NZ212788A - Board game simulating cricket - Google Patents
Board game simulating cricketInfo
- Publication number
- NZ212788A NZ212788A NZ21278885A NZ21278885A NZ212788A NZ 212788 A NZ212788 A NZ 212788A NZ 21278885 A NZ21278885 A NZ 21278885A NZ 21278885 A NZ21278885 A NZ 21278885A NZ 212788 A NZ212788 A NZ 212788A
- Authority
- NZ
- New Zealand
- Prior art keywords
- game
- dice
- runs
- batting
- board
- Prior art date
Links
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F3/00003—Types of board games
- A63F3/00028—Board games simulating indoor or outdoor sporting games, e.g. bowling, basketball, boxing, croquet, athletics, jeu de boules, darts, snooker, rodeo
- A63F3/00031—Baseball or cricket board games
Description
New Zealand Paient Spedficaiion for Paient Number £12788
212788
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SUBSTITUTION OF APPLICANT UNDER SECTION 24 QU-PO UD&P
Cjo ■ W-\M.rfED ^
5T5
Patents Form No. 5
PATENTS ACT 1953
COMPLETE SPECIFICATION
After Provisional No. 212788 dated 18 October 1985
"A BOARD GAME"
-I-f—MAUR-I-GE—HOOPER of 19 Morray Avenue, Christchurch, New Zealand being a British subject and New Zealand citizen, do hereby declare the invention for which I pray that a patent may be granted to me, and the method by which it is to be performed, to be particularly described in and by the following statement
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This invention relates to a board game played by two or more players who represent, when the game is played, two teams or some of the players of two teams.
An object of the present invention is to provide a game which brings the game of cricket into the home and provides entertainment for players of a variety of ages.
A further object is to provide a game closely allied or associated with the game of cricket which brings all the thrills and excitement of an actual game of cricket into the home.
Further objects and advantages will become apparent from the following descriptions which are given by way of example only.
According to one aspect of the invention there is provided a game based on the game of cricket which utilizes a cricket game layout on a board, the board having an area which is laid out similar to that of a cricket pitch; at least two sets of distinguishable playing pieces each of which represents a player of a different team; and means for randomly selecting numbers and plays, the arrangement being such that during play different playing pieces which represent different classes of batsmen and bowler are used so that each person playing the game and using the means for randomly selecting numbers and plays and using the playing pieces scores an innings against the other person playing the game who then has an innings against the first persons team until in accordance with the rules a winner is declared.
The board can provide means for storing bowling and
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batting statistics and details of the current state of the play of the game.
The game is played between two or more persons each of which has a turn batting while the other person bowls and using the means of randomly selecting numbers such as the rolling of dice runs are scored by the batting team and outs are obtained by the bowling team. Initially before play and after the board is set up the persons playing the game are each allocated a team and by any suitable means one team is selected to bowl or bat first.
An example of the game according to the invention will now be described with reference to the accompanying drawings in which:
Figure 1; shows a plan view of an example of board for playing the cricket game which is set up ready for play to begin;
Figure 2; shows a plan view of the board shown in Figure 1 immediately after the start of play in the game.
Figure 3; shows an example of score sheet usable with the game; and
Figure 4; shows an example of completed score sheet.
In the example the game uses a board which can be manufactured in a vacuum forming process. The board being marketed in a box in which the pieces used for playing the game are stored. Alternatively the board may fold to form a closable box. The board has an area 1 laid out as a cricket wicket with bowling and batting creases 2 and wickets 3.
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The board also has an area alongside the batting area 1 which is denoted as a bowling area 4. The bowling area 4 constituting an area on which dice are dropped when a person is having his or her turn. The area 4 can have raised edges 5 which normally retain the rolling dice within the bowling area 4. The board has spaces in or on which dice used during play are stored. The board also supports recesses in which counters representing the individual team players are positioned while not batting or bowling. The spaces and recesses are described in more detail hereafter.
The board supports means 6 for maintaining a tally of each individual batsman's score. For example, the means may be a raised recorder in which pins are positioned alongside holes representing a series of scores. In use the person currently batting sits on this side 7 of the board. The person whose side is batting can also have a scoring pad on which the total score is kept.
The other side 8 of the board is the side at which the person whose side is bowling is seated. At this side 8 there is a bowlers over recorder 9 on which his individual teams bowlers overs and balls bowled are kept. The board may also have a scoring means (not shown) on which a record of extras (wides, byes and no balls) and batsmen in or out are kept.
