US20190366178A1 - Stairball Game and Method of Play - Google Patents

Stairball Game and Method of Play Download PDF

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Publication number
US20190366178A1
US20190366178A1 US16/428,495 US201916428495A US2019366178A1 US 20190366178 A1 US20190366178 A1 US 20190366178A1 US 201916428495 A US201916428495 A US 201916428495A US 2019366178 A1 US2019366178 A1 US 2019366178A1
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balls
ball
target
stair
players
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US16/428,495
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David Taft Merrill
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TREBLE INNOVATIONS LLC
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TREBLE INNOVATIONS LLC
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Priority to US16/428,495 priority Critical patent/US20190366178A1/en
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Publication of US20190366178A1 publication Critical patent/US20190366178A1/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B1/00Horizontal bars
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B67/00Sporting games or accessories therefor, not provided for in groups A63B1/00 - A63B65/00
    • A63B67/002Games using balls, not otherwise provided for
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B63/00Targets or goals for ball games
    • A63B63/007Target zones without opening defined on a substantially horizontal surface
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B71/00Games or sports accessories not covered in groups A63B1/00 - A63B69/00
    • A63B71/0036Accessories for stowing, putting away or transporting exercise apparatus or sports equipment
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B71/00Games or sports accessories not covered in groups A63B1/00 - A63B69/00
    • A63B71/04Games or sports accessories not covered in groups A63B1/00 - A63B69/00 for small-room or indoor sporting 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
    • A63F11/00Game accessories of general use, e.g. score counters, boxes
    • A63F11/0074Game concepts, rules or strategies
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B71/00Games or sports accessories not covered in groups A63B1/00 - A63B69/00
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    • A63B2071/0602Non-electronic means therefor
    • AHUMAN NECESSITIES
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    • A63B71/06Indicating or scoring devices for games or players, or for other sports activities
    • A63B2071/0694Visual indication, e.g. Indicia
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2209/00Characteristics of used materials
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
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    • AHUMAN NECESSITIES
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    • AHUMAN NECESSITIES
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    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2220/00Measuring of physical parameters relating to sporting activity
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    • A63B2220/806Video cameras
    • AHUMAN NECESSITIES
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    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2220/00Measuring of physical parameters relating to sporting activity
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    • A63B2220/808Microphones
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2225/00Miscellaneous features of sport apparatus, devices or equipment
    • A63B2225/20Miscellaneous features of sport apparatus, devices or equipment with means for remote communication, e.g. internet or the like
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
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    • A63B2225/50Wireless data transmission, e.g. by radio transmitters or telemetry
    • AHUMAN NECESSITIES
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    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B37/00Solid balls; Rigid hollow balls; Marbles
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
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    • A63B71/06Indicating or scoring devices for games or players, or for other sports activities
    • A63B71/0619Displays, user interfaces and indicating devices, specially adapted for sport equipment, e.g. display mounted on treadmills
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    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F11/00Game accessories of general use, e.g. score counters, boxes
    • A63F11/0074Game concepts, rules or strategies
    • A63F2011/0086Rules

Definitions

  • the illustrative embodiments relate to a stair ball game or a game played on stairs. More specifically, but not exclusively, the illustrative embodiments relate to a system, method of play, and game set for playing stair ball the game.
  • Games are played by numerous individuals each day for fun, exercise, competition, or as a social interaction. Many of these games have inconvenient limitations. For example, some games are limited by playing space, lack of flexibility in the number of people who can simultaneously enjoy playing the game, lack of movement or activity (to encourage a healthy lifestyle for children and adults), and failure to engage the players in a game that is considered fun for players of various skill levels.
  • the illustrative embodiments provide a stair ball game, system, set, and method of play.
  • the stair ball game includes a number of striker or striking balls for throwing by a number of players.
  • the stair ball set includes a number of target balls to be hit by the associated number of striker balls when positioned on stairs.
  • the stair ball set includes a number of tokens marking a position of each of the number of target balls on the stairs.
  • Each of the number of striker balls, target balls, and tokens are associated with each of a number of players.
  • Another embodiment provides a method for playing stair ball.
  • a first target ball and a first token are positioned on a first stair for a first player and one or more target balls and one or more tokens are positioned on the first stair for one or more opposing players.
  • a first striker ball is thrown at the first target ball to knock the first target ball to a bottom of the first stair.
  • the first target ball and the first token are advanced to a next stair in response to the first user knocking the first target ball to a bottom of the stairs.
  • a winner of stair ball is determined in response to one of the first token or the one or more tokens reaching a top of the stairs.
  • FIG. 1 is a pictorial representation of a stair ball environment in accordance with an illustrative embodiment
  • FIG. 2 is a pictorial representation of a stair ball game set in accordance with an illustrative embodiment
  • FIG. 3 is a flowchart of a process for playing stair ball in accordance with an illustrative embodiment
  • FIG. 4 is a flowchart of a process for playing stair ball in accordance with an illustrative embodiment
  • FIG. 5 is a pictorial representation of a wireless device utilized to track a stair ball game in accordance with an illustrative embodiment
  • FIG. 6 depicts a computing system in accordance with an illustrative embodiment
  • FIGS. 7-8 are a pictorial representation of instructions for stair ball gameplay in accordance with an illustrative embodiment.
  • the illustrative embodiments provide a stair ball game and method of play thereof including a game set or system for playing the game.
  • Stair ball is a game played on stairs or other surfaces using balls and may also be referred to as the stair ball game, StairBall, or the stair game.
  • Stair ball is intended for players or users of all skill levels including children and adults.
  • Game play including the rules and equipment may be modified, configured, or otherwise adapted for the skill level of the players as well as individual needs or disabilities. For example, various rules, embodiments, or iterations of the rules may be utilized to challenge the players based on the environment, game goals, and skill level of the players. Gameplay may also be modified based on the size, shape, location, and configuration of the stairs of the applicable environment.
  • the stair ball game may be played on stairs (e.g., multiple stairs, a flight of stairs, etc.). Each stair that makes up the stairs may be referred to as a stair or as a step.
  • the stair ball game may be correspondingly referred to by players or herein as Stair Ball, StairBall, StairBallTM, StairBall®, stair ball, stairball, the stair game, the ball game on stairs, or so forth.
  • the stair ball game may include a game set that is played by a number of players. For example, 1-3 players may play the game with more players being added based on team play, the size of the stairs, or so forth. For example, for larger stairs or tiered games (e.g., tiers, levels, or stocks of players) four or more players may play simultaneously.
  • the stair ball game may be played utilizing a stair ball game set.
  • the game set may include a container, case (fabric/soft, hard-sided), bag, or other receptacle for storing the game set when not in use.
  • the container may be a plastic or cardboard container shaped like stairs.
  • the container may be a bag utilized to store the game set. Any container may include colors, logos, trademarks, or other markings denoting that the container includes the stair ball game set and the type of stair ball game set.
  • the stair ball game set may include striker balls, target balls, tokens, and/or a throwing line marker.
  • the balls and tokens may be marked, color-coordinated, customized, or so forth.
  • a red striker ball, a red target ball, and a red token may be associated with a first player.
