US1820617A - Game apparatus - Google Patents

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US1820617A
US1820617A US313830A US31383028A US1820617A US 1820617 A US1820617 A US 1820617A US 313830 A US313830 A US 313830A US 31383028 A US31383028 A US 31383028A US 1820617 A US1820617 A US 1820617A
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tile
section
suit
game
points
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Edward P Holmberg
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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
    • A63F3/00173Characteristics of game boards, alone or in relation to supporting structures or playing piece
    • A63F3/00176Boards having particular shapes, e.g. hexagonal, triangular, circular, irregular

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  • rlhis invention relates to gaines of that character wherein tiles are used for playing pieces, and the object of thev invention is tov provide a game which requires good judgment, yquick thought, whichris capable of being played by tive, four, three or twopersons, and which is capable vof'many variations.
  • a further object is toprovide a setof tiles 1o f c L,
  • FIG. 1 is a plan view ofthe tray employed in the game apparatus constructed in accordance with my invention
  • 20 Fig. 2 is a side elevation thereof;
  • Fig. l is a sectional View of a tile compartment; .Y f' g5 F ig. 5 is side elevation of the rack showing the tile ilpOSition therein;
  • Fig. G is a plan View of the rack
  • Fig. v7 is an end elevationof the rack
  • Fig. Sis a side. elevation of one of the mpegs; and t Y y Fig. 9 is a side elevation of the marbles.
  • v Before describing the method of playing the game I will'describe the apparatus which is to be used therefor.A As illustrated in Fig.
  • the trayv or rack 12 is disposedv upon a table and rotated.
  • Thetray or rack is divided adjacent its periphery into thirty sepli0 arate compartments 14 by. ⁇ the radially dis- 50 10 whichlextends beyond the rotatable rack' ⁇ for this purpose ⁇ which are capable of use.
  • Fig. 3 is a combined plan of the ktiles em- Single is formed at a plurality of points with openings 20 for the reception of pegs or points ers 21.
  • rihese openings 20k are 'so arranged ⁇ that tive pegs or pointers maybe used if live persons are playing and the pointers will be equidistant from each other or four.
  • pegs may be used, or three, or two, and these pegs or pointers will always be equidistant.
  • the perfor-ations 20 to be used under these ⁇ r circui'nstances are preferably indicated kvb no numerals 2, 3, l or 5.k
  • the pointers are pref erably split at their upper ends'and a flexible pointer or indicator 22 is disposed withinvthese split ⁇ upper ends.
  • the playing pieces or tiles 23 are ninety in 65 number and are divided into live suits or colors asshownin Fig. 3, of eighteentiles each. Thesedierent suits are differentiated by designs representing certainvflowers and are called 'respectivelyflansv Daisy, Vio- '70 let,A Rose or Clover,'or they may be referred toby colors as-Pansy as purple, ⁇ Daisy as yellow, Violet as blue, Rose as red, Clover as green, but preferably the flower names will be used.
  • Each of the iive suits l is divided 7'5 Y. into four sections.y One of these sections con- Y Y ytains three tiles and this sectionis called Games.v
  • the other three sections have live tiles each and are called respectively: Doubles, Singles, and'Blanks. ⁇ gg
  • the tive tiles of each section of anysuit have spots or flowers arranged thereon from one to live, inclusive, and carry numerals at the left handA corner of each tile corresponding to these spots, as for instance, 1, 2, 3,4, g5 and 5, so that a tile may be designated--l 'Blank Pansy, or 8 Single Rose, or 2Double Clover, etc. Y
  • the three tiles of each suit in the Games section have only one design or flower on each nu tile, but the several tiles arev designated by the Roman numerals ll, l1 and HIa and may be designated or referred to, for instance, as
  • the tiles of the Games section have a dierent design o llower tor instance than that used for the Singles, Doubles and Triples.
  • the numerals at the upper righthand corner o'l each tile designates the scoring value of the tiles.
  • the tiles ci the Blanks section have no scoring value, but under certain circuinstances they will increase the score and under certain circumstances will make a scoring hand out ot an otherwise non-scoring hand.
  • the designs and numerals on the tiles are such that the tiles may be read from opposite directions.
  • Each player has betere him a tile rack comprising a base 24 and a back rest 25 which is operatively hinged to the base so that it may be turned in an approxilnately vertical position or turned into a horizontal position, any suitable ineans being provided for holding the rest Q5 in an approximately vertical position so that a tile may rest thereagainst.
  • the base 2l of the tile rack is provided with upwardly projecting pins 26. There will be ten of these pins and 275 counters 27 which are in the forni ol l'lat disks which will l'ansy
  • the numerals on the upper right hand corner ol the tiles show the scoring value thereof and this enables the players, during play, to readily determine the value of their hands and at the close of the game to quickly coinpute their scores without having to refer to any schedule.
  • the revolving tile rack and discard tray enables each of the players to draw and discard without being compelled to reach across the discard tray and obstruct the view ot other players, as 'the rack may be turned so that any player may secure the tile which he desires. It further eliminates the disagreeable feature of the tiles being accidentally disarranged by some player in drawing or discarding in playing, as sometimes occurs if tiles are racked and discarded on the table.
