordance with the invention to be described below. Some sports lend themselves to a final phase, such as a finishing double in darts, or a putt on the green at golf, although as has been noted a golf game can still be completed before the final phase on the green is reached, so the final phase, even if it exists in the game, may not be mandatory.
The several play positions of the different phases are distinguished by phase indicator means, identifying the phase to which each play position belongs. Phase indicator means are typically visible groupings together of the play positions on the playing area, which may be bounded by an outline, labelled by means of a sign, or both.
The phase grouping may be delimited by a visible boundary, or by visible shading such as is given by background colour or hatching, or by other visible contrast with other parts of the playing area.
Each cover may be marked in a distinctive manner characteristic of the phase to which the play position belongs, either on the cover or adjacent the cover, typically by colours, lettering, or symbols.
The game does, in general, provide a plurality of different outcomes to play episodes that are appropriate to each phase. It is highly desirable that every phase of play is provided with, and thereby offers, a plurality of play positions for the player to select from, at least at the start of the game. As play progresses, the number of play positions themselves will not change, at least on a permanently marked playing area, but the number remaining available for the player to select the next play episode from may diminish, as covers are removed. Removal of a cover is considered to eliminate that play position from subsequent participation in the game. The indicia should be devised so that a player never has to select a next play position from a phase in which all play positions have already been eliminated, since this prevents completion of the game. The phases are sequential, in that they follow one another according to the principles of the sport being modelled, and in many cases it will be appropriate to ensure that once a phase has been passed through, it is not re-entered; but if re-entry is made possible, provision must also be made for ensuring that a sufficient number of available play positions remain, including at least one with indicia leading to immediate or eventual completion of the game. S 13
The invention will now be further described with reference to some specific Examples of games in accordance with the invention, based on different sports. The following Table relates the Examples, the sports, and the Figures of the accompanying drawings which S illustrate exemplary scratch cards described in the Examples.
Example 1 Golf (One hole) Figures 1, 2 and 3 Example 2 Darts (301-up) Figure 4 Example 3 Pool Figure 5 Example 4 Association football Figure 6 Example 5 Rugby football Figures 7 and 8 Example 6 Tennis Figure 9 Example 7 Snooker Figure 10
Example 1 Golf
Figure 1 shows the front face of a scratch card in accordance with the invention, with all play positions covered by an opaque scratchable latex coating; Figure 2 shows the same card with all the covers removed to show the underlying indicia; and Figure 3 shows a sample selection of the indicia more clearly, being enlarged.
Figure 1 shows apparatus for playing a game modelled on golf. The apparatus comprises a game card 10 constituting a support structure; the front face of the card provides a support surface 12. On the support surface is a playing area 14, outlined in the drawing for reference purposes by a large dashed rectangle, subdivided by further dashed lines into nine smaller rectangles. These rectangles may, but often need not, appear on the apparatus itself.
Outside the playing area 14 on the support surface 12 are printed the following optional features, for the guidance of the players: (A) An indication 16 of the sport, golf, on which the game is modelled.
(B) An indication 18 of any essential conditions, in this instance that it is a game for 1 or 2 players.
(C) An illustration 20 of the specific golfing hole on which the game played by this card is modelled. Other golf game cards can feature other specific golfing holes. A set of nine or eighteen cards is provided in certain embodiments of the invention, in which each card is based on one of nine or eighteen unique holes of one golf course, real or fictional.
Thus, a set enables a player to play not just a hole of golf, but an entire round. The illustration includes the features that a golf player would expect to find, especially the locations of the hazards to be negotiated.
(D) A description 22 of the hole, including name or number, yardage, and Par score.
SNAKE CROSSING S8oyards par 5 From the championship tee, Snake Crossing presents many challenges; a narrow fairway, water, mature oak trees and a fair sprinkling of sand. Watch out for the bunker cluster Bi and the ever present water which snakes across the fairway around 350 yds, and again on the approach to the green around 520 yds. The green has a steep drop-off on the left side and your approach shot could be swept by the contours into the waiting snakes head water.
(E) A description 24, under the heading HOW IT WORKS, of the method of using the apparatus to play the game.
The playing area 14 is the area in which play progresses. As shown, it is a single area, but it may be divided over different, non-contiguous parts of the card surface 12. In this Example, it is rectangular, and divided into nine smaller rectangles 31 to 39, which constitute nine sequential phases of play to the golf hole.
Each of these phases is provided with its unique phase indicator, here in the form of header bars 41 to 49 over a row of covers 51 to 59 over the play positions that are included within that phase. The physical locations of the header bars with respect to the rows beneath them are sufficient to separate and identify the groups of covered play positions in each phase and distinguish them from the play positions of any other phase. However, outlines such as the smaller rectangles, or different colour backgrounds in the header bars and/or in the phases, or different coloured covers, or other convenient indicator means, may be used.
In this Example, the covers 51 to 59 are any conventional opaque latex or latex-type scratchable coating suitable for use in scratch card games. They are removable by scratching with a coin edge, fingernail or other convenient instrument.
Figure 2 shows the same apparatus 10 but with all the covers 51 to 59 removed, to reveal the underlying play positions 61 to 69, carrying their different indicia. This is the appearance of the card before the covers are applied during the final stages of manufacture. The card is printed and may if necessary be given a transparent plastics laminate coating before the latex is applied, both to protect the indicia underlying the latex and to assist in the release of the latex when scratched during play.
The indicia are marked in Figure 2 by simple lettering, but the more elaborate indicia of Figure 3, to be described later, add to the appeal of the game.