The board has positioned therein eleven counters representing the batsmen of a team and these occupy the appropriately numbered spaces along one edge 10 of the board.
The area is divided by lines 11 and 12 which divide the edge of the board into three coloured regions A, B and C each of
NEW ZEALAND
- 4 - 14JUL 1987
PATENT OFFICE
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which is represented by a different colour (not shown). The region A is red and is occupied by the three best batsmen. The region B is black and represents the four next best batsmen. The region C is green and the four batsmen are the batsmen with least ability who in normal cricket are most likely to be the bowlers.
The board has at corner 13 a region for the bowler counters which are normally five in number. The counters for the front line bowlers 1 and 2 are red and they are positioned on a red background D. The background area E for the next two bowlers 3 and 4 is preferably black. The part time bowler space F is green.
The board additionally includes space for nine chance dice at the corner 14'. The nine chance dice and their use is described hereafter.
In a preferred example of the game as shown using the format of limited over cricket 16 dice are used as means for randomly selecting runs scored, outs and other situations created in a game of cricket. The dice being used are customed manufactured to suit particular situations as follows: Delivery or bowlers dice (2)
Bye and leg-bye die (1)
Runout die (1)
Wide die (1)
No ball die (1)
Umpire die (1)
Chance dice (9)
The dice are custom manufactured with differing
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14 JUL 1987
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combinations of chances and situations on the faces thereof as explained hereafter. See Table 1 for the information on the six faces of the bowlers, bye, no ball, wide, umpire, run-out dice and chance dice.
TABLE 1:
THE DICE
w
FACES OF THE TWO BOWLERS DICE
f~ 1
I" J
mm
^
Chance
Run
2
wm
Dice
Out
L.B.W.
Wide
Bye
L.B.W.
Wide
Bye
The bowlers dice can be yellow with black numerals. The colour coding on the dice is the same as that used in Figure 1.
FACES OF THE BYE, NO BALL & WIDE DICE
(Three Dice)
Bye
Bye
Bye
Bye
Bye
Bye
1 Extra
1 Extra
2 Extra
2 Extra
3 Extra
4 Extra
Run
Run
Runs
Runs
Runs
Runs
Wide
Wide
Wide
Wide
Wide
Wide
1
1
2
2
3
4
Extra
Extra
Extra
Extra
Extra
Extra
No Ball
No Ball
No Ball
No Ball
No Ball
No Ball
1 Run
1 Extra
2 Runs
3 Runs
4 Runs
6 Runs
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FACE OF THE ONE RUN OUT DIE
The run out die is white with blue/black letters . The die indicating which batsman is out
STK
STK
STK
NON
NON
NON
1
2
3
1
2
3
Run
Runs
Runs
Run
Runs
Runs
(One Die)
STK = STRIKE NON = NONSTRIKE
FACE OF THE ONE UMPIRE DIE
■■ /'////.
The umpire die can be coloured on a white background, the colour representing the colours of the batsmen.
FACES OF THE NINE CHANCE DICE
The chance dice are in three different colours representing the abilities of the respective batsmen, for example, green, black and red which are used as described hereafter in association with the same coloured bowler and player counter.
GREEN DICE (3)
Bowled
Caught
2
2
3
3
Runs
Runs
Runs
Runs
11
Bowled
Caught
2
2
3
4
11
11
Runs
Runs
Runs
Runs
12
Caught
No Runs
2
3
3
4
12
Out
Runs
Runs
Runs
Runs
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The numbers 10, 11 and 12 refer to the number of runs on each dice. These same numbers also refer to the position each of these three dice occupy on the chance dice grid.
BLACK DICE (3)
14
No
3
3
4
4
Caught
Runs
Runs
Runs
Runs
Runs
No
3
4
4
4
Bowled
Runs
Runs
Runs
Runs
Runs
16
2
3
3
4
4
Caught
Runs
Runs
Runs
Runs
Runs
The numbers 14, 15 and 16 refer to the number of runs on each dice. These same numbers also refer to the position each of these three dice occupy on the chance dice grid.
RED DICE (3)
Bowled
3
Runs
21
22
Caught 21
3
4
4
6
Runs
Runs
Runs
Runs
4
4
4
6
Runs
Runs
Runs
Runs
4
4
6
6
Runs
Runs
Runs
Runs
The numbers 20• 21 and 22 refer to the number of runs on each dice. These same numbers also refer to the position each of these three dice occupy on the chance dice grid.