  • the partitions 15 being of felt and the bottoms of the compartments la being felt lined, permits the rack to be revolved at considerable speed without the tiles slipping out ot the compartments.
  • the use oi the hinged or pivoted tile rest permits the players to eX- pose their hands by tilting the rests with the tiles thereon backward to the table with" out changing the upright or vertical position of the counter rack or disturbing the counters.
  • the tiles will be coi'itained in trays 37 by which the tiles will be kept in propel' order under normal oircun'istances. These trays being capable of being used also for a iol-rn of solitaire.
  • the players are enabled to accurately determine the number of spots on the tile at a glance.
  • the pointers for the several players are placed in the holes 20. This will dispose the live players equidistantly around the rotatable rack.
  • the tile racks are disposed one for each player and all of the playing tiles are placed on the table lace down and shullled. Then the tiles are taken at random and placed three tiles face down in each compartment on the tile rack.
  • the l1 counters of each Dog are placed on the counter racks starting the extreme lett pin and placing the green counters on this pin, then the red, blue, yellow and ⁇ purple, leaving the live pins at the right end of rack vacant for reception ol"- counters won during play.
  • Lame-i5 one oil theplayers .will then place thetive suit marbles in 'the discard tray 18, then start rack revolvinn' at a moderate speedl and when rack stops and the marbles have seated in seine' ot the depressions inthe bottom of' the tray, each player will remove the'r marble nearest his pointer, placing' the marble on his tile rack, the small depression in the lower member of rack will keep the marble in place,
  • the colors of the ymarbles designates eacii ⁇ slayers ownsuit
  • tl'ie'vpurplemarble designatesr Pansy
  • yellow is Daisy
  • blue isViolet
  • red is Bose
  • Agreen is Clover.
  • Gain-e tile all preferably of the highest scoring values or in theplayers own suit.
  • the sections maybe made'up of mixed suits but have to contain the 1, 2, 3,' 4y and 5 spots to become a scoring section.
  • Each of the sections may contain either 1 or 2 Blanks having the same spots as the lacking Singles or Doubles, the use of the Blanks thus making a scoring section 'whereas a section not fontaining the 1, 2, 3, 4, 5 in rotation would not score.
  • rlhe Game tile may be of any suit.
  • the tiles in the upper tier in the compartments should allbe drawn before'drawing' any tile from the lower tier, the player in his turn may draw any one of the tiles from a tier in the tile compartments 'or from the discard tray, but should the tile wanted be on the opposite side of the rack or tray,-from the play-er, hey should not' reach across ther discard tray to draw,'but must turn the rack Ybringing the tile wanted in front of himv so yasl not to obstruct the full view of the dis card tray from the other players.
  • anyv section to score must contain the 1, 2, 3, 4 and 5 spots and that a section can not contain more than two Blanks, that thel sections of Singles cannot contain any Doubles or Games, that the section of Doubles shall contain no Singles or Games, that a Gaine tile l cannot score withoutv one or" the sections being ay scoring section, and thatUnique should never be declared without the player so declaring having a Game tile and a full suit section included in his hand.
  • a player declaring Unique without having the one complete full suit section, but having both sections in mixed suits, nd a Game tile will forfeit one yellow counter by placingl it in the discard tray, and is also disqualified from acting as Cashier, the 'first player to vics right having a Unique hand must then act as Cashier.
  • a Unique hand may have both sections in one suit, or one section may be ot one suit and. the other section in another suit and the Game tile may be in any suit. but the tiles in one of the sections must all be in the same suit to declare Unique.
  • a player declaring Unique and having a non-scoring hand must pay to each of the other players the amount ot their respective total scores and is also deprived of the benefits of the counters in the discard tray, these being left in the tray 'for the next Cashier.
  • a total score is the origina-l score plus the benefits a player is entitled to.
  • a player after declaring Unique becomes the Cashier and is so termed because he both pays and collects when scores are paid, and is also entitled to certain special benefits as compensation for acting as Cashier.
  • Benefits-For Cashier enig/ The player declaring Unique and becoming Cashier will first total his original score represented by his hand and add 10() points for acting as Cashier.
  • Benefits-F01" all playera-A player having one section complete in own suit will add l0() points to his score.
  • a player having one section complete and a Game tile or both sections complete in his own suit will add. 200 points to his score.
  • a Game tile in the players own suit will not entitle the player to benetits unless one of the sections is also in his own suit.
  • the scoring values of all benefits given in the foregoing schedules may7 at the option of the players be lowered to use tens instead of hundreds scheduled.
  • the Cashier first collects from each player who has a lower score than himself the difference in points between his total score and players total score, the Cashier placing the counters so collected on his own counter rack, thenthe Cashier pays to the players having a higher score than himself the difference in points between such players total score and his total score, these players then placing the counters so collected on their counter racks.
  • Each player retains his own counter rack for the full duration ot the game and at the termination of play the player who has the highest numberk of points represented by the total Counters on his rack is the winner.
  • the termination of a play is usually when ⁇ iive handsv are played to completion or a cer# tain time may beset for the game. .n
  • This score may be increased by the following benefits.
  • y For declaring Unique points, for declaring Unique with the last tile drawn from the compartments 200 points.