To play the game, players learn from the description 24 that they may need to play up to 5 types of shot -Tee, Approach, Chip, Bunker and Putt -and that the results of these shots are concealed under the latex scratch covers. They are directed to start with a Tee shot, which they must take from the start phase, namely Tee phase 31, so indicated by Header bar 41, which contains the Tee symbol T, the text description Tee Shot -Drive' and the warning 1 hazard' S 16 For a one-player game, the player selects one of the covers 51 from the Tee phase, aware from the header bar 41 and the illustration 20 of the hazards and requirements of his drive. He scratches off the selected cover, and reveals one of the play positions 61, with its associated indicia.
As shown in Figure 2, he sees a letter A or T, indicating the outcome and the next phase of play, namely either an Approach shot (A) or another Tee shot (T) . There are five of the former and only one of the latter, so five times out of six the player will be pleased to move forward on to the fairway, but one time in six, on average, he will suffer the disappointment, as is possible in a real round of golf, of having to re-take his drive.
Reference to Figure 3 at this point shows more detail of some of the indicia that may be used in this game. It is not a complete list.
The details give the player more information and make the play more realistic a golfing experience. In relation to this Example, the indicia at play positions 61 are selected from 80, which shows a successful drive of 260 yards, and that an Approach shot is next required; and 81, indicating that the tee shot was in the water, and a Tee shot is next required.
On the player's second shot, if not the first, he will be directed to take an Approach shot from the Approach phase 32. The header bar 42 is marked with the Approach letter A, the text description Approach Shot -Iron', and the warning 2 hazards' . The player can see his position on the hole from illustration 20. He selects one of the covers 52 to remove, scratches it off, and reveals one of the play positions 62, which Figure 2 shows carry indicia selected from W, C (four occurrences), and B2. As can be seen from the greater detail of Figure 3, W corresponds to indicia 84 and indicates that the Approach shot has landed in the water and incurs a penalty; C corresponds to indicia 83 and indicates that the ball has landed on the fairway and a Chip shot is next called for; and B2 indicates that the ball has landed in Bunker 2. In the first instance, the next indicated phase is Water Penalty Phase 34; in the second and majority of cases, the next indicated phase is Chip Shot phase 38; and in the last, it is Bunker 2 (phase 35) . The location of Bunker 2 is shown in illustration 20, to assist the player visualise his progress through the Snake Crossing' golf hole on which this game S is modelled, aware of what further hazards lie ahead.
Play continues in this manner, proceeding from play position to play position, in the indicated phases, each indicia at each play position indicating one specific outcome to a play episode, that is to say a golf stroke, appropriate to the phase in which it appears.
Thus, Bunker and Water hazards are located as possible outcomes according to the location on the course where the stroke is played from.
In the Bunker 1 Shot (B1) phase 33, all outcomes are an Approach shot A (typically, indicia 80, but with other descriptions) . In the Water Penalty Shot (W) phase 34, all outcomes are a Chip shot C. Although each of these two phases offers only one outcome in this instance, it must be understood that in a set of cards according to the invention, with a plurality of instances of this hole, different indicia will potentially, and probably, be present, so a player who has played this hole before cannot know that using an apparently similar card on a future occasion he will meet with the same good fortune. Nevertheless, there may be a code (not shown in the drawings) printed on each card which relates the card to a master table of what indicia are present, and where they are located.
In the Bunker 2 Shot (B2) phase 35, the outcomes are four Chip shots C, one Water Penalty W, and one Bunker B2. This last indicates a failure to exit the bunker, so the next shot is from the same phase.
It will be understood that there is at least one escape outcome from this phase, so a player cannot be left in the bunker when all play positions have been exposed.
In the Bunker 3 Shot (B3) phase 36, the outcomes are four shots to the green P, marked On the Green' in indicia 87 (Figure 3), indicating that the next play position cover to select must be a cover 59 from the Putt phase P (phase 39) . One outcome is indicia 86 (Figure 3) (B3), marked Still in bunker', so the next play is from the same phase. The sixth and final outcome is In Hole' (Figure 2) or In the hole' with a golf ball symbol in a circle (indicia 85, Figure 3) . This is a game completion outcome. The player counts the number of strokes, represented by the number of covers removed, to complete the hole.
The next phase is phase 37, Bunker 4 Shot (B4), with one game-completion In Hole' outcome, three shots P to the green, and two Still in bunker' outcomes B4, shown in Figure 3 as indicia 88.
Phase 38 is Chip Shot C, which includes the possibility of ending in Bunker 3 on the opposite side of the green, and returning to a previous phase. But there is only one play position in the Chip Shot phase that has this outcome, so once it has been exposed and used, it cannot be repeated, and the game cannot enter an endless ioop.
Finally, the last phase is Putt P phase 39, which has three outcomes In Hole' completing the game, and three selected from indicia 89 (Short') and 90 (Long') requiring further putts by the player.
Inevitably, the game leads to a game completion outcome, but by a course depending heavily on the player's choices at each turn. The player's progress from the start phase to the completion of the game leaves a trail of actual moves linking play position to play position, created by a combination of the player's own choices and the indicia thus revealed. Before the game starts, there is a logical network of potential backward links between each play position and every other play position that it can be reached directly from, and of logical forward links between each play position and every other play position that the player can reach directly from it; these potential links are entirely concealed from the player until after his choices have been made, and the selected covers removed to reveal the potential forward links. The start phase alone is characterised by having no potential backward links of this kind. These characteristics normally apply to all game apparatus in accordance with the invention, and will be found in the other games described in the subsequent Examples too.