  • blue and green colored balls and tokens maybe similarly associated with a second player and a third player, respectively. Additional colors or marking systems may also be used for the players or additional players.
  • the striker balls also referred to as striking balls or throwing balls
  • the tokens are game pieces that track the progress of the players during the game.
  • the tokens are moved up and down the individual steps of the stairs based on progress, penalties, or so forth.
  • the target balls are similarly moved with the associated token.
  • the tokens represent a coin or other game piece.
  • the tokens are meant to track the progress of the game without significantly interfering with the movement of the striker balls and target balls.
  • the tokens may represent any number of objects, shapes, colored items, or other items suitable for marking the position of the players in the game and the identity of the players themselves.
  • the game begins with the players placing their respective tokens on a first step of the stairs and ends when one of the players has moved their associated token to a top step of the stairs.
  • the associated striker ball is thrown by a striking or throwing player at their associated target ball in an attempt to knock the target ball to the bottom of the stairs.
  • These attempts by the striking or throwing player may be referred to as “throwing” or “striking.”
  • the target balls are heavier, denser, or less elastic than the striker balls. The weight differential may help prevent excessive bouncing or deflection of the target balls as well as the striker balls.
  • the striker or throwing balls are typically softer than the target balls that are heavier and more firm (e.g., vulcanized rubber, etc.).
  • the throwing balls may have a low-density foam core (i.e., 20-80 kg/m 3 -28 kg/m 3 low bounce, 35 kg/m 3 medium bounce, 65/m 3 low bounce) selected based on the bounce/elastomeric properties.
  • the size, weight, density, bouncing/elastomeric properties, and other characteristics of the striking balls and the target balls may vary.
  • the stair ball game is configured to be played indoors or outdoors with minimum potential risk to the location, objects within that location, gameplay environment, observers, and players.
  • the balls in the game set may be non-marring and soft enough to prevent injuries to users or damage to property.
  • the striker balls may be 3 inches in diameter and polyurethane-coated foam and the target balls may be 2.75 inches in diameter and 100% polyurethane.
  • the target balls may be formed from two half spheres of rubber sealed together and slightly pressurized. As noted, the size of the target balls and/or striker balls may be increased or decreased to make the game easier or more difficult, respectively.
  • a player's target ball is knocked (e.g., bounces, rolls, is deflected, etc.) to the bottom of the stairs, that player moves their associated token and target ball up a stair (e.g., progresses their token).
  • players may be able to advance their tokens even when it is not there turn (even though they must still wait for their turn to throw/strike).
  • the players take turns being the throwing player in a preselected order that does not change for the entire game. For example, during a first player's turn, the first player attempts to knock their associated target ball to the bottom of the stairs.
  • the opposing players (if any) attempt to stop the throwing players' target ball from coming down to the bottom of the stairs by throwing their respective striker balls at the throwing player's moving ball. These attempts by the opposing players may be referred to as “blocking.” In one embodiment, the opposing players may attempt to block the throwing player's target ball only if the throwing player's target ball was hit or is moving down the stairs. Otherwise the opposing players may not throw their respective striker balls. In alternative gameplay, the opposing players may attempt to block once the throwing player has released their striker ball.
  • the opposing player or players that stopped the throwing parties target ball get to advance their token and target ball by a stair (e.g., move their token and target ball up a stair).
  • the opposing player(s) may be required to have actually struck and/or stopped the target ball of the throwing player during the throwing player's turn to advance their token.
  • the opposing players hit their own target ball while attempting to block the throwing party's target ball the opposing player that hit their own ball is penalized by moving their token and associated target ball back a step (e.g., move their token and target ball down a stair).
  • the opposing players may also be similarly penalized for directly hitting any of the target balls other than the throwing player's target ball.
  • the players play until one or more of the player's tokens have reached the top of the stairs (e.g., if playing from bottom to top) thereby winning the game.
  • the games may be played as one-off or individual games.
  • games may be played as a series of games, matches, tournaments, or sets that require that a player win a specified number of games to win the overall game set.
  • the players may also advance between flights of stairs.
  • the location of the throwing line marker(s) may change.
  • differently sized throwing balls and target balls may be utilized.
  • the game set may include stair balls (i.e., throwing balls, target balls) of different sizes for beginners/novices, intermediate/regular, and professional/expert.
  • different throwing line markers may be used for each player so that player is throwing from a distance that corresponds to their respective skill level.
  • FIG. 1 is a pictorial representation of a stair ball environment 100 in accordance with an illustrative embodiment.
  • the stair ball environment 100 represents a location or area in which the game of stair ball may be played.
  • the stair ball environment 100 may include a stair ball game 101 , a first player 102 , a second player 104 , a first striker ball 106 , a second striker ball 108 , stairs 109 , a first target ball 110 , a second target ball 112 , a first token 114 , a second token 116 , and a throwing line marker 118 .
  • the first player 102 and the second player 104 (as well as any number of other shown or potential players may be referred to as players 105 ). As noted, any number of players 105 may participate in the stair ball game 101 in the stair ball environment 100 .
  • the first striker ball 106 and the second striker ball 108 together as well as any number of other striker balls may be referred to as striker balls 202 (see also FIG. 2 ).
  • the first target ball 110 and the second target ball 112 together as well as any number of other target balls together may be referred to as the target balls 204 (see also FIG. 2 ).
  • the first token 114 and the second token 116 together as well as any number of other tokens may be referred to as the tokens 206 (see also FIG. 2 ).
  • the stair ball environment 100 shows two players, the first player 102 and the second player 104 .
  • any number of players may participate in stair ball at the same time.
  • stair ball game 101 may be played by 1-3 players 105 at a time or alternative 4 or more.
  • the players 105 may play in teams.
  • players on the teams may take turns throwing (e.g., striking and blocking).
  • any number of players may play the game simultaneously.
  • the players actively striking and blocking may be limited based on available space on or in front of the stairs 109 .
  • the number of players 105 may double, triple, or so forth.
  • the stair ball game 101 may be played by children and/or adults alike and represents a family game as well as a high competition game.
  • the stair ball game 101 is configured to be non-damaging to the stair ball environment 100 during gameplay.
  • the striker balls 202 and the target balls 204 are non-marring and non-marking.
  • the striker balls 202 and the target balls 204 may have a durable foam or rubber core.
  • the striker balls 202 and the target balls 204 may have a tear-proof and non-marring exterior surface.
  • the striker balls 202 may be formed from a non-toxic high-density foam that is sealed and fused with a washable, vinyl-like polyurethane coating.
  • the size and shape of the striker balls and target balls may vary based on the skill level of the players 105 .
  • the stairs 109 represent solid stairs including a back to each step.
  • the stairs 109 may be within a home, business, school, organization, vehicle, outdoor venue, facility, or other structure requiring stairs 109 .
  • the stairs 109 may have any number of steps.
  • the stairs 109 shown in FIG. 1 include six steps. As is well known, the size, shape and configuration of the stairs (including adjoining walls, banisters, step shape, stair materials, etc.) may vary.
  • the stair ball game 101 may require any number of slight modifications based on the configuration of the stair ball environment 100 including the stairs 109 .
  • the stairs 109 may also be referred to as a stair ball court. In other environments, where stairs may not be available, ramps with the demarcation points representing steps may be utilized.