  • vIf suitv is the players Vown suit he rscores an added SOOYpoints,v which added to original score makes 2220 points as the highest possible determined total score, but may further .be increased bythe undetermined points represented by any counters that may have been forfeited during the hand, such counters belonging to the player declaring Unique and lso acting as Cashier.
  • the highest lscoring hand in mixed suits consists of 4 singles in the Pansy suit and 1 single in the Daisy suit comprising the single section, 4 doubles in Pansy suit and 1 double inthe Daisy suit inthe double section and the triple game in Pansy suit and no blanks in either section, the score being as follows:
  • a player having the above or a similar hand should not declare Unique as neither section is of one suit. Should he declare Unique and all other players expose their-hands, then if none ofthe other players'has a Unique hand, i
  • the lowest original score in a one suit hand consists of 3 singles and 2 blanks in the single section, 3 doubles and 2 of the ⁇ blanks in the double section andthe single game allin the Clover suit and will score as follows: 3 tile in the single section each of 10 points is 30 points, 3 tile in the double section each of 20 points is .60 points, and single game of 10 points, making an original score of 10() points.
  • the lowest scoring hand 1n mixed suits will containr 8 singles in the Clover suit and y2A blanks of anyother suit in the single section; the double section ymay contain a mixture of blanks, singles, or doubles, butf2 ofthe tile in this section are of the same number of spots lor face value.
  • the game tilef is substituted for by any other .tile andthe score being for the single tile 0f 10 a total score of 30 points.
  • the termination of the game is usually set at 5 hands or a time limit may be set should the players so desire.
  • a game apparatus including playing pieces divided into a plurality of different sections, each section being differently indicated there being a certain number et sections coinposed of an equal number oit playing pieces and another section having less playing pieces than any of the other sections, all sections being in turn divided into a plurality ot differently indicated suits, the suits being the .fame iior al] sections, the playing pieces ot each suit in each section being numbered serially from one upward, the iliiaying pieces ot the same suit in each. section having the same scorinr value indicated thereon. but the scoringvalue so indicated being different from the scoring value et:
  • the playing pieces of the saine suit in other sections scoring value indicated on the playing pieces ot any one suit in any one section being different from the scoring value indicated on the playing pieces of any other i' suit et the same section.
  • a game apparatus including playing pieces d1v1 ded into four diii'erently indicated sections, three of the sections being composed of an equal number of playing pieces, the
  • fourth section having less playing pieces than the first-named sections, all et the sections being divided into tive differently named and differently indicated suits, the playing pieces of each suit in each section being numbered serially from one upward, the playingl pieces of each suit in each section having a like scoring value indicated( thereon, which value is different from the scoring value indicated on any other pieces of the same suit in other sections, the scoring value so indicated on the playing pieces et each suit in the same section being dit- ⁇ ferent from the scoring value indicated on from the tiles of any other suit in the same section.
  • a game apparatus including playing pieces divided into tour differently indicated sections, namely a Blanks section, a
  • the three first named sections having an equal number of playing pieces
  • the Games section having a less number et playing pieces than the iirst named sections, all of said sections being divided into live diterently named and differently indicated suits, the suits being the same in each section, the playing pieces ot each suit in all four sect-ions being numbered serially from one upward, each of said playing pieces having a scoring Value i1 licated thereon, the scoring value of the pieces of one suit in one section being different from the scoring value of a playing piece of any other suit in the same section, the scoring value of the playing pieces of the Doubles section being diiferent from the yscoring value ofthe playing pieces of the same suit in the Singles section, the ypieces in the Games section of the saine suit having a dverent scoring value with relation to each other, the pieces Y of any one suit in the gam'e section having a scoring value different fromy the pieces of any
  • a game apparatus including ninety playing pieces divided intoy four sections, the playing pieces of each sect-ion having indicia thereon distinguishing them from the playing pieces of the other sections, ⁇ three of the sections having tWent-y-five playing pieces each, and one section having fifteen playingpieces, all of said sections being divided into five diferent suits, the suits beingithe saine in all of the sections, the pieces of the saine suit in each section being serially numbered, and the pieces of the saine suit in each section having thereon scoring value indications, the scoring value indications in any one section being different from the scoring value indications in any other section, and the scoring value of any suit in any oner section kbeing different from the scoring value of the pieces of any other suit in the same section.

Description

Aug. 25, 1931. E. P. HLMBERG 1,820,617v
GAME APPARATUS Filed OC'L. 2Q, 1928 2 Sheets-Sheet l In/manto@ Aug. 25, 1931.
E. P. HOLMBERG I GAME APPARATUS Filed oct. 2o, 1928 2 sheets-sheet 2 v Patented Aug. 2.5, 1931.
EDWARD P. HOLJIBERG, 0F OKLAHGMA CITY, OKLAHOMA GAME ArrAmi'rUs Application filed-October 20, 1928. Serial No. 313,830.
rlhis invention relates to gaines of that character wherein tiles are used for playing pieces, and the object of thev invention is tov provide a game which requires good judgment, yquick thought, whichris capable of being played by tive, four, three or twopersons, and which is capable vof'many variations.