In a two-player game, the second player can alternate with the first player, or complete the hole after the first player, or complete the same hole using a second game card for the same hole. In the first case, the winner is the first to finish. In the other two, it is the player with the fewer strokes. If the strokes are the same number, the hole is halved. With a set of cards for nine or eighteen holes, the game can proceed to the next hole.
The case where the second player plays the same hole using a different game card illustrates that aspect of the invention in which there is a set of apparatus, in this instance scratch cards, for playing games having a common character, which set comprises a plurality of similar apparatus, in this case modelled on the same hole of one golf course, with variations between apparatus in the set, in which the variations comprise redistribution of the covered indicia among the play positions belonging to at least one of the phases, and preferably redistribution of the covered indicia among the play positions belonging to two, three, four, five, six, more than six, or all of the phases. The indicia in the start phase 31 can be the same two indicia 80 and 81, in the same relative proportion (five to one), but distributed differently among the play positions 61. In other embodiments of sets according to the invention, the relative proportions of the indicia are changed (for example, four to two), and in still other embodiments, different indicia may appear (for example, indicia 80, 81 and B' denoting Bunker 1).
The combination of the key components of the apparatus, including a support structure, a play area upon it, at least three sequential phases of play, beginning with a start phase, located on the play area, physically distinct play positions within each phase, indicia located at each play position establishing a connection to a phase which may be the same or different to the phase in which the play position is located, that connection being hidden by a cover unless the cover is irreversibly removed, and a course to a game completion outcome always being available though hidden from the players (unless only one option remains), enables a sport to be simulated by scratch card or equivalent means with remarkable potential to evoke the ups and downs of actual participation in the sport itself.
Having followed the realisation of one sport, golf, by means of the invention, in some detail, the following Examples illustrate the application of the invention to the simulation of other sports, using the same principles, but with less extensive description of the choices at each phase, which can be found in, and inferred from, the accompanying drawings.
Example 2
Darts -301 Up The game is played using the apparatus illustrated in Figure 4 (latex removed) and incorporates standard dart board configuration and terms.
Figure 4 shows apparatus for playing a game modelled on the sport of darts, in particular the game 301 Up. In this game, the players start with a score of 301, which is reduced by the value of each dart thrown, until the player's score is reduced to exactly zero; this must be achieved by throwing a dart into a double score bed.
As shown in Figure 4, this example of apparatus modelling 301 Up comprises a game card 110 constituting a support structure; the front face of the card provides a support surface 112. On the support surface is a playing area 114, subdivided into four smaller areas, representing different phases of the game. These smaller areas are each headed, and indicated, by a header bar.
The illustration shows the card as printed, before the latex scratch covers are applied to it, so that all the indicia can be seen. It is to be understood that the indicia are normally covered until the game is begun by scratching them off, progressively, as will be described.
Outside the playing area 114 on the support surface 112 are printed the following optional features, for the guidance of the players: (A) An indication 116 of the sport, darts, on which the game is modelled.
(B) An indication 118 of any essential conditions, in this instance that the card is for 1 player.
(C) An illustration 120 of the dart board on which the game played by this card is modelled.
(D) A description 124, under the heading HOW IT WORKS, of the method of using the apparatus to play the game.
The description 124 reads substantially as follows: MATCHES can also be played by using 2 cards (1 for each player) . Each player takes alternate goes.
Each scratch panel represents a DART throw.
The lowest number of darts' for a finish on 301 is 6.
(1) Play starts by revealing one panel from START T' or D' followed by a number is either a Triple or Double T20 = 60, D20 = 40) deduct score from 301.
(2) Once you reveal ONE number from the START panel, play continues by moving to PLAY and continuing to reveal more panels, each time deducting score from 301 until the remaining score is 50 (BULLS EYE) or a DOUBLE of a number from 1 to 19.
(3) The object is to use as few panels (Darts) as possible.
FINISHING
* (1) If a player chooses to finish on a BULL (50) . Should they fail to find the BULL on their first selection the player deducts the score revealed and calculates a new finish (double) i.e. if 18 is revealed this leaves 32 (D16) (GREEN PANEL) (2) When a DOUBLE is required to finish check dart board, players then proceed to reveal panels from the RED OR GREEN DOUBLES until that double is revealed. (YOU CANNOT CHANGE THIS DOUBLE) (3) The game ends when the player reveals either BULL or their required double.
A Double' is that represented by the outer narrow area closest to the number in question. In a colour printed scratch card, this is normally coloured RED for even numbers and GREEN for odd numbers.
A Triple' is that represented by the inner narrow area towards the centre of the board but still within the number segment represented by a white or black triangle on the board.
BULL (Bullseye, the centre circle, 50 points) is represented by the red area at the board's centre. The green narrow ring surrounding the BULL represents 25. The Bull is a unique class of double, being double 25.
Each removable scratch panel on the card represents ONE DART throw and the number revealed is the score which must be deducted from 301 to inform the player of the number remaining and required to win.
The playing area 114 contains four rectangular blocks 131, 132, 133 and 134. These blocks represent sequential phases of the game. Each block contains one of four header bars 141, 142, 143 and 144, and a rectangular array of play positions 161, 162, 163 and 164. The * 23 header bars are the phase indicator means, identifying the phases to which the play positions beneath them belong.
Block 131 is identified by header bar 141 as the start phase by the word START in the header bar. The indicia in the play positions 161 in the start phase all signify a Triple score, of an odd number, so all scores made in the start phase are odd numbers. For example, the indicia T].9 scores 57, leaving the player 301 -57 = 244 to score.
After the initial dart in the start phase, the player always moves to the next phase 132, identified by the word PLAY in the header bar 142. The indicia at the play positions 162 in this phase are selected from single numbers (for example 6, 20, 18), triples (for example T20 scoring 60, T18 scoring 54, T4 scoring 12), and Bull 50.