  • step -like objects might be utilized independently to represent a set of stairs.
  • boxes, chairs, containers, or other items may be placed around the players with each item representing a different step, or progression within the stair ball game.
  • the players may decide in advance which items represent which stairs and how the target balls must be knocked off the items to advance within the alternative gameplay environment.
  • the stair ball game 101 may be stored in a container 220 .
  • the container 220 may represent an enclosed box, an open container, a bag 222 , box, receptacle, or any number of other storage components.
  • the container 220 may be a plastic or cardboard box that is stair shaped for both novelty, branding, and utility.
  • the container 222 may be a rectangular box.
  • the container 220 may include a base and lid.
  • the container 222 may also include custom compartments or receptacles for receiving each of the different portions of the game set (e.g., throwing balls, target balls, tokens, throwing line markers, etc.).
  • the container 220 may include any number of doors, lids, or removable panels for storing and removing the various components. As a result, the stair ball game 101 may be easily stored as well as moved between locations.
  • the container 220 may also represent a drawstring bag or backpack (e.g., with or without pockets, separators, etc.) that may store the stair ball game 101 .
  • the stair ball game 101 may begin with each of the players 105 selecting a striker ball, a target ball, and a token.
  • the players 105 may mentally note the color, number, markings, or other identifiers noted with their individual game set.
  • the players 105 may also track equipment as well as gameplay utilizing an app or specialized tracking sheet.
  • the stair ball game 101 may include components that are custom created for the user or users including names, markings, symbols, custom colors, or so forth.
  • each of the players 105 may begin by positioning their associated target ball somewhere along a front edge of the first step 122 . Each of the players 105 may also position their token at a back corner of the first step 122 .
  • the tokens 206 mark each player's 105 progress while playing the stair ball game 101 .
  • the tokens 206 may represent coins, characters, or other game pieces.
  • the tokens 206 may be substantially flat to prevent being moved as balls are thrown and the game is played.
  • the tokens 206 may also be placed in any number of other locations on the first step 122 or other stairs 109 as selected by the players 105 . Additional house rules regarding motion of the tokens 206 along with their respective progress/penalties may be implemented by the players at their discretion.
  • the object of the stair ball game 101 is to be the first player to advance your token from the first step 122 to the top of the stairs 109 (top stair 124 ), thereby winning the game.
  • the rules are specified as outlined herein. However, the players 105 may alternatively modify, adjust, or ignore the rules to enhance gameplay as they see fit. The players 105 may also utilize any number of rule alternatives, variations, and equipment.
  • the striker balls 202 represent the balls that are thrown by the players 105 .
  • the striker balls 202 may represent any number of rubbers, plastics, composites, foams, or other materials or combination of materials.
  • the target balls 204 represent the balls that the players 105 want to hit, deflect, or roll to the bottom of the stairs 109 . For example, each of the players 105 want to knock his own target ball to the floor or bottom of the stairs 109 while similarly preventing the opposing players from getting their associated target ball to the floor/bottom of the stairs 109 .
  • the striker balls 202 , the target balls 204 , and the tokens 206 for each of the players 105 may be color-coordinated, similarly marked, or otherwise associated for ease of identification.
  • a game set for the stair ball game 101 may include three colors of balls red, blue, and green to represent three different potential players.
  • each of the different sets of striker balls 202 , target balls 204 , and tokens 206 may be numerically labeled.
  • different logos, characters, avatars, animals, symbols, or other identifiers may be utilized. The colors, numbers, text, or markings may be coordinated to facilitate gameplay.
  • the size and shape of the striker balls 202 and the target balls 204 may vary based on the skill level of the players 105 .
  • the striker balls 202 and the target balls 204 may not be balls at all, but may represent alternative shapes or items, such as cubes, ovals, three-dimensional stars, discs, asymmetric shapes, and so forth.
  • Alternative objects and shapes for the striker balls 202 and the target balls 204 may be utilized (and are expected) to make the stair ball game 101 even more challenging.
  • FIG. 1 provides one example of the stair ball game 101 in progress in accordance with an illustrative embodiment.
  • Each of the players 105 takes turns striking (throwing their striker ball at their associated target ball) in order to knock their target ball to the floor or to the bottom of the first stair 122 .
  • the top of the first stair 122 relates to the position of the second target ball 112 and the bottom of the first stair 122 relates to the floor or ground level where the users 105 are standing or otherwise positioned.
  • the player taking a turn is allowed to select his location behind the throwing line marker 118 .
  • the striking player or player taking a turn may position himself directly in front of the stairs 109 .
  • the striking player gets to pick their location and has first choice and priority.
  • Priority for determining the location of the other players may be determined based on order of gameplay, skill level, seniority, pecking order, kindest player, tallest/shortest, and so forth.
  • the opposing players may likewise position themselves on the side(s) of the striking player.
  • the striking player may select a position left or right of center of the stairs 109 and the opposing players (if any) may fill the available positions.
  • the players 105 may also independently agree to the allowed positioning of the striking player and opposing players during each game.
  • the player 102 may take a turn as the striking player and the second player may be the opposing or blocking player.
  • the first player 102 (e.g., thrower, striker, throwing player, striking player in this example) is throwing his striker ball 106 at his associated target ball 110 in order to knock, roll, or deflect the target ball 110 to the bottom of the stairs 109 .
  • the target ball 110 has already progressed to a second step 126 based on previous turns as marked by the first token 114 . If the first player 102 is unable to knock the target ball 110 to the bottom of the stairs 109 , the turn of the first player 102 is over (e.g., he can no longer attempt to strike his target ball 110 until his next turn).
  • the second player 104 may utilize her striker ball 108 to attempt to stop the target ball 110 (“blocking” or “stopping” an opposing player) if the target ball 110 was struck by the first player 102 or is in motion.
  • each of the players 105 have a potential opportunity to play offense and defense during every turn.
  • the opposing players get to progress their target ball and token a stair if they are successful in stopping the throwing player's target ball. For example, if the player 104 stops the target ball 110 of the player 102 from moving down the stairs 109 (i.e., the target ball 110 was struck by the target ball 106 and was moving down the stairs 109 or in motion), the player 104 gets to move her token 116 and target ball 112 up a stair. If the opposing players block the movement of the
  • the second player 104 If while attempting to block the target ball 110 from progressing down the stairs 102 , the second player 104 hits her own target ball 112 , the second player 104 is penalized a stair. As a result, the second player 104 must move her target ball 112 and the second token 116 down a stair. If the second player's 104 target ball 112 is already at the first stair 122 (i.e., as shown in FIG. 1 ), the second player 104 is not further penalized. In alternative gameplay, the second player 104 may be penalized by losing a turn, having the first player 102 player position the target ball 112 in an unfavorable position, throwing with her non-dominant hand for a turn, or so forth.
  • This penalty may also be applied to blocking players (e.g., non-throwing players) hitting the target ball of other players.
  • This rule may be implemented when the penalized player is already as low on the stairs 109 as they can go. This type of penalty is similarly applicable to games involving any number of players. If while attempting to block the target ball 110 , the second player 104 instead knocks the target ball 110 to the bottom of the stairs 109 , the first player 102 still advances his target ball 110 and first token 114 to the next step (e.g., a third step 128 in this example).