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TABLE 2
WHAT THE FACES OF THE BOWLERS DICE DICTATE FACES OF THE DICE
Outcome 1
Outcome 2
Outcome 3
Outcome 4
BYE
LBW
BYE
WIDE
BYE
RUN OUT
LBW
Figure 1 shows the six possible outcomes from deliveries whereby no runs are scored.
These are referred to as non-scoring deliveries, and are treated in the same manner in this game as they would be in the real game of limited over cricket.
The batting captain takes no action.
The bowling captain will register the delivery on the deliveries recorder and continues bowling as normal.
Outcome 5
Outcome 6
LBW
RUN
OUT
WIDE
RUN
OUT
It is in this area that a bowler may bowl a maiden over, i.e. six deliveries in succession for no runs scored.
POSSIBLE OUTCOMES FROM DELIVERIES WITH THE TWO YELLOW DICE
DOUBLE COMBINATIONS
Outcome
1
Outcome
2
Outcome
3
Outcome
4
WIDE
WIDE
BYE
BYE
LBW
LBW
RUN OUT
RUN OUT
The two faces show (WIDE) see rules covering wides.
The two faces show (BYE) see rules covering byes.
The two faces show (L.B.W.) see rules covering L.B.W.s.
The two faces show (RUN OUT) see rules covering run outs.
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At the start of the game when two are playing the persons playing chose, for example, by the toss of a coin a batter and bowler. The batting team person places two batters in position at the creases 2 marked on the board. In Figure 2 batsmen number 1 and 4 have been selected and are in position. Each batter is represented by a marker showing his batting number and a colour showing his batting grade (in the example shown both are red ability or better batsmen). The different colours represent a batsman of different ability may be changed to suit the board layout and colour scheme. One of the batters is on strike and is bowled to as described hereafter by the other person or bowler.
The bowlers used are also of different abilities and similar colours are selected to those of the batsmen and generally 3 abilities of bowler are supplied. The period of play is preselected between the players to suit the time available. For example the game can be based on forty, fifty or sixty over cricket by the bowler delivering the appropriate number of overs per team as in limited over cricket. The bowler bowls by rolling his two dice onto the bowling area 4. The resultant upward faces of the dice determine the batters fate as to whether he scores runs or is bowled leg before wicket, run out, caught out or bowled out. The bowls can by virtue of the faces of the dice and as set out in the Table 2 be called a no ball, wide, bye, or leg bye.
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The scoring means 6 and over recording panel 9 on the edges of the board are used to count the batsmens scores and the number of overs bowled. The board also includes a delivery recorder 14"on which the number of bowls per over are recorded.
The chance dice 3 show the scores for dice throws for different abilities of batsmen and their throws have the outcomes outlined in the following summary.
The persons playing the game will be called Captains.
The bowling captain selects any one of his five bowlers and places him at either end of the pitch in the positions 15 marked "bowler". The batting captain selects any two of his eleven batsmen and places one on the pitch as "striker" 16 and the other as "non striker" 17. The striker 17 is placed on the opposite end of the pitch to the bowler.
RULES COVERING YELLOW DELIVERIES RECORDER
The recorder is used to keep count of the deliveries made, can be seen on the right of Figures 1 and 2 and is indicated by arrow 14",
The yellow deliveries counter 18 seen in (Figure 1) in the rest position is worked in conjunction with the two yellow dice 19. The bowling captain will move this counter 18 ahead one hole, just before he casts the two yellow dice into the bowling area to constitute a bowl. This is done six times and providing the delivery is legal the counter 18 is noved along the 6 holes provided. (see rules covering no balls and wides).
In the game the act of casting the two yellow dice into the bowling area represents the bowler making a delivery or
NEW ZEALAND
14 JUL 1987
PATENT OFFICE
bowl to the batsman on strike. Six such deliveries providing they are all legal deliveries represents one over.
Once the bowling captain completes an over he will make the following five moves.
1. Move the yellow deliveries counter 18 from the sixth hole to the rest hole marked 18.
2. Record the over just completed to the appropriate bowler, (see overs recorder rules).
3. Place a new bowler at the opposite end of the pitch 3 to the previous bowler.
4. Place the bowler who has just completed the over back in the bowler's stand at 13.
. Move the yellow deliveries counter from "rest" to hole one.