All indicia in this phase give even number scores. Seven turns yielding these scores in the order given would leave successive remaining totals after the start phase of 238, 218, 200, 140, 86, 36.
As soon as an even number is reached which is 40 or less, the player has to move to the Doubles phase 133, to finish with a double score.
In this example, 36 is required, so the player needs Double 18 to complete the game.
In a refinement, the Double phase is divided into two sub-phases 133R and 113G. Sub-phase 133R contains all the doubles that appear as red on the illustration 120, which is coloured on the actual card. Sub-phase 133G contains all the doubles that are green on the illustration on the actual card. This division is to increase the chances of the player selecting the correct double; the first choice is between ten numbers, not twenty. In other embodiments of apparatus of the invention, whether for playing games modelled on darts or on other sports, subdividing one, two or more of the sequential phases is an option for changing the chances of selecting a play position provided with certain indicia. Typically, it is done to reduce lengthy delays in the phase. * 24
Had the player come down to a score of 50 instead of 36 in play phase 132, he would have moved to the Bull phase 134, headed by header bar 144 marked BULL, with its rectangular block of play positions 164. Of these twelve play positions, four carry the indicia Bull 50, and revealing one of these results in immediate completion of the game. The remaining eight carry other indicia, all showing even numbers, for example 14, 18, 16, 12. If the player selects one of these, he moves next to the Doubles phase 133 where he endeavours to select the double he needs. Thus, if he had scored 18, he would need 32 to win, and attempt to score double 16.
In this version of the game, once a player is looking for a particular double from the Doubles phase, his score does not diminish if he scratches off a cover to reveal a play position showing a lesser double. This is to avoid the possibility that, needing for example double 2, he scores double 1, and is then unable to complete the game because there is only one double 1 provided, and this score is therefore no longer available to the player. Also in order to guarantee a finish on a double, all plays in the Start phase score an odd number, to make the running score counted down even, and all plays in the Play and Bull phases give even scores to maintain an even running score.
The object is to take fewer turns (throw fewer darts) than a competitor. The winner is the first to reduce their total (301) to 0 with their last revealed panel being a 50 (BULL) or a double number selected from play card.
Example 3 Pool
The object of the Game is to clear the table in as few strokes as possible of either STRIPE balls or SPOT balls without revealing the 8 ball. A suitable scratch card in accordance with the invention is shown in Figure 5. * 25
As shown in Figure 5, this example of apparatus modelling Pool comprises a game card 210 constituting a support structure; the front face of the card provides a support surface 212. On the support surface is a playing area 214, illustrating the pooi table on which the game played by this card is modelled, subdivided into four smaller areas, representing different phases of the game. Three of these smaller areas are each headed, and indicated, by a header bar.
The illustration shows the card as printed, before the latex scratch covers are applied to it, so that all the indicia can be seen. It is to be understood that the indicia are normally covered until the game is begun by scratching them off, progressively, as will be described.
Outside the playing area 214 on the support surface 212 are printed the following optional features, for the guidance of the players: (A) An indication 216 of the sport, pool, on which the game is modelled.
(B) An indication 218 of any essential conditions, in this instance that the game card is for 1 or 2 players.
(C) A description 224, under the heading HOW IT WORKS, of the method of using the apparatus to play the game.
The description 224 reads substantially as follows: PLAY -2 PLAYERS Pocketing strokes are made by revealing STRIPE or SPOT ball (see BREAK below) . There are 7 of each ball type to be revealed. When all 7 of either balls are revealed player then proceeds to the 8 BALL section to reveal the 8 Ball and win the game. * 26
Play only changes when a player fails to reveal a ball or commits a foul. Any player revealing a FOUL ball adds one shot to their total plus opponent gets 1 extra shot.
BREAK
Choose player to break (toss coin) . The first player scratches off ONE area within the triangle rack at the top of card.
If the player fails to reveal a SPOT or STRIPE ball, play reverts to opponent. Play reverts backwards and forwards until one or other reveals a ball.
The first person to reveal a ball continues to play either SPOT or STRIPE section depending on which ball they revealed.
They continue their turn until they fail to reveal a ball.
The second player MUST, on their turn, continue to try to reveal the opposite ball in the triangle should they fail play continues to alternate. Once the second player reveals the opposite ball to their opponent they proceed to play the selected section under SPOTS or STRIPES. Play continues with the same player until they fail to reveal a ball.
PLAY -1 PLAYER Scratch off selected area in Triangle until ball is revealed (Spot or Stripe) adding one shot to score for every missed selection or if FOUL is revealed.
When either Spot or Stripe ball is revealed proceed to that section to reveal 1 further balls (each attempt is one shot) When ALL 7 balls are revealed proceed to 8 BALL section to reveal 8 ball.
GAME OVER * 27
Win: When a player has revealed ALL 7 selected balls from SPOTS or STRIPES and the 8 BALL from 8 BALL Lose: Illegally revealing the 8 ball (e.g. reveals 8 ball before clearing all of their balls) The start phase 231 is identified in the playing area by triangle 241 in which all fifteen balls are gathered for the starting shot.
There are two parallel play phases 232a and 232b, one for playing the spot balls headed with header bar 242a, marked SPOTS x 7, and one for playing the stripe balls headed with header bar 242b, marked STRIPES x 7.
The fourth phase is final phase 233 headed with header bar 243 marked 8 BALL.