A further object is toprovide a setof tiles 1o f c L,
for playing a large number oi variations of the same game. f f
(lther lobjects will appear more particularly inthe course of the following description.
invention is illustrated in the accompanying drawings wherein- Y I Figure 1 is a plan view ofthe tray employed in the game apparatus constructed in accordance with my invention; 20 Fig. 2 is a side elevation thereof;
ployed;
Fig. l is a sectional View of a tile compartment; .Y f' g5 F ig. 5 is side elevation of the rack showing the tile ilpOSition therein;
Fig. G is a plan View of the rack; Fig. v7 is an end elevationof the rack;
Fig. Sis a side. elevation of one of the mpegs; and t Y y Fig. 9 is a side elevation of the marbles. v Before describing the method of playing the game I will'describe the apparatus which is to be used therefor.A As illustrated in Fig.
4,5 l, the revolving racll and discard trayk is mounted upon a base 10. f
The trayv or rack 12 is disposedv upon a table and rotated. Thetray or rack is divided adjacent its periphery into thirty sepli0 arate compartments 14 by.` the radially dis- 50 10 whichlextends beyond the rotatable rack' `for this purpose `which are capable of use.
Fig. 3 is a combined plan of the ktiles em- Single is formed at a plurality of points with openings 20 for the reception of pegs or points ers 21. rihese openings 20k are 'so arranged `that tive pegs or pointers maybe used if live persons are playing and the pointers will be equidistant from each other or four. pegs may be used, or three, or two, and these pegs or pointers will always be equidistant.
The perfor-ations 20 to be used under these`r circui'nstances are preferably indicated kvb no numerals 2, 3, l or 5.k The pointers are pref erably split at their upper ends'and a flexible pointer or indicator 22 is disposed withinvthese split` upper ends.
The playing pieces or tiles 23 are ninety in 65 number and are divided into live suits or colors asshownin Fig. 3, of eighteentiles each. Thesedierent suits are differentiated by designs representing certainvflowers and are called 'respectivelyflansv Daisy, Vio- '70 let,A Rose or Clover,'or they may be referred toby colors as-Pansy as purple,`Daisy as yellow, Violet as blue, Rose as red, Clover as green, but preferably the flower names will be used. Each of the iive suits lis divided 7'5 Y. into four sections.y One of these sections con- Y Y ytains three tiles and this sectionis called Games.v
The other three sections have live tiles each and are called respectively: Doubles, Singles, and'Blanks.` gg The tive tiles of each section of anysuit have spots or flowers arranged thereon from one to live, inclusive, and carry numerals at the left handA corner of each tile corresponding to these spots, as for instance, 1, 2, 3,4, g5 and 5, so that a tile may be designated--l 'Blank Pansy, or 8 Single Rose, or 2Double Clover, etc. Y
The three tiles of each suit in the Games section have only one design or flower on each nu tile, but the several tiles arev designated by the Roman numerals ll, l1 and HIa and may be designated or referred to, for instance, as
Violet Game, Double DaisyKV Game, or Triple Rose (or Daisy or Violet) G5 Gernef 'In order to "differentiate between the sev-Vl eral sections, theilowers on the lBlanks sec- "tion mayhave a short stem, the flowers on the Singles section may "havefa longer stem 1.3;;
with leaves, and the flowers on the Doubles section have a vine with lea-ves connecting all the liowers on the tile.
The tiles of the Games section have a dierent design o llower tor instance than that used for the Singles, Doubles and Triples. The numerals at the upper righthand corner o'l each tile designates the scoring value of the tiles. The tiles ci the Blanks section have no scoring value, but under certain circuinstances they will increase the score and under certain circumstances will make a scoring hand out ot an otherwise non-scoring hand. The designs and numerals on the tiles are such that the tiles may be read from opposite directions.
Five marbles (sce Figure 6) are used for the purpose ot indicating the suits for the several players and these will correspond in color to the colors of the several suits, thus, for instance, there will be live marbles colored respectively purple, yellow, blue, red and green.
Each player has betere him a tile rack comprising a base 24 and a back rest 25 which is operatively hinged to the base so that it may be turned in an approxilnately vertical position or turned into a horizontal position, any suitable ineans being provided for holding the rest Q5 in an approximately vertical position so that a tile may rest thereagainst. I` his back or rest 25 both :tor the convenience of the player in arranging his tiles and for the purpose ol playing certain games or variations olf games must be divided into sections,
colored red, blue, yellow, purple, etc., or ornamented in correspondence with the indications on the tiles et the various suits.
The base 2l of the tile rack is provided with upwardly projecting pins 26. There will be ten of these pins and 275 counters 27 which are in the forni ol l'lat disks which will l'ansy The numerals on the upper right hand corner ol the tiles show the scoring value thereof and this enables the players, during play, to readily determine the value of their hands and at the close of the game to quickly coinpute their scores without having to refer to any schedule.
The revolving tile rack and discard tray enables each of the players to draw and discard without being compelled to reach across the discard tray and obstruct the view ot other players, as 'the rack may be turned so that any player may secure the tile which he desires. It further eliminates the disagreeable feature of the tiles being accidentally disarranged by some player in drawing or discarding in playing, as sometimes occurs if tiles are racked and discarded on the table. The partitions 15 being of felt and the bottoms of the compartments la being felt lined, permits the rack to be revolved at considerable speed without the tiles slipping out ot the compartments. The use oi the hinged or pivoted tile rest permits the players to eX- pose their hands by tilting the rests with the tiles thereon backward to the table with" out changing the upright or vertical position of the counter rack or disturbing the counters.
ll`he use of pins lor retaining the counters prevents the counters from being accidentally pushed or knocked from the table and enables the players to move their racks from table to table without disarranging the counters.
rlhe use of the apparatus will be understood by reference to the following general rules. These rules are given tor one game, as it is not believed necessary to indicate all the games which might be played with this apparatus. The scoring value of each tile in the diierent suits and sections are in points as follows:
Daisy Violet Rose Clove!l be used in connection with these pins.