The person is now ready to cast the two yellow dice, representing the first delivery of a new over.
Always wait until your opponent has completed all of his moves before moving the yellow deliveries counter.
RULES COVERING OVERS RECORDER
The system used to keep count of each over is recorded on the over recorder 9.
Every time a bowler completes an over, the over must be recorded as described below.
Each one of the five bowlers has a counter on the overs recorder. As shown each counter represents the bowler of the same colour and number. This counter is to be moved ahead one hole each time the bowler it represents completes an over.
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This is move 'two' in a series of five moves described in the rules covering the yellow deliveries counter. As in real cricket, a bowler cannot bowl more than one over in a row. Therefore each Captain must be sure not to allow his final bowler to lag behind to such an extent that he cannot be paired to the end of the innings. For example, in a 50 over game where each bowler must bowl 10 overs, the last bowler must be used after 30 overs of play. Both captains should keep a close check on this section of play.
The batting captain can demand that any bowler about to be left behind, must be brought into play in order to avoid this situation. The bowling captain will be penalised if he allows one of his bowlers to get into such a position. The penalty will be six runs added to the extras for every over a bowler fails to bowl.
BASIC SCORING RULES USING YELLOW BOWLERS DICE
The bowlers yellow dice have three faces of varying colour combinations as seen below
Green
Black
^ed
V7777m
Example 1
Gives one run to any batsman on strike - red, black or green.
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Example 2 - Gives one run to any red batsman or green batsman.
Example 3 - Gives one run to any red batsman or black batsman.
It is possible to receive a delivery that shows two multi-coloured faces, as shown below. The batsman on strike will score one run for each section showing his colour. (see examples 4 and 5 below)
Example 4
v//m
i-
Y///,
This delivery gives a red batsman two runs, a black batsman two runs, and a green batsman one run.
Example 5
[
l |
r r
This delivery gives a red batsman two runs, a black batsman one run, and a green batsman one run.
POSSIBLE OUTCOMES FROM DELIVERIES WITH THE TWO YELLOW DICE
CHANCE DICE COMBINATIONS
Example 1
Example 2
Example 3
Example 4
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These four examples of deliveries bring into play one of the nine chance dice. (Refer chance dice diagram hereafter for explanation). After clearing the bowling area of the two yellow dice the batting captain selects and casts the appropriate chance dice which will indicate either runs scored or dismissal of the batsman. For example, if a red bowler was bowling to a black batsman then chance dice No. 14 would be cast into the bowling area. Likewise if a black bowler was bowling to a red batsman chance dice No. 21 would be cast. If a green batsman was facing a green bowler then dice No. 12 would be cast.
RULE FOR THE FIRST 15 OVERS PLAYED
Example 1
CHANCE DICE
Example 2
CHANCE DICE
During the first 15 overs these two example deliveries are treated in the same manner as the four deliveries referred to above. No runs scored off the two yellow dice but possible result from using chance dice (refer Chance Dice Diagram below).
HOWEVER, AFTER 15 OVERS HAVE BEEN COMPLETED, the batting captain may turn down the opportunity to cast one of the nine chance dice, if the batsman on strike has scored a run off this same delivery. See examples below.
Example 1
ZHANCE
CHANCE
Example 2
DICE
r=.=f.-r-l
DICE
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Example 1
Any batsman on strike, has the option of scoring one run or casting the appropriate chance dice.
Example, 2
The red or green batsman on strike has the option of scoring one run or cast the appropriate chance dice.
CHANCE DICE DIAGRAM
The colour of each of the three grids surrounding the dice represents the bowler whereas the colour of the dice represents the batsmen. The numbers for each dice state the total runs on that dice and show where the dice is situated on the grid, for example, Dice No. 16 applies to a black batsman facing a green bowler and indicates where the dice is placed on the grid. Please note that on the caught, not out or bowled faces of each dice NO runs are scored.
- 16
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In the following description an example of play of the game is described. In the drawing reference is made to three different classes of batsmen. For clarity these will be referred to as red, black and green batsmen with each colour denoting a different standard of batting. Red being the better batsman and bowler and green being the lesser ability scoring batsman and bowler (who normally corresponds to the bowlers of a normal cricket team).
The following description is of a preferred set of the rules for the game in which subtitles have been used for clarity and refer to common rules of cricket.