The indicia appearing at the play positions are selected from FOUL 280, a white or blank ball 281 denoting that no ball has been potted in that turn, an unnumbered spot ball 282 or stripe ball 283 denoting that such a ball has been potted, seven spot balls 284 bearing numerals from 1 to 7, one black spot ball 285 bearing the numeral 8 (the 8 Ball), and seven stripe balls 286 bearing numerals from 9 to 15.
Example 4
Association Football (Soccer) The game is played using the scratch card apparatus illustrated in Figure 6. The illustration shows the card as printed, before the latex scratch covers are applied to it, so that all the indicia can be seen. It is to be understood that the indicia are normally covered until the game is begun by scratching them off, progressively, as will be described. * 28
Figure 6 shows apparatus for playing a game modelled on the sport of soccer or Association Football. Each of two sides attempts to win by scoring more goals than the opponent before the game ends.
As shown in Figure 6, this example of apparatus modelling soccer comprises a game card 310 constituting a support structure; the front face of the card provides a support surface 312. On the support surface is a playing area 314, subdivided into three smaller areas, representing different phases of the game. These smaller areas are each headed, and indicated, by a header bar.
Outside the playing area 314 on the support surface 312 are printed the following optional features, for the guidance of the players: (A) An indication 316 of the sport, soccer, on which the game is modelled.
(B) An indication 318 of any essential conditions, in this instance that the game is for 2 players.
(C) An illustration 320 of the soccer pitch on which the game played by this card is modelled.
(D) A description 324, under the heading HOW IT WORKS, of the method of using the apparatus to play the game.
The description 324 reads substantially as follows: Players take alternate goes to scratch-off squares below and reveal action.
PASS, TACKLE, FREE KICK, THROW-IN, INJURY, CORNER are all passages of play and do not require any action. Play continues to alternate after each turn.
YELLOW CARD -Player revealing this misses next turn.
GOAL -When revealed is awarded to player revealing square.
OWN GOAL -Awarded against player revealing square. * 29
HALF TIME -No matter when revealed by either player, this immediately brings first half to end. Prior to this, any goals scored for either side represents the score at half-time PENALTY -Any square revealed with PENALTY is awarded against player revealing the square.
After revealing PENALTY the opposing player then reveals ONE square from PENALTY. Any square revealed with GOAL counts for team awarded PENALTY. If MISS is revealed NO goal is awarded and play continues.
The player scoring most goals wins the game (including PENALTY SHOOT OUT) 1st Half -Kick-off select who will kick-off (Toss coin etc.) Play commences with person winning toss scratching off selected square from FIRST HALF Play alternates. First half finishes when HALF TIME is revealed.
2nd Half -Kick -off Play commences with opposite side to first half scratching off selected square from SECOND HALF Played exactly as 1st Half except for squares: -FULL TIME and EXTRA TIME The game is over when FULL TIME is revealed, unless the square EXTRA TIME has been revealed before FULL TIME. In this event once FULL TIME is revealed ONE additional square should be revealed by both players and counts in the result.
Penalty. In the event of a draw, play a penalty shoot-out.
Players toss a coin to select who goes first and then turns alternate. Play is over when no more squares remain.
Start phase 331 includes a rectangular array of play positions 361 under header bar 341 marked FIRST HALF. The indicia at the play positions are selected from GOAL, PASS, Tackle, Throw in, Injury, Corner, Free kick, Defend, Own Goal, Penalty, and HALF TIME. Of these, Penalty indicates a temporary excursion into Penalty phase 333, and HALF TIME indicates progression into SECOND HALF phase 332.
The SECOND HALF phase 332 includes a rectangular array of play positions 362 under header bar 342 marked SECOND HALF. The indicia at the play positions are selected from GOAL, PASS, Tackle, Throw in, Injury, Corner, Free kick, Yellow card, Extra Time, Penalty, and FULL TIME. Of these, Penalty indicates a temporary excursion into Penalty phase 333, and FULL TIME indicates completion of the game.
The Penalty phase 333 includes a rectangular array of play positions 363 under header bar 343 marked PENALTY. The indicia at the play positions are selected from GOAL and MISS. There are at least as many play positions 363 as there are PENALTY indicia in phases 331 and 332 together, and preferably at least one more, so a player about to take a penalty turn can always be presented with a choice of covers to scratch off.
Example 5
Rugby Union Football (Rugby) The game is played using the scratch card apparatus illustrated in Figures 7 and 8. The illustration in Figure 6 shows the card as printed, before the latex scratch covers are applied to it, so that all the indicia can be seen. It is to be understood that the indicia are normally covered until the game is begun by scratching them off, progressively, as will be described. Figure 7 shows some possible indicia more clearly.
Figure 7 shows apparatus for playing a game modelled on the sport of Rugby Union Football. Each of two sides attempts to win by scoring more points than the opponent before the game ends. Points may be As shown in Figure 7, this example of apparatus modelling rugby comprises a game card 410 constituting a support structure; the front face of the card provides a support surface 412. On the support surface is a playing area 414, subdivided into four smaller areas, representing different phases of the game. These smaller areas are each headed, and indicated, by a header bar.
Outside the playing area 414 on the support surface 412 are printed the following optional features, for the guidance of the players: (A) An indication 416 of the sport, rugby, on which the game is modelled.
(B) An indication 418 of any essential conditions, in this instance that the game is for 2 players.
(C) An illustration 420 of the rugby pitch on which the game played by this card is modelled.
(D) A description 424, under the heading HOW IT WORKS, of the method of using the apparatus to play the game.
The description 424 reads substantially as follows: Cards represent an actual game yet to be played.