  • the second player 104 may throw the striker ball 108 at her target ball 112 .
  • the target ball 112 is on the first stair 122 as marked by the second token 116 .
  • the second player 104 attempts to knock the target ball 122 to the bottom or floor of the stairs 109 during her turn. If the second player 104 hits her target ball 112 with the striker ball 108 , the first user 102 may throw his striker ball 106 at the target ball 112 to prevent the target ball 112 from reaching the bottom of the stairs 109 . Any other opposing players may also attempt to block the motion of the target ball 112 if moving.
  • FIG. 2 is a pictorial representation of a stair ball game set 200 in accordance with an illustrative embodiment.
  • the stair ball game set 200 is representative of all or portions of the stair ball game 101 of FIG. 1 .
  • the stair ball game set 200 is stored within the container 220 including the striker balls 202 , the target balls 204 , the tokens 206 , and the throwing liner marker(s).
  • the container 220 may include a single compartment or multiple compartments, pockets, dividers, pouches, or so forth.
  • the size, weight, density, elastic/bounce properties, and other characteristics of the stair ball game set 200 may vary based on the skill level, desired difficulty, theme,
  • the stair ball game set 200 may also include one or more throwing markers 208 . Any number of throwing line markers 208 may be utilized to establish the throwing line 118 . In one embodiment, the throwing line markers 208 may represent rollable plastic, string, interconnected linkages, sticks, or so forth. Different throwing line markers 208 or throwing distances may be utilized for players of different skill levels. For example, younger players may get to throw from closer to the stairs than more experienced players (although sometimes the younger players may be more skilled and make have to throw from a further away throwing line marker 208 than older players).
  • the container 220 may be stair shaped.
  • the stair shape may provide sufficient storage for the various components as well as a novel storage container for promoting the game and associated brand.
  • the bag 222 may be utilized to store the game set 200 .
  • the bag 222 may represent a travel bag utilized to move the stair ball game set 200 from one location to another.
  • the container 220 may also represent a collector's edition wood box or other container.
  • the container 220 may include any number of logos, stickers, or so forth.
  • the stair ball game set 200 may also include one or more gameplay instructions 224 , such as those shown in FIGS. 7 and 8 .
  • the instructions 224 specify how to play the game as well as the associated rules and rule alternatives.
  • the instructions 224 are printed on a durable card, booklet, or pamphlet (e.g., laminated, covered, protected, etc.) included within the container as originally packaged.
  • the instructions 224 may be printed directly on the container 220 or bag 222 .
  • any number of printing processes e.g., 3 D printing, silk screen printing, etc. may be utilized to print the instructions 224 .
  • FIG. 3 is a flowchart of a process for playing stair ball in accordance with an illustrative embodiment.
  • the process of FIGS. 3 and 4 may be implemented utilizing a stair ball game set or system (see FIGS. 1 and 2 for example) played by any number of players.
  • the players may play recreationally, competitively, or for any number of purposes.
  • Stair ball may be played both indoors and outdoors on numerous types of stairs.
  • an application executed by a wireless or electronic device may be utilized to track the progress and/or scoring of the game.
  • Stair ball may also be played as an entirely electronic game alone or through a network or connection with friends (e.g., utilizing an aiming and throwing process, physics engine to simulate the movement of objects in the game, etc.).
  • one of the players may open a stair ball application on a smart phone.
  • the game of stair ball may be played beginning on a first step from the bottom progressing up or on a first step below the top of the stairs advancing either down.
  • the game of stair ball may be played utilizing any number of rule configurations, variations, house rules, or embodiments not all of which are specifically described in FIGS. 3 and 4 .
  • the game may begin with the players placing an associated target ball and a token on a first step (step 302 ).
  • the top of the step is the starting point with the bottom of the first step potentially representing a ground or floor level.
  • Other starting and ending levels or points may also be established by the players.
  • the target balls may be placed somewhere along a front edge of the first step/stair. In other embodiments, the target balls may be placed anywhere on the first step.
  • the size of the striker balls and the target balls may vary based on the skill level of the players. For example, the sizes of the striker balls and the target balls may decrease for each progressively more advanced player levels.
  • the target balls may also represent alternative objects or shapes, such as cubes, jacks, ovals, rectangles, and so forth.
  • the tokens may be placed at a back or rear corner of the step to prevent interference with the target balls and striker balls bouncing, rolling, deflecting, and otherwise moving during gameplay.
  • the tokens may also be positioned on the stairs as agreed to by the players.
  • the tokens are utilized to track the progress of the players during the game.
  • the tokens may help the players determine their status up (or down) the stairs and may help determine when a player has won.
  • the tokens may represent any number of markers, indicators, or so forth.
  • the striker balls, target balls, and tokens are associated utilizing colors, markings, logos, labels, pictures, characters, or so forth. As a result, it may be easier for the players to track the actions and progress.
  • the tokens may have slides or indicators for noting how many individual games have been won in a multi-game set.
  • a player throws a striker ball at her target ball (step 304 ).
  • the player may throw the striker ball from behind a throwing line marker or other demarcation line if utilized.
  • a single or multiple throwing line markers may be utilized as agreed to by the players. Penalties for stepping on or over the throwing line markers may also be agreed upon by the user's, such as being moved back a stair, throwing with a non-dominant hand, or other agreed upon penalties. Any number of overhand, underhand, or sidearm throws, tosses, or lobs may be utilized.
  • additional throwing devices or tools may be utilized for younger players, older players, players with disabilities, games played at greater distances, or any number of other factors or conditions.
  • a toy ball gun, throwing stick, slingshot, or other propelling devices may be utilized.
  • the players may be penalized if they step over the throwing line during their attempt to knock their associated target ball to the bottom of the stairs.
  • the penalized player may be required to move their target ball and token back a step.
  • step 306 a determination is made whether the target ball of the player reached the bottom of the stairs.
  • the determination of step 306 is made objectively based on whether the target ball rolled or was otherwise knocked to the bottom of the stairs. It does not matter whether the striking player or an opposing player knocked the target ball to the bottom of the stairs during the striking or blocking attempts (either way the striking player gets to advance her token and target ball during step 308 ).
  • step 308 the player moves her target ball and the token to the next step (step 308 ).
  • the target ball and the token may be similarly placed on the next step as described in step 302 . If during the player's turn she inadvertently knocks an opposing players ball to the bottom of the stairs, the opposing player is also allowed to advance his target ball and associated token to a next step. The opposing player may then play his target ball from that point during his next turn.
  • the top of the stairs represents a point at which the players have designated that the game will end with a winner.
  • the determination of step 310 is utilized to determine if the striking player has won.
  • the top of the stairs may represent the top of a flight of stairs, a landing, a specified stair (e.g. sixth stair, seventh stair, etc.), or so forth.
  • the games one may be tracked by the players if a set, series, or group of games are played as part of gameplay, a tournament, a competition, or so forth.
  • the determination may be whether the token is at the bottom of the stairs.
  • step A the player plays the target ball from the current location during the players next turn (step 312 ).