INFORMATION ON HOW TO RECORD RUNS SCORED BY A BATSMAN
Each batsman has two appropriately colour scoring counters 20 positioned on either side of the batsmen counters and these are the same colour and number. The blue counter 21 on each scoreboard is used to record multiples of 25.
Table 4 below is an example of the batsmens scoring means showing that the blue counter 21 has been moved from Hole No. 0 to Hole No. 25. This indicates that the appropriately coloured batsmen in this case the black No. 4 has completed one circuit of the scoreboad i.e. 25 runs, plus the black scoring counters denote 20 runs into the second lap giving him a score of 45 runs at this point. To add more runs to his score, he would use the black No. 4 counter in No. 17 hole adding on from Hole No. 20.
The rear counter indicates the total runs scored for a batsman up to the previous scoring delivery. Once additional
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runs are scored the rear counter is moved forward to a position denoting the new total.
TABLE 4
I 2 J * r 6 7 ? 9
OOOOOOOO Oq/o
J * QimoUAk. QATSrtflHS SCoACQoAPO
e»-
Iwo o
2*
*3
p o e o o © o o
•Z2. *1 *0 /9 if 17 10 If
DISMISSALS
Batsmen can be dismissed in four ways:
1. Bowled
2. Caught
3. L.B.W.
4. Run Out
Whenever a dismissal occurs, the players will take the following steps:
1. Before the batting captain makes any moves, the bowling captain must record all relevant details of the dismissal on the score sheet an example of which is shown in Figure 3.
_ 18 _
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2. The batting captain will return the dismissed batsman to his original position on the batting line up, showing the reverse face - denoting batsman out.
3. Return the scoring counters to their original positions on the batsmans line up. (One each side of the dismissed batsman)
4. Return the dismissed batsmans blue scoring counter to zero (if used).
. Select a new batsman (if any remain) and place at the vacant end of the pitch.
6. When and if a new batsman scores runs, use the correct scoring counters denoting the same colour and number as your new batsman.
NO BALL RULE
The batting captain will call, NO BALL!, whenever one or both yellow dice bounce out of the bowling area or foul within the bowling area.
Example 1 Example. 2
NO BALL NO BALL
Yellow dice fouls on yellow dice
Yellow dice fouls on the wall of the bowling area
_ 19 _
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The bowling captain will clear the bowling area and cast both the umpire dice 22 and the blue dice marked No Ball 23. The runs shown on the blue no ball dice 23 cannot be claimed by the batsman on strike, unless the umpire dice shows a green face (as seen below).
Example 3
NO BALt 4
RONS
The umpire dice shows the green face, allowing the batsman on strike to claim four runs.
Whenever the umpire dice shows either a red or black face, the no ball call will become a Non Scoring Legal Delivery.
Example 4
NO BALL
- ~L
1
RUN
If the blue no ball dice face shows as in Example 4, with i
the umpire dice showing a green face, you score one run on the extras.
On this occasion the batsmen in play Dp Not Change Ends. Whenever runs are scored from the No Ball, the bowling captain will make the next delivery without moving the deliveries counter.
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RULES COVERING L.B.W.
L.B.W.
L.B.W.
Whenever the two yellow dice show two faces marked L.B.W. as above, the bowling captain will cast the umpire dice 22 on its own.
If the umpire die 22 shows the red face, the batsman on strike will be out L.B.W. no matter what colour the batsman may be. All batsmen on strike will survive this LBW appeal if the umpire die shows a black or a green face.
RUN OUT RULE
RUN OUT
RUN OUT
Whenever the two yellow dice show two faces marked Run Out, as above, the bowling captain will select and cast the umpire dice 22 as well as a pair of white dice 24 marked striker and non striker. The white run out dice, indicates which of the two batsmen in play is in danger of being run out, and how many runs are being attempted. A batsman can only be dismissed if his colour is shown on the face of the umpire dice 22 e
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RUN OUT
RON
RUN
OUT
OUT
Outcome of two yellow dice
In this instance the red batsman on strike as indicated by the white run out dice 24 is in danger of being run out attempting a third run. Because the umpire dice shows a red face the red batsman is out at the non striker end and in this instance he has scored two runs only.
WIDE RULES
Whenever the two yellow dice show two faces marked wide the bowling captain will select and cast the umpire dice 22 and the blue dice marked wide 25.
No runs can be scored from the blue wide dice 25 unless the umpire dice 22 shows a green face.
Examples of possible outcomes are illustrated below and whenever wide extras are scored the bowling captain will bowl the next delivery without moving the yellow delivery counter.