Players select the team they will represent in any appropriate manner (Toss a coin etc.) Scoring: Points for try. O 32
3 Points for a penalty or drop goal.
2 Points for a conversion (awarded after a try is scored) Starting the Game Players first decide who will kick-off (Take first go -Toss a coin etc.).
Elected player selects and uncovers ANY square from KICK-OFF section. Whichever player's badge is revealed continues play by selecting square from 1st Half.
1st Half Player on the board is changed when a different badge is revealed. (Under each panel is either one of the teams' badges or a passage of play which illustrates what is happening in the game at that time) HALF TIME -No matter when revealed by either player, players have ONE go each and then this brings first half to end and no more squares should be removed in that half.
Prior to this, any points scored for either side represents the score at half-time.
PLAYING
PENALTY -Any square revealed with Penalty counts for the player revealing the square.
TRY -Any square revealed with TRY counts for team/player revealing square (5 points) SIN BIN -Player revealing this misses next go.
DROP GOAL -When revealed earns that players team 3 points. O 33
TRY -Earns that players team 5 points plus the opportunity of more points with a conversion by revealing SCORE from the CONVERSION panels below.
2nd Half Played exactly as 1st HALF except for squares: -FULL TIME & EXTRA TIME.
FULL TIME When square is revealed players have ONE more turn each and then the game is over.
EXTRA TIME If this is revealed play continues until ALL squares are revealed. Ignore FULL TIME, when revealed player on the board continues. (If EXTRA TIME is revealed after FULL TIME play continues as instructed)
RULES
(1) No further squares should be revealed after either HALF-TIME or FULL TIME squares are revealed, UNLESS the EXTRA TIME SQUARE (2nd half ONLY) has been revealed before this, in which case EACH player takes one extra go after which the game finishes.
(2) If any player scratches off more than ONE square in any turn then the opposing player wins.
(3) Any player playing out of turn forfeits the game.
Preliminary phase 431 includes one row of six play positions 461 below a header bar 441 marked KICK OFF. The indicia at these play positions are symbols representing two teams, in this case the badges of the England and France national teams, and are used to determine which player has the initiative during subsequent phases.
Start phase 432 includes a rectangular array of play positions 462 under header bar 442 marked FIRST HALF. The indicia at the play positions (some of which are more clearly shown in Figure 8) are selected from TRY 482, Drop Goal (with a badge symbol) 483, and PENALTY (with a badge symbol) 481, all of which score points, and those with a badge symbol indicate that in that play episode the team whose badge is shown has taken possession of the ball and is required to play next; a number of non-scoring indicia with badges to indicate which team plays next, including PUCK 480, SCRUM 484, LINE OUT 488; SIN BIN (with a badge symbol) 485; simple badge symbols 489; and Half Time 490.
TRY 482 and Penalty 481 both indicate a temporary excursion into CONVERSION & PENALTY phase 434, and HALF TIME 490 indicates progression into SECOND HALF phase 433.
The SECOND HALF phase 433 includes a rectangular array of play positions 463 under header bar 443 marked SECOND HALF. The indicia at the play positions are mostly the same as in the first half (start phase 432) except that HALF TIME is lacking, but two additional indicia FULL TIME 486 and EXTRA TIME 487 are present.
These have the effects noted above as explained in the description 424.
The CONVERSION & PENALTY phase 434 includes a rectangular array of play positions 464 under header bar 444 marked CONVERSION & PENALTY.
The indicia at the play positions are selected from SCORE and MISS, with corresponding effects on the score.
Example 6
Tennis The game is played using the scratch card apparatus illustrated in Figure 9. The illustration shows the card as printed, before the latex scratch covers are applied to it, so that all the indicia can be seen. It is to be understood that the indicia are normally covered until the game is begun by scratching them off, progressively, as will be described.
Figure 9 shows apparatus for playing a game modelled on the sport of tennis. The game is curtailed so that each card represents 1 set of tennis, and the winning player in the set is the first to win 3 games. In the event of the score reaching 2 games each, the players play a tie-break. By using a set of cards according to the invention, a match may be made up of three or five sets.
As shown in Figure 9, this example of apparatus modelling tennis comprises a game card 510 constituting a support structure; the front face of the card provides a support surface 512. On the support surface is a playing area 514, subdivided into five smaller areas, representing different phases of the game. These smaller areas are each headed, and indicated, by a header bar.
Outside the playing area 514 on the support surface 512 are printed the following optional features, for the guidance of the players: (A) An indication 516 of the sport, tennis, on which the game is modelled.
(B) An indication 518 of any essential conditions, in this instance that the game is for 2 players.
(C) An illustration 520 of the tennis court on which the game played by this card is modelled.
(D) A description 524, under the heading HOW IT WORKS, of the method of using the apparatus to play the game.
The description 524 reads substantially as follows:
PLAY
(1) Decide who will serve first (Player 1) (2) Player 1 reveals one Circle from Game 1.
(3) If player 1 reveals POINT they score and play again. O 36
(4) If player 1 reveals RALLY, play continues with that player.
(5) If player 1 reveals FAULT play changes to Player 2.
When GAME 1 is complete, move to GAME 2, with Player 2 serving (opening serve of each new game then alternates)
SCORING
(1) As in tennis points are; Love (0) , 15, 30, 40 GAME (2) If the score reaches 40 each (DEUCE) the next point is ADVANTAGE to the player in play.
(3) If that player then reveals Fault on next go score reverts to DEUCE and play resumes with 2nd player and continues until a player reveals 2 consecutive points in one turn (ADVANTAGE then GAME)
TIE BREAK
If game is tied at 2 games each, players play the tie break.
(1) Toss a coin to select who serves first.