  • the object of utilizing the striker ball during each turn is to knock the associated target ball to the bottom of the stairs so that the token and target ball may be advanced a stair.
  • the player must then play the target ball from that location during her next turn.
  • the target ball is played at the current location regardless of proximity to the front of the stair, back of the stair, left or right, or so forth.
  • FIG. 4 is a flowchart of a process for playing stair ball in accordance with an illustrative embodiment.
  • the process of FIG. 4 may be implemented simultaneously or concurrently with the process of FIG. 3 .
  • the process of FIG. 4 may be implemented by an opposing player when a throwing player is taking her turn.
  • the process may begin with a throwing player throwing a striker ball at her corresponding target ball (step 402 ). In one embodiment, this step may correspond to step 304 of FIG. 3 .
  • step 404 a determination is made whether the throwing player hit their target ball.
  • the determination of step 404 is made based on whether the striker ball of the throwing player hit or otherwise made contact with the target ball of the throwing player. In some embodiments, the determination of step 404 may be made based on whether the target ball is actually moving down the stairs and not just whether the target ball was hit or otherwise contacted.
  • Step 406 may also be referred to as blocking.
  • the opposing players are allowed to attempt blocking during each of the throwing player's turns. For example, if there are three total players with a first player striking while the other two players attempt to block, both of the opposing players may throw their striker balls to stop the striking player's target ball from moving down the stairs.
  • the opposing player advances their target ball and token a stair (step 410 ). Only the opposing player or players that contributed to stopping the throwing player's target ball advance their associated target ball and token up a stair. In the previous example, only the first opposing player would advance her target ball and token because the second opposing player did not contribute to stopping the throwing player's target ball. For subsequent reference, the throwing player is not penalized for having her target ball stopped but must instead play their target ball from the location and position where the target ball was stopped. If multiple opposing players assisted in stopping the throwing player's target ball, all of those that assisted get to advance their target ball and token a stair.
  • the opposing player that stops the throwing player's ball may be able to advance their ball the number of stairs that they stopped the throwing player's target ball from moving (e.g., one, two, three steps). For example, if the opposing player stopped the throwing player's target ball from falling two steps, the opposing player would advance his token and target ball two steps. The limit on steps may be capped by the players.
  • step 412 a determination is made whether the opposing player hit their own target ball (step 412 ). The determination may be made based on whether the opposing player touched or moved their own target ball. The determination may be made based on direct or indirect contact. For example, in most games indirect contact, such as throwing the target ball and the target ball bouncing and hitting your target ball on a different stair is not penalized. The determination of step 412 may be made by players of the current stair ball game unless otherwise agreed upon or mandated. In another embodiment, the determination of step 412
  • the opposing player moves their target ball and token back a stair (step 414 ). Only an opposing player that directly hit their own target ball (or another player's target ball) is required to take a penalty by moving their associated target ball and token back a step.
  • the penalty may only be accessed if the opposing player's target ball moved or moved down at least one stair. For example, if the opposing player's target ball did not move or move down a stair, the determination made during step 412 is that the play did not hit their own target ball.
  • FIG. 5 is a pictorial representation of a wireless device 502 utilized to track a stair ball game in accordance with an illustrative embodiment.
  • the wireless device 502 may be part of a system that may be utilized to track and manage a stair ball game.
  • the wireless device 502 may be utilized to track a game of stair ball.
  • the wireless device 502 may include a battery 508 , a logic engine 510 , memory 512 , user interface 514 , physical interface 515 , transceiver 516 , and sensors 517 .
  • the wireless device 502 may be a combination of hardware and software units which may use various structures, formats, and hardware/software combinations included in available wireless devices.
  • the example shown in FIG. 5 is shown for illustration purposes only, and not as a limitation of required components, structure, or functionality.
  • the wireless device 502 may be accessed by one or more players or user to track or manage the game of stair ball.
  • the battery 508 is a power storage device configured to power the wireless device 502 .
  • the battery 508 may represent a fuel cell, thermal electric generator, piezo electric charger, solar charger, ultra-capacitor, or other existing or developing power storage technologies.
  • the logic engine 510 preserve the capacity of the battery 508 by reducing unnecessary utilization of the wireless device 502 in a full-power mode when there is little or no benefit to the user (e.g., the wireless device 502 are sitting on a table or temporarily lost).
  • the logic engine 510 is the logic that controls the operation and functionality of the wireless device 502 .
  • the logic engine 510 may include circuitry, chips, and other digital logic.
  • the logic engine 510 may also include programs, scripts, and instructions that may be implemented to operate the logic engine 510 .
  • the logic engine 510 may represent hardware, software, firmware, or any combination thereof.
  • the logic engine 510 may include one or more processors.
  • the logic engine 510 may also represent an application specific integrated circuit (ASIC) or field programmable gate array (FPGA).
  • the logic engine 510 may execute instructions to manage the stair ball game.
  • the logic engine 510 may utilize measurements from two or more of the sensors 517 to determine the status of the stair ball game.
  • the wireless device 502 may utilize a vision system or cell phone to track the progress of the players playing the stair ball game.
  • the logic engine 510 may control actions implemented in response to any number of measurements from the sensors 517 , the transceiver 516 , the user interface 214 , or the physical interface 515 as well as user preferences that may be user entered or default preferences.
  • a virtual assistant utilized by the logic engine 510 may indicate the status of the stair ball game at any time.
  • the logic engine 510 may also process user input to determine commands implemented by the wireless device 202 or sent to the wireless device 204 through the transceiver 216 . Specific actions may be associated with user input (e.g., voice, tactile, orientation, motion, gesture, etc.). For example, the logic engine 510 may implement a macro allowing the user to associate frequently performed actions with specific commands/input implemented by the virtual assistant 218 . For example, the logic engine 510 may process commands regarding the position of the tokens and target balls.
  • the wireless device 502 may also communicate with a camera or vision system that tracks gameplay.
  • a processor included in the logic engine 510 is circuitry or logic enabled to control execution of a set of instructions.
  • the processor may be one or more microprocessors, digital signal processors, application-specific integrated circuits (ASIC), central processing units, or other devices suitable for controlling an electronic device including one or more hardware and software elements, executing software, instructions, programs, and applications, converting and processing signals and information, and performing other related tasks.
  • ASIC application-specific integrated circuits
  • the memory 512 is a hardware element, device, or recording media configured to store data or instructions for subsequent retrieval or access at a later time.
  • the memory 512 may represent static or dynamic memory.
  • the memory 512 may include a hard disk, random access memory, cache, removable media drive, mass storage, or configuration suitable as storage for data, instructions, and information.
  • the memory 512 and the logic engine 510 may be integrated.
  • the memory may use any type of volatile or non-volatile storage techniques and mediums.
  • the memory 512 may store information related to the status of a user, wireless device 502 , computing device, and other peripherals, such as a wireless device, smart glasses, camera system, a smart watch, wearable devices, and so forth.
  • the memory 512 may display instructions, programs, drivers, or an operating system for controlling the user interface 514 including one or more LEDs or other light emitting components, speakers, tactile generators (e.g., vibrator), and so forth.
  • the memory 512 may also store thresholds, conditions, signal or processing activity, proximity data, and so forth.