Example 1
Example 2
Example 3
Example 4
WIDE 1 EXTRA. NO RUN
WIDE 2 RUNS EXTRA
WIDE 4 FUNS EXTRA
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Example 1 - indicates that the batsmen in play did not get the chance to run between the wickets. One run will be added to the extras on the score sheet, and the batsmen will not change ends.
Example 2 - One run will be added to the extras and the batsmen will change ends.
Example 3 - Two runs will be added to the extras on the score sheet.
Example 4 - Four runs will be added to the extras on the score sheet.
BYE RULES
Whenever the two yellow dice show two faces marked bye, as above, the bowling captain will select and cast both the umpire dice 22 and the blue bye dice 26.
BYE
BYE
BYES
BYES
BYES
BYES
1
EXTRA
2
EXTRA
2
EXTRA
2
EXTRA
3
EXTRA
4
EXTRA
The blue bye dice 26 above will tell us how many runs could be added to the extras on the score sheet.
The umpire dice makes the final decision - he will agree to these extras only if he shows a green face as below.
BYES 3
EXTRA
three extras scored.
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Batsmen in play will change ends on one or three runs. If the umpire dice shows a red or black face the bye will become a non scoring delivery.
A score sheet may be used and an example is shown in Figures 3 and 4 which shows a record of an innings of an actual game and a black score card respectively.
1. The score sheet is preferably filled out by the bowler.
2. CAPTAIN, refers to the player in the batsman's position. He should write his name at the top of the sheet before he starts his innings.
3. The numbers, 1 to 11 refer to the 11 batsmen.
4. OUT, refers to way in which each batsman was dismissed.
. RUNS, refers to the amount of runs scored by the individual batsmen.
6. BLR, refers to bowler responsible for each dismissal.
7. EXTRAS, refers to the total number of extras scored during the full innings.
In practice the game can be played by more than two players. An example of additional rules for 10 players with 5 players per team is set out below.
PLAY FOR UP TO 10 PEOPLE (5 per team)
Use any random method of selecting two teams of equal numbers. Each team must appoint a captain. On the toss of a coin the winning captain will decide whether to bat or bowl.
The bowling captain will bowl the first five overs, then delegate the remaining overs as follows:
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Bowling captain Bowls
Team Member (2) "
(3)
" " ( 4 ) "
(5)
Bowling Captain Bowls
Team Member (2) "
" (3)
n ii (4 ) n
(5)
5 5 5 5 5 5 5 5 5
Overs
Overs
50
Overs
No matter how many players (from two to five per team) bowl five overs each in rotation as above, Team Members must bowl as directed by their captain.
At the end of each over, the bowling captain will instruct his team members on which bowler to place on the pitch.
RULES COVERING TEAM PLAY
Playing a three innings match for three players. The three players must first decide who will be the umpire, do this by tossing a coin each, odd man out becomes the umpire of a normal game, as described in this rule book.
The umpire player sits facing the end of the board with the bowler on his left. The umpires duties will be as follows:
1. Record each delivery made by the bowler.
2. Record the extras and dismissals on the score sheet.
3. Cast the umpire dice whenever it comes into play.
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4. Call any no ball played by the bowler.
. Apply the 15 overs rule.
6. Keep a close check on the five bowlers progress through the innings. Bowlers must be paired as described in the rules covering the overs recorder.
After the first two players have completed an innings each, the loser will become the umpire of an innings between the winner (who will bowl) and the previous umpire (who will bat ).
To win a three innings game, the player batting in the third innings, must beat the opponents batting total from the previous game.
The batting captain will distribute the eleven batsmen as outlined below. The example shows the 15 distribution of batsmen to a four member team as follows.
Two players per team
Batting captain will play batsmen No. 1-3-5-7-9-11 20 Partner " " " No. 2 - 4 - 6 - 8 and 10
Three players per team
Batting captain will play batsmen No. 1 - 4 - 7 and 10
Team member 2 " " " No. 2-5-8 and 11
3 " " No. 3 - 6 and 9
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Four players per team
Batting captain will play batsmen No. 1 - 5 and 9
Team member " " " No. 2 - 6 and 10
" " " No. 3 - 8 and 11
" " No. 4 and 7
(see example score sheet) Table 5 below
Five players per team
Batting captain will play batsmen No. 1-6 and 11
Team member 2 " " " No. 2 and 8
"3 " " " No. 3 and 9
« "4 " " " No. 4 and 10
" " " No. 5 and 7
Claims (6)
1- A game based on the game of cricket which utilizes a cricket game layout on a board, the board having an area which is laid out similar to that of a cricket pitch; at least two sets of distinguishable playing pieces each of which represents a player of a different team; and means for randomly selecting numbers and plays, the arrangement being such that during play different playing pieces which represent different classes of batsmen and bowler are used so that each person playing the game and using the means for randomly selecting numbers and plays and using the playing pieces scores an innings against the other person playing the game who then has an innings against the first persons team until in accordance with the rules as herein described a winner is declared.