At the beginning of the game all of the counters 27, which counters are colored. red, blue, green, yellow and purple, will be disposed on the five pins on the leitt hand side of the rack, and as the player scores the appropriate counters will be moved over to the pins on the right hand side oit the rack.
The tiles will be coi'itained in trays 37 by which the tiles will be kept in propel' order under normal oircun'istances. these trays being capable of being used also for a iol-rn of solitaire.
By using not over five designs or spots on any one of the playing pieces or tiles and combining these with the niunerals placed at the upper lelft hand corner oI` each tile, the players are enabled to accurately determine the number of spots on the tile at a glance.
Singles 30, Doubles Gl), I Game 30, II Game 60, III Gaine 90 Singles 25, Doubles 50, I Game 25, II Game 50, III Game Singles 20, Doubles 40, I Game 20, II Game 40, III Game (l0 Singles 15, Doubles 30, I Game 15, II Game 30, III Gaine 45 Singles 10, Doubles 20, I Game 10, II Gaine 20, III Garne 30 ll there are live players, the following procedure is used:
The pointers for the several players are placed in the holes 20. This will dispose the live players equidistantly around the rotatable rack. The tile racks are disposed one for each player and all of the playing tiles are placed on the table lace down and shullled. Then the tiles are taken at random and placed three tiles face down in each compartment on the tile rack. The l1 counters of each celor are placed on the counter racks starting the extreme lett pin and placing the green counters on this pin, then the red, blue, yellow and` purple, leaving the live pins at the right end of rack vacant for reception ol"- counters won during play.
Alfter all tiles are placed in the rack and each of the players have their counter racks,
Lame-i5 one oil theplayers .will then place thetive suit marbles in 'the discard tray 18, then start rack revolvinn' at a moderate speedl and when rack stops and the marbles have seated in seine' ot the depressions inthe bottom of' the tray, each player will remove the'r marble nearest his pointer, placing' the marble on his tile rack, the small depression in the lower member of rack will keep the marble in place,
the colors of the ymarbles designates eacii `slayers ownsuit, tl'ie'vpurplemarble designatesr Pansy, yellow is Daisy, blue isViolet, red is Bose and Agreen is Clover. y i l Y m'te'al dmev--The player having the purple marblezwill now give rack aslight spin and when rack stops each player draws six tiles 'from the top tier. in the vcompartments starting at his pointer for the first tile and drawing five more to the right and placing the tile as drawn on his tile rack with face of tile toward him. The same player again Yspi'nsthe rack and when rack stops each of the players draws tive tiles from the second tier in the compartments and starting at his pointer: for the c tile and drawing 4 more to the right again placingthese tileon the tile rack as in the first draw.
Each player should now have 11 tiles on his tile rack and should arrange the tiles so that the Blanks, the Singles and the Doubles and the Gaines will be separated ,and each that hemay obtain a section of Singles containing the 1, 2', 3, 4 and 5 spots, a section of Doubles,containinglthe.1, 2, 3, 4 and 5 spots,
and a Gain-e tile, all preferably of the highest scoring values or in theplayers own suit.
The sections maybe made'up of mixed suits but have to contain the 1, 2, 3,' 4y and 5 spots to become a scoring section. Each of the sections may contain either 1 or 2 Blanks having the same spots as the lacking Singles or Doubles, the use of the Blanks thus making a scoring section 'whereas a section not fontaining the 1, 2, 3, 4, 5 in rotation would not score. rlhe Game tile may be of any suit.
l The player having the purple suit marble will co'mmencethe draw by taking 1 `of the '5 tiles from the second tier in the tile compartments of the tile rack and placing same on his tile rest and should the tile drawn @help his hand he will then discard some other tile from his tile rest by placing this tile face up inthe discard tray, should the drawn tile not help'his hand heinay discard this by placing same face up in thediscard tray.y
The next player to the left will now draw 1 tile from the second tier inthe compart ments orfhe may draw they tile that is in the discard .tray should he so desire and discarding in the manner of the first player, the draw and discard again passing on to theleft and so on around the table, each of the players drawing and Vdiscarding in their turn. Y i
The tiles in the upper tier in the compartments should allbe drawn before'drawing' any tile from the lower tier, the player in his turn may draw any one of the tiles from a tier in the tile compartments 'or from the discard tray, but should the tile wanted be on the opposite side of the rack or tray,-from the play-er, hey should not' reach across ther discard tray to draw,'but must turn the rack Ybringing the tile wanted in front of himv so yasl not to obstruct the full view of the dis card tray from the other players.
When a player has acquired a complete hand containing a Single and a Double section and a Gaine tile, the tile in one section being allk ooA of the same suit, he may declare Unique, this n .terminating any further drawing or discarding by the other players. All players will now expose their hands on their rest by tilting the rest 25 backwards -f onto the table bringing'the tiles to the full ,view of all players andl leaving rtherest f 25 and tiles in this position until all scores have been counted and settled.