  • the transceiver 516 is a component comprising both a transmitter and receiver which may be combined and share common circuitry on a single housing.
  • the transceiver 516 may communicate utilizing Bluetooth, Wi-Fi, ZigBee, Ant+, near field communications, wireless USB, infrared, mobile body area networks, ultra-wideband communications, cellular (e.g., 3G, 4G, 5G, PCS, GSM, etc.), infrared, or other suitable radio frequency standards, networks, protocols, or communications.
  • the transceiver 516 may also be a hybrid or multi-mode transceiver that supports a number of different communications.
  • the transceiver 516 may communicate with the computing device or other systems utilizing wired interfaces (e.g., wires, traces, etc.), NFC, or Bluetooth communications as well as with the other wireless earpiece utilizing NFMI.
  • the transceiver 516 may also detect amplitudes and signal strength to infer distance between the wireless device 502 as well as the computing device.
  • the components of the wireless device 502 may be electrically connected utilizing any number of wires, contact points, leads, busses, wireless interfaces, or so forth.
  • the wireless device 502 may include any number of computing and communications components, devices or elements which may include busses, motherboards, printed circuit boards, circuits, chips, sensors, ports, interfaces, cards, converters, adapters, connections, transceivers, displays, antennas, and other similar components.
  • the physical interface 515 is hardware interface of the wireless device 202 for connecting and communicating with the computing device or other electrical components, devices, or systems.
  • the physical interface 215 may include any number of interfaces, ports, pins, arms, or connectors for electrically interfacing with the contacts or other interface components of external devices or other charging or synchronization devices.
  • the physical interface 515 may be a micro USB port, macro USB port, or so forth.
  • the user interface 514 is a hardware and software interface for receiving commands, instructions, or input through the touch (haptics) of the user, voice commands, or predefined motions.
  • the user interface 514 may further include any number of software and firmware components for interfacing with the user.
  • the user interface 514 may be utilized to manage and otherwise control the other functions of the wireless device 502 .
  • the user interface 514 may include the LED array, one or more touch sensitive buttons or portions, a miniature screen or display, or other input/output components (e.g., the user interface 514 may interact with the sensors 517 extensively).
  • the user interface 514 may be controlled by the user or based on commands received from the computing device or a linked wireless device. For example, the user may turn on, reactivate, or provide feedback for the virtual assistant or other features, functions, and components of the wireless device 202 utilizing the user interface 514 .
  • the stair ball game may be tracked utilizing the user interface.
  • the position of each person's tokens may be tracked utilizing the user interface 514 and associated application.
  • the stair ball game may be played utilizing the user interface 514 .
  • the user interface 514 may display a set of stairs and the target balls and tokens of the participating players.
  • the user interface 514 may allow the player to specify where and how hard to throw a striker ball.
  • touch controls may be utilized to select the three-dimensional direction and force of the throw.
  • the user interface 514 may also be utilized to attempt blocking shots of the opposing players.
  • the user interface 514 may display game status, scores, penalties assessed, games won/lost, and other applicable information relevant to the game.
  • FIG. 6 depicts a computing system 600 in accordance with an illustrative embodiment.
  • the computing system 600 may represent a device, such as the wireless device 502 of FIG. 5 .
  • the computing system 600 may also represent any number of computing or communications devices.
  • the computing system 600 may be utilized to track game play of stair ball.
  • the computing system 600 includes a processor unit 601 (possibly including multiple processors, multiple cores, multiple nodes, and/or implementing multi-threading, etc.).
  • the computing system includes memory 607 .
  • the memory 607 may be system memory (e.g., one or more of cache, SRAM, DRAM, zero capacitor RAM, Twin Transistor RAM, eDRAM, EDO RAM, DDR RAM, EEPROM, NRAM, RRAM, SONOS, PRAM, etc.) or any one or more of the above already described possible realizations of machine-readable media.
  • the computing system also includes a bus 603 (e.g., PCI, ISA, PCI-Express, HyperTransport®, InfiniBand®, NuBus, etc.), a network interface 606 (e.g., an ATM interface, an Ethernet interface, a Frame Relay interface, SONET interface, wireless interface, etc.), and a storage device(s) 609 (e.g., optical storage, magnetic storage, etc.).
  • a bus 603 e.g., PCI, ISA, PCI-Express, HyperTransport®, InfiniBand®, NuBus, etc.
  • a network interface 606 e.g., an ATM interface, an Ethernet interface, a Frame Relay interface, SONET interface, wireless interface, etc.
  • storage device(s) 609 e.g., optical storage, magnetic storage, etc.
  • the system memory 607 embodies functionality to implement all or portions of the embodiments described above.
  • the system memory 607 may include one or more applications or sets of instructions for implementing a stair ball game and method of play as described herein.
  • an application may track gameplay as it progresses.
  • the application may also track statistics (e.g., number of throws per game, average number of striker ball hits on the target ball, blocks, penalties, game time, etc.).
  • the computing system 600 may communicate with an optical system (e.g., integrated camera/video hardware and software) that may track stair ball game play and that may be utilized to perform the various determinations required for the game (see for example FIGS. 3-4 ), show replays, and so forth.
  • an optical system e.g., integrated camera/video hardware and software
  • the stair ball application may represent specialized software may be stored in the system memory 607 and executed by the processor unit 602 .
  • the stair ball application or software may be similar or distinct from the applications or software utilize by other devices.
  • Code may be implemented in any of the other devices of the computing system 600 . Any one of these functionalities may be partially (or entirely) implemented in hardware and/or on the processing unit 601 .
  • the functionality may be implemented with an application specific integrated circuit, in logic implemented in the processing unit 601 , in a co-processor on a peripheral device or card, etc.
  • realizations may include fewer or additional components not illustrated in FIG. 6 (e.g., video cards, audio cards, additional network interfaces, peripheral devices, etc.).
  • the processor unit 601 , the storage device(s) 609 , and the network interface 605 are coupled to the bus 603 . Although illustrated as being coupled to the bus 603 , the memory 607 may be coupled to the processor unit 601 .
  • the computing system 600 may further include any number of optical sensors, accelerometers, magnetometers, microphones, gyroscopes, temperature sensors, and so forth for verifying user biometrics, or environmental conditions, such as motion, light, token placement, striking attempts, blocking attempts, ball movements, or other events that may be associated with the wireless earpieces or their environment.
  • FIG. 7-8 illustrate instructions 700 , 701 for stair ball gameplay in accordance with an illustrative embodiment.
  • the instructions 700 , 701 may include the instructions, rules, guidance, and information for playing stair ball.
  • the instructions 700 , 701 may also reference a website for ordering additional stair ball game pieces, game sets, and for accessing additional details, information, videos, and so forth.
  • the instructions 700 , 701 may be included on a card, pamphlet, brochure, booklet, illustrations or other items included with a stair ball game set.
  • the instructions 700 , 701 may also be printed on a container utilized to store the stair ball game set.
  • the instructions 700 , 701 may also include pictorial representations of the game for reference by the players.
  • StairBall Bag there are a total of 6 balls.
  • Three strikers and three sets of target balls ranging in size for Novice, Intermediate, and Master players.