2. A game as claimed in claim 1 wherein the board provides means for storing bowling and batting statistics and details of the current state of the play of the game.
3. A game as claimed in claim 1 or claim 2 wherein it is played by two or more persons each of which has a turn batting while the other person(s) bowls and using as the means of randomly selecting numbers rolling dice from which runs are scored by the batting team and outs are obtained by the bowling team.
4. A game as claimed in any one of the preceding claims wherein the board is manufactured from a plastics material in a vacuum forming process. - 29 - ftEW ZEALAND 14 JUL 1987 PATENT OFF! J 212788
5. A game as claimed in any one of the preceding claims wherein the board has alongside the cricket pitch an area denoted as a bowling area. wherein a first set of the distinguishable playing pieces has eleven members divided into three sets of differing colours in which the first set has three members and the second and third sets have four members representing batsmen of differing abilities and a second set of the distinguishable playing pieces has five members divided into three sets of differing colours in which the first and second sets have two members and the third set one representing bowlers of differing abilities. 7. A game as claimed in claim 6 wherein the means for randomly selecting numbers and plays includes sixteen dice identified as two delivery or bowlers dice, a single bye and leg bye die, a run out die, a wide die, a no ball die, an umpire die and nine chance die. 8. A game as claimed in claim 7 wherein the sixteen dice have on their respective faces the information set out in Table 1 hereof. 9. A game substantially as hereinbefore described with reference to the accompanying drawings.
6. A game as claimed in any one of the preceding claims - 30 -
Priority Applications (3)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
NZ21278885A NZ212788A (en) | 1985-10-18 | 1985-10-18 | Board game simulating cricket |
AU64258/86A AU6425886A (en) | 1985-10-18 | 1986-10-20 | Cricket board game |
GB8625101A GB2184028B (en) | 1985-10-18 | 1986-10-20 | A board game |
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
NZ21278885A NZ212788A (en) | 1985-10-18 | 1985-10-18 | Board game simulating cricket |
Publications (1)
Publication Number | Publication Date |
---|---|
NZ212788A true NZ212788A (en) | 1987-09-30 |
Family
ID=19921279
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
NZ21278885A NZ212788A (en) | 1985-10-18 | 1985-10-18 | Board game simulating cricket |
Country Status (3)
Country | Link |
---|---|
AU (1) | AU6425886A (en) |
GB (1) | GB2184028B (en) |
NZ (1) | NZ212788A (en) |
Families Citing this family (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US5280912A (en) * | 1993-01-26 | 1994-01-25 | Porter Don T | Baseball game apparatus |
US5582409A (en) * | 1995-05-17 | 1996-12-10 | Mayorga; Fernando | Baseball board game |
US6286832B1 (en) | 1999-11-03 | 2001-09-11 | David Willers | Cricket board game |
WO2002098522A1 (en) * | 2001-06-06 | 2002-12-12 | Meyer, Gysbert, Albertus | Table top cricket |
Family Cites Families (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
GB1552940A (en) * | 1976-07-02 | 1979-09-19 | Hodgson J A | Apparatus for simulating a game of cricket |
GB2172512A (en) * | 1985-03-22 | 1986-09-24 | Paul Geoffrey Clarke | Cricket board game |
-
1985
- 1985-10-18 NZ NZ21278885A patent/NZ212788A/en unknown
-
1986
- 1986-10-20 AU AU64258/86A patent/AU6425886A/en not_active Abandoned
- 1986-10-20 GB GB8625101A patent/GB2184028B/en not_active Expired
Also Published As
Publication number | Publication date |
---|---|
GB8625101D0 (en) | 1986-11-26 |
GB2184028A (en) | 1987-06-17 |
GB2184028B (en) | 1989-10-04 |
AU6425886A (en) | 1987-04-30 |
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