The score-Total the score of each sec,- tion separately by adding together the numerals at the upper right cornerof each tile in the section, combine these twototals land 4should the hand also contain a Game tile add its scoring value to the section totalsv making'the straight score `eta hand. Y
y Ita hand contains a section with all tile of the same suit and a Double Game tile in the corresponding suit it will double `the combined scores of the section and the Game tile. Should botli ofthe sectionsand the Double Game tile be in the samesuit, itrwill double the combinedy scores of both sections andthe game tile. c
Should the Game tile be a Triple Game and the same suit as either or both sections, it
triples the combined scores of the respective seftions and the Game tile.
The straight score plus any doublesior triples is .termed the original score.
The players shouldalways bear in mind that anyv section to score must contain the 1, 2, 3, 4 and 5 spots and that a section can not contain more than two Blanks, that thel sections of Singles cannot contain any Doubles or Games, that the section of Doubles shall contain no Singles or Games, that a Gaine tile l cannot score withoutv one or" the sections being ay scoring section, and thatUnique should never be declared without the player so declaring having a Game tile and a full suit section included in his hand.
F orfez'tsf-A player drawing out of his turn and the draw is called to his attention by another player must place the drawn tile face up in the discard tray and will forfeit one green counter by placing same in the discard tray.
A player having less than the il tiles on his rest after he has discarded and is so advised by another player must immediately draw the lacking tile from the open tile in the discard tray then forfeit one red counter.
A player' having more than the 1l tile on his rest after he has discarded and is so advised by another player' must then allow the player te his le'ft to draw the surplus tile 'from his rest and to place same iface up in the discard tray and will 'forfeit one blue counter for each surplus tile drawn from his rest.
A player declaring Unique without having the one complete full suit section, but having both sections in mixed suits, nd a Game tile will forfeit one yellow counter by placingl it in the discard tray, and is also disqualified from acting as Cashier, the 'first player to khis right having a Unique hand must then act as Cashier.
A player declaring Unique and having one section complete in a suit andthe other section complete in a mixed suit but no Game tile.y will forfeit one purple counter by placing it in the discard tray, and is also disqualified from acting as Cashier, the first player to his right having a Unique hand must then act as Cashier.
A Unique hand may have both sections in one suit, or one section may be ot one suit and. the other section in another suit and the Game tile may be in any suit. but the tiles in one of the sections must all be in the same suit to declare Unique.
A player declaring Unique and having a non-scoring hand must pay to each of the other players the amount ot their respective total scores and is also deprived of the benefits of the counters in the discard tray, these being left in the tray 'for the next Cashier.
A total score is the origina-l score plus the benefits a player is entitled to.
A player, after declaring Unique becomes the Cashier and is so termed because he both pays and collects when scores are paid, and is also entitled to certain special benefits as compensation for acting as Cashier.
A player declaring Unique on an incomplete hand cannot act as Cashier.
Benefits-For Cashier enig/. The player declaring Unique and becoming Cashier will first total his original score represented by his hand and add 10() points for acting as Cashier.
Should there be any forfeited counters in the discard tray he will total the amount in points represented by such counters and add that number of points to his score and will remove the counters from the discard tray and place them on his own counter rack as a further benefit.
Should he declare Unique on the last closed tile that was in the compartments when his turn came to draw, he will add 200 points to his score, in this case he must expose the tile so drawn to the other players before placing it on his tile rest.
Should he declare Unique on the lowest possible score in a full suit hand (both sections and single game in Clover suit) he will add 300 points to his score.
Should he declare Unique on the lowest possible score in a mixed hand (single section in Clover suit containing 3 Single and 2 Blank tiles, double section containing 3 Doubles in Clover suit and 2 Blank tiles in any other suit and Single game in Rose suit) he will add 40() points to his score.
Benefits-F01" all playera-A player having one section complete in own suit will add l0() points to his score.
A player having one section complete and a Game tile or both sections complete in his own suit will add. 200 points to his score.
A player having both sections complete and also holding a Game tile, all being in his own suit, adds 300 points to his score.
A Game tile in the players own suit will not entitle the player to benetits unless one of the sections is also in his own suit.
All benefits are added after the original scores have been determined as no benefits are doubled or tripled.
The scoring values of all benefits given in the foregoing schedules may7 at the option of the players be lowered to use tens instead of hundreds scheduled.
Pag/ag the scores-Then all players have each determined their own total scores7 that is their original score plus any benefits, they may be entitled to, the Cashier first collects from each player who has a lower score than himself the difference in points between his total score and players total score, the Cashier placing the counters so collected on his own counter rack, thenthe Cashier pays to the players having a higher score than himself the difference in points between such players total score and his total score, these players then placing the counters so collected on their counter racks.
lVl'ien all the scores are settled a new hand is started, the tiles all being placed tace down on the table and shufiled and then placed in the compartments on the tile rack .as in the original set up and the game then continues as in the previous hand until some player again declares Unique.
Each player retains his own counter rack for the full duration ot the game and at the termination of play the player who has the highest numberk of points represented by the total Counters on his rack is the winner.