(2) 1st player scratches off selected panel from TIE BREAK PANEL. Each point = 1 and the first player to 3 wins.
The sequential phases 531, 532, 533, 543 and 535 each consist of a plurality of play positions 561, 562, 563, 564 and 565 in rectangular arrays (the last being on a single line), and each is headed by a header bar 541, 542, 543, 544 and 545, respectively marked GAME 1, GAME 2, GAME 3, GAME 4 and TIE BREAK. The indicia at the play positions in each phase are selected from POINT, FAULT, and RALLY. By keeping score, the players learn when a POINT or FAULT results in a won game, indicating a move to another phase, or a game completion outcome, ie a win for one player or the other. * 37
Example 7
Snooker The object of the game for a single player is to clear the table in the fewest strokes or record the highest break. For two players, it is to score more points than the opponent in clearing the table of balls.
A suitable scratch card in accordance with the invention is shown in Figure 10. As shown in Figure 10, this example of apparatus modelling snooker comprises a game card 610 constituting a support structure; the front face of the card provides a support surface 612. On the support surface is a playing area 614, illustrating the snooker table on which the game played by this card is modelled, subdivided into three smaller areas, representing different phases of the game. These smaller areas are each headed, and indicated, by a header bar.
The illustration shows the card as printed, before the latex scratch covers are applied to it, so that all the indicia can be seen. It is to be understood that the indicia are normally covered until the game is begun by scratching them off, progressively, as will be described.
Outside the playing area 614 on the support surface 612 are printed the following optional features, for the guidance of the players: (A) An indication 616 of the sport, snooker, on which the game is modelled.
(B) An indication 618 of any essential conditions, in this instance that the game card is for 1 or 2 players.
(C) A description 624, under the heading HOW IT WORKS, of the method of using the apparatus to play the game.
The description 624 reads substantially as follows: * 38
SCORING
Red Ball -1 point Blue -5 points Yellow -2 points Pink -6 points Green -3 points Black -7 points Brown -4 points Scoring strokes are made by Scratching (revealing) Red and Coloured balls alternately (Phase 1) until all reds (15) are revealed and then (COLOUR Phase 2) ONE of each colour in the ascending order of their value (Yellow first, Black last) Points awarded for scoring strokes are added to the score of the active player.
PENALTY POINTS
Points added to the opponent's score.
FOUL OR MISS on RED = 1 point. On any COLOURED ball = 5 points PLAYING (2 players) -Phase ONE (1) Select who starts (Play changes if player reveals MISS or FOUL: see penalty above) (2) First player takes shot by scratching off a ball from REDS: Phase 1 section.
(3) If a RED is revealed, player moves to COLOUR PHASE 1.
(4) If Colour is revealed, player reverts back to REDS Phase 1 and then alternates between RED and COLOUR PHASE 1 until MISS or FOUL is revealed, at which point play switches to opponent and continues in the same way.
PLAYING -Phase TWO When ALL REDS (15) are revealed in REDS Phase 1, the player on the table moves to COLOUR Phase 2 to reveal each colour IN SEQUENCE -YELLOW line 1-GREEN line 2-BROWN line 3-BLUE line 4 -PINK line 5-BLACK line 6.
Reveal a MISS or FOUL during this session, and play is continued by next player.
The three phases of this snooker game are start or red phase 631 made up of a plurality of play positions 661 set out in a rectangular array below header bar 641 marked REDS: PHASE 1; a continuation phase 632 made up of a plurality of play positions 662 set out in a rectangular array below header bar 642 marked COLOUR: PHASE 1; and a final phase 633 made up of a plurality of play positions 663 set out in a rectangular array below header bar 643 marked COLOUR: PHASE 2.
Play starts in phase 661, until a red ball is potted. This outcome indicates a switch to phase 662, until a colour ball is potted. This outcome indicates a switch back to phase 661, to pot a further red ball, in accordance with the rules of snooker. Each of the fifteen red balls is followed by a colour ball. After fifteen colour balls are potted, play switches to the final phase 633, which is in fact not a single phase, but six distinct phases, each one occupying one of the six lines of play positions below header bar 643. The first line is for potting the yellow ball; when that is achieved, play moves to the next phase, the second line, to pot the green ball; and so on, through the brown, blue, pink and finally the black ball, as in a regular game of snooker.
The indicia at the several play positions, as shown in Figure 10, are as follows: F Foul M Miss R Red ball potted Y Yellow ball potted * 40 G Green ball potted Br Brown ball potted B Blue ball potted P Pink ball potted Bk Black ball potted The game outcome is achieved when the final Black ball is potted in phase 633.