  • Also included is a set of at least three tokens, for marking the placement of your target ball during game play. To begin a game, each player selects a striker ball, a target ball, and a token.
  • Striking During a turn, each player takes a turn throwing their striker ball to hit their target ball in order to knock it down the stairs to the floor. Only one throw is allowed per turn regardless of whether the target ball is struck effectively or not. Once a player's target ball reaches the floor, that player advances their token and target ball to the next stair up before the next player's turn begins. If a player hits their target ball with their striker ball, but it stops before reaching floor-level, DO NOT reset the target ball. Play the target ball as it lies on your next turn. Opposing player's target balls can also be advanced to the next level if knocked down accidentally by either the player's striker or target ball.
  • Opposing players can try to stop the throwing player's target ball from reaching the floor during the throwing player's turn, but only if the throwing player has successfully struck his target ball. All opposing players have one chance to use their respective striker balls to stop the movement of the target ball while it is in motion. If the target ball of the throwing player is stopped before reaching floor-level, the opposing player(s) who stopped it gets to advance their target ball and token by one step, and the stopped target ball is reset to the stair marked by that player's token. If an opposing player hits THEIR OWN target ball in the process of blocking, they must lower the placement of their target ball and token by one stair. When blocking, the opposing players may hit any ball except their own. The first player to get their token and target ball to the top of the stairs wins. Be safe and have fun!
  • the game is usually played from the floor or ground level progressing from the bottom of the stairs up to the top. A minimum distance of 18-36 inches is recommended between the players and the bottom stair. The players may also agree to a different distance. Greater distances provide a greater challenge to the players.
  • the player throwing is given a center or first choice position in front of the stairs when throwing. Additional players throw from the sides of the throwing player when trying to stop the motion of throwing player's target ball.
  • Staircases are not compatible with StairBall®. Staircases with landings may be played—Once the player's target ball reaches the landing, it acts as a ‘checkpoint’ and the game can proceed from the landing.**
  • Warning Be safe when throwing balls indoors. Refrain from hitting other players, pets, light fixtures, picture frames, and other breakable objects when playing StairBall®. Mind your surroundings when playing StairBall®. Each player plays StairBall® at their own risk and accepts responsibility for any injuries or damage.
  • StairBall may be particularly beneficial for players with severe allergies or circumstances that may keep them indoors.
  • StairBall may be played when the outdoor temperature, weather conditions, or environment is unsuitable for being outdoors.
  • Stairball is suitable to be played at any time.
  • StairBall may be played recreationally or competitively.
  • Competitive games may be scored based on wins or steps advanced on the stairs. Penalty steps may also be counted against the players.
  • StairBall encourages the players to exercise by climbing stairs, throwing, walking, picking up balls, and otherwise moving during gameplay.
  • Handicapping may be utilized to even gameplay for players of different skill levels. For example, a more skilled player may be started on a first step while a more junior player may be started on the third step. As a result, the junior player is given in an advantage to compete with the more skilled player and the more skilled player is similarly challenged.

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Abstract

A stairball game, system, set, and method of play. The stairball game includes a number of striker balls for throwing by a number of players. The stairball set includes a number of target balls to be hit by the associated number of striker balls when positioned on stairs. The stairball set includes a number of tokens marking a position of each of the number of target balls on the stairs. Each of the number of striker balls, target balls, and tokens are associated with each of a number of players.

Description

    RELATED APPLICATION
  • This application claims priority to U.S. Provisional Patent Application No. 62/678,484 entitled “Stairball Game and Method of Play” filed May 31, 2018, hereby incorporated by reference in its entirety.
  • BACKGROUND I. Field of the Disclosure
  • The illustrative embodiments relate to a stair ball game or a game played on stairs. More specifically, but not exclusively, the illustrative embodiments relate to a system, method of play, and game set for playing stair ball the game.
  • II. Description of the Art
  • Games are played by numerous individuals each day for fun, exercise, competition, or as a social interaction. Many of these games have inconvenient limitations. For example, some games are limited by playing space, lack of flexibility in the number of people who can simultaneously enjoy playing the game, lack of movement or activity (to encourage a healthy lifestyle for children and adults), and failure to engage the players in a game that is considered fun for players of various skill levels.
  • SUMMARY OF THE DISCLOSURE
  • The illustrative embodiments provide a stair ball game, system, set, and method of play. The stair ball game includes a number of striker or striking balls for throwing by a number of players. The stair ball set includes a number of target balls to be hit by the associated number of striker balls when positioned on stairs. The stair ball set includes a number of tokens marking a position of each of the number of target balls on the stairs. Each of the number of striker balls, target balls, and tokens are associated with each of a number of players.
  • Another embodiment provides a method for playing stair ball. A first target ball and a first token are positioned on a first stair for a first player and one or more target balls and one or more tokens are positioned on the first stair for one or more opposing players. A first striker ball is thrown at the first target ball to knock the first target ball to a bottom of the first stair. The first target ball and the first token are advanced to a next stair in response to the first user knocking the first target ball to a bottom of the stairs. A winner of stair ball is determined in response to one of the first token or the one or more tokens reaching a top of the stairs.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • Illustrated embodiments are described in detail below with reference to the attached drawing figures, which are incorporated by reference herein, and where:
  • FIG. 1 is a pictorial representation of a stair ball environment in accordance with an illustrative embodiment;
  • FIG. 2 is a pictorial representation of a stair ball game set in accordance with an illustrative embodiment;
  • FIG. 3 is a flowchart of a process for playing stair ball in accordance with an illustrative embodiment;
  • FIG. 4 is a flowchart of a process for playing stair ball in accordance with an illustrative embodiment;
  • FIG. 5 is a pictorial representation of a wireless device utilized to track a stair ball game in accordance with an illustrative embodiment;
  • FIG. 6 depicts a computing system in accordance with an illustrative embodiment; and
  • FIGS. 7-8 are a pictorial representation of instructions for stair ball gameplay in accordance with an illustrative embodiment.
  • DETAILED DESCRIPTION OF THE DISCLOSURE
  • The illustrative embodiments provide a stair ball game and method of play thereof including a game set or system for playing the game. Stair ball is a game played on stairs or other surfaces using balls and may also be referred to as the stair ball game, StairBall, or the stair game. Stair ball is intended for players or users of all skill levels including children and adults. Game play including the rules and equipment may be modified, configured, or otherwise adapted for the skill level of the players as well as individual needs or disabilities. For example, various rules, embodiments, or iterations of the rules may be utilized to challenge the players based on the environment, game goals, and skill level of the players. Gameplay may also be modified based on the size, shape, location, and configuration of the stairs of the applicable environment.
  • As noted, the stair ball game may be played on stairs (e.g., multiple stairs, a flight of stairs, etc.). Each stair that makes up the stairs may be referred to as a stair or as a step. As noted, the stair ball game may be correspondingly referred to by players or herein as Stair Ball, StairBall, StairBall™, StairBall®, stair ball, stairball, the stair game, the ball game on stairs, or so forth. In one embodiment, the stair ball game may include a game set that is played by a number of players. For example, 1-3 players may play the game with more players being added based on team play, the size of the stairs, or so forth. For example, for larger stairs or tiered games (e.g., tiers, levels, or stocks of players) four or more players may play simultaneously.