The termination of a play is usually when `iive handsv are played to completion or a cer# tain time may beset for the game. .n
Forced Um'guaf-Should none of the players have declared Unique before the last tile in the compartments is being drawn, the
drawing of it prohibits the declaration of rUnique by any other player except this player drawing this last tile, and should4 this player then be unable to declare Unique, all further drawing from the discard tray 'terminates and Forced Unique is declared by the player holding the purple suit marble as own suit.`
A few sample hands and @corea-The different suits are indicated by the iirst letters in the suit names as PPansy, D-Daisy, V-Violet, R-kRose, and C-Clover.
The highest possible original score re-V quires the single section,v the double section and the triple game tile all to be in the Pansy suit, and no blanksin either section. This hand scores as follows-single section each tile 30 points is 150,-doublefs'ection each tileL points is 300, game tile 90 points equals 540 points as straight score and multiplied by 3 for triple game is 1620 points'as original score. f
This score may be increased by the following benefits. y For declaring Unique points, for declaring Unique with the last tile drawn from the compartments 200 points. vIf suitv is the players Vown suit he rscores an added SOOYpoints,v which added to original score makes 2220 points as the highest possible determined total score, but may further .be increased bythe undetermined points represented by any counters that may have been forfeited during the hand, such counters belonging to the player declaring Unique and lso acting as Cashier.
The highest lscoring hand in mixed suits consists of 4 singles in the Pansy suit and 1 single in the Daisy suit comprising the single section, 4 doubles in Pansy suit and 1 double inthe Daisy suit inthe double section and the triple game in Pansy suit and no blanks in either section, the score being as follows:
single section i tiles at 30 points 'each and 1 tile aty 25 points is 145 points, double section 4 tiles at GOpoints each and 1 tile 50 points is 290 points, plus gamef`90. points is a total score of 525 points. v e 1 The above hand or similar hands are not entitled to any benefits except in case of Forced Unique in which case the player hava hand of this description should become Cashier in which instance he would add 100 points for acting as Cashier and would also be entitled to the. points represented by any forfeited counters thatl may bein the discard tray. e f
A player having the above or a similar hand should not declare Unique as neither section is of one suit. Should he declare Unique and all other players expose their-hands, then if none ofthe other players'has a Unique hand, i
so as to allow some one of the players to act as Cashier, all hands are termed dead7 and another hand must be started. AShould there be any forfeited counters in the discard tray these must be left in thetray for the next Cashier.
The lowest original score in a one suit hand consists of 3 singles and 2 blanks in the single section, 3 doubles and 2 of the` blanks in the double section andthe single game allin the Clover suit and will score as follows: 3 tile in the single section each of 10 points is 30 points, 3 tile in the double section each of 20 points is .60 points, and single game of 10 points, making an original score of 10() points. The lowest scoring hand 1n mixed suits will containr 8 singles in the Clover suit and y2A blanks of anyother suit in the single section; the double section ymay contain a mixture of blanks, singles, or doubles, butf2 ofthe tile in this section are of the same number of spots lor face value. The game tilefis substituted for by any other .tile andthe score being for the single tile 0f 10 a total score of 30 points. l v y r Blanks-Their use and value-The blanks tiles having rno determined scoring values within themselves, most beginners in the game of Unique are likely to discard the blanks as soon as drawn, but this is a great error as when used properly, the blanks in points makes many instances will materially increase the players score, will help a player to complete a Unique hand,y and in certain instances `will change a non-score hand to a scoring hand. l
To illustrate the valu-e of the blanks let us take thehighest scoring hand in mixed suits as previously described, and suppose that the Daisy suit tile in the single section is a 3 spot and in the discard tray is a blank 3 spot in the Pansy suit. l Then if the player on his turn to draw can obtain this blank and discard the,y Daisy suit. 3 spot he will then have a Unique hand and also increase his the 290` points in the double section, making V score as follows: the single section now totals v 120L points and as the game tile counts 90 a total ot 920 points, the blank in this instance really having the scoring value of 395 points as before the blank was substituted the score of the hand was only 525 points.
Should the player now declare Unique he will then add 100 points and if the single section is in the players own suit he will add 100 points and has increased his total score with the aid of a blank, 595 points.
It the player decides not to declare Unique after his draw of the blank because he discovered another blank et the Pansy suit in the discard tray, this blank having the same number of spots on it as the Daisy suit tile in the double section and should he obtain this blank in his next draw and discard the Daisy suit tile his score would then be, single sections 120 points, double section 2/10 points` and game tile 90 points, totaling 450 points, multiplied by 3 for triple game, making a grand total of 1850 points, the use of the 2 blanks having increased his original hand by 825 points.
Should he now declare Unique he adds 100 points and also adds 300 points it hand is in his own suit, making a total score oi' 1750 points, the blanks thus having increased his original scores by 1225 points.
As the players become more proficient in the draw and discard they will ind many occasions where the blanks may be used to great advantage both to increase their scores and to complete a Unique hand and also to protect themselves from a non-score hand in case of being declared Cashier should Forced Unique be declared.
The termination of the game is usually set at 5 hands or a time limit may be set should the players so desire.