The foregoing Examples illustrate the flexibility of the invention its application to numerous sports, reflecting many of the ups and downs of actual play. It is to be understood that many variations not specifically exemplified are possible. In general, it can be seen that the invention provides apparatus, and in many preferred embodiments the apparatus may be a scratch card, for playing a progressive game having start and finish phases which may be separated by a plurality of intermediate phases through which a player can progress in the course of play, but which can in some instances be combined in a single phase (a hole in one in Example 1) . The apparatus comprises, in the Examples, a display surface bearing a representation of a playing area for a sport marked with the said phases, a table of alternative outcomes capable of arising at each phase and leading to a subsequent phase or to completion of the game, and optionally, general instructions for the game player to follow. Scratchable coatings are provided over each outcome in the table so that in one turn a player may select a coating from a group of play positions in an appropriate phase, being either the start phase or the phase indicated by the outcome of the previous turn, scratch and reveal a single outcome indicating either the next group to go to, or the completion of the game. In every case, the completion of the game is reachable after one of more turns, depending on the coatings from each group selected by the player to be scratched. * 41

Claims (11)

  1. CLA I MS1 Apparatus for playing a game modelled on a competitive sport or game that is conventionally played by the physical activity of its players (herein referred to as a sport), said game being playable by progressively and substantially irreversibly changing the state of a sequence of play positions marked on a playing area of the apparatus until a game completion outcome is reached, said apparatus comprising: (a) a support structure provided with a viewable playing area; (b) a plurality of distinct play positions viewable on the playing area; wherein each play position is characterised as belonging to one of at least three different sequential phases of play of the sport; each play position is provided with indicia denoting a specific outcome to a play episode appropriate to the phase of play to which that play position belongs; the specific outcome is one of a plurality of different outcomes distributed among the play positions; and the distributed plurality of outcomes include outcomes indicating the phase of play from which the next play position is to be selected by a player, and outcomes indicating the completion of the game; (c) covers obscuring all the said indicia at the play positions, the cover at each individual play position being removable by a player to substantially irreversibly change the state of that play position and reveal the said indicia at that play position; and * 42 (d) phase indicator means to identify the phase to which each play position belongs, one of said phases being thereby identified as a start phase in which the game is to be commenced; provided that an outcome indicating the completion of the game is reachable through the remaining covered play positions from every play position that may be reached during play of the game.
  2. 2 Apparatus as claimed in claim 1 comprising a scratch-off type card, whereon a player or players may on each turn expose the result of one play position on the card, or more than one if so directed for that turn, according to the rules of the game.
  3. 3 A set of apparatus for playing games having a common character, which set comprises a plurality of similar apparatus as claimed in claim 1 or claim 2, with variations between apparatus in the set; the variations comprising redistribution of the covered indicia among the play positions belonging to at least one of the phases, and preferably redistribution of the covered indicia among the play positions belonging to two, three, four, five, six, more than six, or all of the phases.
  4. 4 A set of apparatus for playing games having a common character comprises a plurality of apparatus as claimed in claim 1 or claim 2, with variations between apparatus in the set; the variations comprising different combinations of indicia within at least one of the sequential phases.
  5. A set of apparatus as claimed in claim 4 wherein the variations include different combinations of sequential phases.
  6. 6 A method of manufacturing apparatus for playing a game modelled on a competitive sport or game that is conventionally played by the physical activity of its players (herein referred to as a sport), said game being playable by progressively and substantially irreversibly changing the state of a sequence of play positions marked on a playing * 43 area of the apparatus until a game completion outcome is reached, said method comprising: (a) providing a support structure with a viewable playing area; (b) providing a plurality of distinct play positions viewable on the playing area; (c) associating each play position with phase indicator means adapted to identify it as belonging to one of at least three different sequential phases of play of the sport, one of said phases being thereby identified as a start phase in which the game is to be commenced; (d) providing each play position is with indicia denoting a specific outcome to a play episode appropriate to the phase of play to which that play position belongs, wherein the specific outcome is one of a plurality of different outcomes distributed among the play positions; and the distributed plurality of outcomes include outcomes indicating the phase of play from which the next play position is to be selected by a player, and outcomes indicating the completion of the game; (e) obscuring all the said indicia at the play positions with covers, the cover at each individual play position being removable by a player to substantially irreversibly change the state of that play position and reveal the said indicia at that play position; and (f) selecting and distributing the indicia among the play positions so that an outcome indicating the completion of the game is reachable through the remaining covered play positions from every play position that may be reached during play of the game.
  7. 7 A method of manufacturing a set of games having a common character, which set comprises a plurality of similar apparatus, with variations between apparatus in the set; which method comprises manufacturing a plurality of apparatus in accordance with the method O 44 claimed in claim 6, while varying, between instances of the apparatus so manufactured, the distribution of the covered indicia among the play positions belonging to at least one of the phases, and preferably varying the distribution of the covered indicia among the play positions belonging to two, three, four, five, six, more than six, or all of the phases.
  8. 8 A method of manufacturing a set of games having a common character, which set comprises a plurality of similar apparatus, with variations between apparatus in the set; which method comprises manufacturing a plurality of apparatus in accordance with the method claimed in claim 6, while varying, between instances of the apparatus so manufactured, the combinations of the covered indicia within at least one of the sequential phases.
  9. 9 A method as claimed in claim 8 comprising varying the combinations of sequential phases among the apparatus in the set.
  10. A method as claimed in any one of claims 6 to 9 wherein the apparatus is manufactured in the form of a scratch card.
  11. 11 Apparatus substantially as herein described with reference to any of the specific Examples.
GB0913071A 2009-07-28 2009-07-28 Scratch card game having a sports theme Withdrawn GB2472207A (en)

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Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4468028A (en) * 1984-01-06 1984-08-28 Fleer Corp. Playing board simulating an action game
GB2299278A (en) * 1995-03-30 1996-10-02 Albert Crowther Game apparatus
US20020084584A1 (en) * 2001-01-02 2002-07-04 Liban Yusuf Lottery ticket play action game
WO2006034555A1 (en) * 2004-09-30 2006-04-06 Golden Casket Lottery Corporation Limited Games of chance

Patent Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4468028A (en) * 1984-01-06 1984-08-28 Fleer Corp. Playing board simulating an action game
GB2299278A (en) * 1995-03-30 1996-10-02 Albert Crowther Game apparatus
US20020084584A1 (en) * 2001-01-02 2002-07-04 Liban Yusuf Lottery ticket play action game
WO2006034555A1 (en) * 2004-09-30 2006-04-06 Golden Casket Lottery Corporation Limited Games of chance

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