Scope 0f hands-Jn the game ot Original Unique for five players, described in the 'foregoing rules, the same contains 10,665 different combinations ot Unique hands and 153,200 different combinations of scoring hands, making a total of 163,865 dilerent combinations of straight scoring hands, straight scores being the score of the 11 tile comprising a players hand before doubling or adding any benets.
Many more games than this which have been stated can be played with the apparatus which I have described, but it will be noted that all of the apparatus is essential tothe games. With regard to the pins 26 on the counter racks 24 attention is called to the fact that these pins are made of just sutilcient height above the base member of the counter rack to accommodate eleven of the counters only.
A player accumulating more than this number of counters of one color first tills the pin at the left end ot his counter' rack and then places the surplus counters of this color on the corresponding pin at the right end of his rack, this procedure determining his winnings or losing at a glance. 1n cer* tain ofthe games, these pins are used also as an individual tally tor the player. In tallying a score in these games, the counters are used at certain values and are pla Aed on the pins at the right end of the rack to indicate a players score held during the hand or deal.
Vhat I claim isl 1. A game apparatus including playing pieces divided into a plurality of different sections, each section being differently indicated there being a certain number et sections coinposed of an equal number oit playing pieces and another section having less playing pieces than any of the other sections, all sections being in turn divided into a plurality ot differently indicated suits, the suits being the .fame iior al] sections, the playing pieces ot each suit in each section being numbered serially from one upward, the iliiaying pieces ot the same suit in each. section having the same scorinr value indicated thereon. but the scoringvalue so indicated being different from the scoring value et:
the playing pieces of the saine suit in other sections, scoring value indicated on the playing pieces ot any one suit in any one section being different from the scoring value indicated on the playing pieces of any other i' suit et the same section.
2. A game apparatus including playing pieces d1v1 ded into four diii'erently indicated sections, three of the sections being composed of an equal number of playing pieces, the
fourth section having less playing pieces than the first-named sections, all et the sections being divided into tive differently named and differently indicated suits, the playing pieces of each suit in each section being numbered serially from one upward, the playingl pieces of each suit in each section having a like scoring value indicated( thereon, which value is different from the scoring value indicated on any other pieces of the same suit in other sections, the scoring value so indicated on the playing pieces et each suit in the same section being dit- `ferent from the scoring value indicated on from the tiles of any other suit in the same section.
8. A game apparatus including playing pieces divided into tour differently indicated sections, namely a Blanks section, a
Singles s ction, a Doubles section, and a Gaines section, the three first named sections having an equal number of playing pieces, the Games section having a less number et playing pieces than the iirst named sections, all of said sections being divided into live diterently named and differently indicated suits, the suits being the same in each section, the playing pieces ot each suit in all four sect-ions being numbered serially from one upward, each of said playing pieces having a scoring Value i1 licated thereon, the scoring value of the pieces of one suit in one section being different from the scoring value of a playing piece of any other suit in the same section, the scoring value of the playing pieces of the Doubles section being diiferent from the yscoring value ofthe playing pieces of the same suit in the Singles section, the ypieces in the Games section of the saine suit having a diilerent scoring value with relation to each other, the pieces Y of any one suit in the gam'e section having a scoring value different fromy the pieces of any other suit inthe same section, the pieces for each suit in each section having serial numbers indicated thereon. W
4. A game apparatus including ninety playing pieces divided intoy four sections, the playing pieces of each sect-ion having indicia thereon distinguishing them from the playing pieces of the other sections,` three of the sections having tWent-y-five playing pieces each, and one section having fifteen playingpieces, all of said sections being divided into five diferent suits, the suits beingithe saine in all of the sections, the pieces of the saine suit in each section being serially numbered, and the pieces of the saine suit in each section having thereon scoring value indications, the scoring value indications in any one section being different from the scoring value indications in any other section, and the scoring value of any suit in any oner section kbeing different from the scoring value of the pieces of any other suit in the same section.
In testimony whereof I hereunto aiX my signature.
` EDWARD l?.k HOLlVIBERGr
US313830A 1928-10-20 1928-10-20 Game apparatus Expired - Lifetime US1820617A (en)

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Cited By (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US3408073A (en) * 1964-06-29 1968-10-29 Suvada Paul Chess pieces distinguished by color
USD245193S (en) * 1975-12-29 1977-07-26 General Mills Fun Group, Inc. Rotatable card holding carrousel
WO1990014138A1 (en) * 1989-05-11 1990-11-29 Zarnoti Sandor J Game apparatus and method
US5069459A (en) * 1989-05-11 1991-12-03 Zarnoti Sandor J Game apparatus and method
USD381732S (en) * 1995-06-20 1997-07-29 Tenor Ii Marvin Indicia for a target

Cited By (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US3408073A (en) * 1964-06-29 1968-10-29 Suvada Paul Chess pieces distinguished by color
USD245193S (en) * 1975-12-29 1977-07-26 General Mills Fun Group, Inc. Rotatable card holding carrousel
WO1990014138A1 (en) * 1989-05-11 1990-11-29 Zarnoti Sandor J Game apparatus and method
US4986547A (en) * 1989-05-11 1991-01-22 Sandor Zarnoti Game apparatus
US5069459A (en) * 1989-05-11 1991-12-03 Zarnoti Sandor J Game apparatus and method
USD381732S (en) * 1995-06-20 1997-07-29 Tenor Ii Marvin Indicia for a target

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