  • The stair ball game may be played utilizing a stair ball game set. In one embodiment, the game set may include a container, case (fabric/soft, hard-sided), bag, or other receptacle for storing the game set when not in use. For example, the container may be a plastic or cardboard container shaped like stairs. In another example, the container may be a bag utilized to store the game set. Any container may include colors, logos, trademarks, or other markings denoting that the container includes the stair ball game set and the type of stair ball game set.
  • In one embodiment, the stair ball game set may include striker balls, target balls, tokens, and/or a throwing line marker. The balls and tokens may be marked, color-coordinated, customized, or so forth. For example, a red striker ball, a red target ball, and a red token may be associated with a first player. Likewise, blue and green colored balls and tokens maybe similarly associated with a second player and a third player, respectively. Additional colors or marking systems may also be used for the players or additional players. The striker balls (also referred to as striking balls or throwing balls) are the balls thrown by the players to play the game. The tokens are game pieces that track the progress of the players during the game. The tokens are moved up and down the individual steps of the stairs based on progress, penalties, or so forth. The target balls are similarly moved with the associated token. In one embodiment, the tokens represent a coin or other game piece. The tokens are meant to track the progress of the game without significantly interfering with the movement of the striker balls and target balls. However, the tokens may represent any number of objects, shapes, colored items, or other items suitable for marking the position of the players in the game and the identity of the players themselves.
  • In one embodiment, the game begins with the players placing their respective tokens on a first step of the stairs and ends when one of the players has moved their associated token to a top step of the stairs. During each player's turn, the associated striker ball is thrown by a striking or throwing player at their associated target ball in an attempt to knock the target ball to the bottom of the stairs. These attempts by the striking or throwing player may be referred to as “throwing” or “striking.” In one embodiment, the target balls are heavier, denser, or less elastic than the striker balls. The weight differential may help prevent excessive bouncing or deflection of the target balls as well as the striker balls. The striker or throwing balls are typically softer than the target balls that are heavier and more firm (e.g., vulcanized rubber, etc.). For example, the throwing balls may have a low-density foam core (i.e., 20-80 kg/m3-28 kg/m3 low bounce, 35 kg/m3 medium bounce, 65/m3 low bounce) selected based on the bounce/elastomeric properties. However, the size, weight, density, bouncing/elastomeric properties, and other characteristics of the striking balls and the target balls may vary. The stair ball game is configured to be played indoors or outdoors with minimum potential risk to the location, objects within that location, gameplay environment, observers, and players. For example, the balls in the game set may be non-marring and soft enough to prevent injuries to users or damage to property. In one example, the striker balls may be 3 inches in diameter and polyurethane-coated foam and the target balls may be 2.75 inches in diameter and 100% polyurethane. The target balls may be formed from two half spheres of rubber sealed together and slightly pressurized. As noted, the size of the target balls and/or striker balls may be increased or decreased to make the game easier or more difficult, respectively.
  • Each time a player's target ball is knocked (e.g., bounces, rolls, is deflected, etc.) to the bottom of the stairs, that player moves their associated token and target ball up a stair (e.g., progresses their token). As a result, players may be able to advance their tokens even when it is not there turn (even though they must still wait for their turn to throw/strike). The players take turns being the throwing player in a preselected order that does not change for the entire game. For example, during a first player's turn, the first player attempts to knock their associated target ball to the bottom of the stairs. During the throwing player's turn, the opposing players (if any) attempt to stop the throwing players' target ball from coming down to the bottom of the stairs by throwing their respective striker balls at the throwing player's moving ball. These attempts by the opposing players may be referred to as “blocking.” In one embodiment, the opposing players may attempt to block the throwing player's target ball only if the throwing player's target ball was hit or is moving down the stairs. Otherwise the opposing players may not throw their respective striker balls. In alternative gameplay, the opposing players may attempt to block once the throwing player has released their striker ball.
  • If the opposing players are successful in stopping the throwing player's target ball, the opposing player or players that stopped the throwing parties target ball get to advance their token and target ball by a stair (e.g., move their token and target ball up a stair). The opposing player(s) may be required to have actually struck and/or stopped the target ball of the throwing player during the throwing player's turn to advance their token. If the opposing players hit their own target ball while attempting to block the throwing party's target ball, the opposing player that hit their own ball is penalized by moving their token and associated target ball back a step (e.g., move their token and target ball down a stair). In alternative gameplay, the opposing players may also be similarly penalized for directly hitting any of the target balls other than the throwing player's target ball.
  • The players play until one or more of the player's tokens have reached the top of the stairs (e.g., if playing from bottom to top) thereby winning the game. In one embodiment, the games may be played as one-off or individual games. In another embodiment, games may be played as a series of games, matches, tournaments, or sets that require that a player win a specified number of games to win the overall game set. The players may also advance between flights of stairs. As a result, the location of the throwing line marker(s) may change. To accommodate players of different skill levels, differently sized throwing balls and target balls may be utilized. For example, the game set may include stair balls (i.e., throwing balls, target balls) of different sizes for beginners/novices, intermediate/regular, and professional/expert. In addition different throwing line markers may be used for each player so that player is throwing from a distance that corresponds to their respective skill level.
  • FIG. 1 is a pictorial representation of a stair ball environment 100 in accordance with an illustrative embodiment. The stair ball environment 100 represents a location or area in which the game of stair ball may be played. In one embodiment, the stair ball environment 100 may include a stair ball game 101, a first player 102, a second player 104, a first striker ball 106, a second striker ball 108, stairs 109, a first target ball 110, a second target ball 112, a first token 114, a second token 116, and a throwing line marker 118. The first player 102 and the second player 104 (as well as any number of other shown or potential players may be referred to as players 105). As noted, any number of players 105 may participate in the stair ball game 101 in the stair ball environment 100. The first striker ball 106 and the second striker ball 108 together as well as any number of other striker balls may be referred to as striker balls 202 (see also FIG. 2). The first target ball 110 and the second target ball 112 together as well as any number of other target balls together may be referred to as the target balls 204 (see also FIG. 2). The first token 114 and the second token 116 together as well as any number of other tokens may be referred to as the tokens 206 (see also FIG. 2).
  • The stair ball environment 100 shows two players, the first player 102 and the second player 104. However, any number of players may participate in stair ball at the same time. In one embodiment, stair ball game 101 may be played by 1-3 players 105 at a time or alternative 4 or more. In some embodiments, the players 105 may play in teams. For example, to accommodate more players, players on the teams may take turns throwing (e.g., striking and blocking). In another embodiment, any number of players may play the game simultaneously. For example, if there are numerous players, the players actively striking and blocking may be limited based on available space on or in front of the stairs 109. When playing in teams, the number of players 105 may double, triple, or so forth. The stair ball game 101 may be played by children and/or adults alike and represents a family game as well as a high competition game.
  • The stair ball game 101 is configured to be non-damaging to the stair ball environment 100 during gameplay. For example, the striker balls 202 and the target balls 204 are non-marring and non-marking. In one embodiment, the striker balls 202 and the target balls 204 may have a durable foam or rubber core. The striker balls 202 and the target balls 204 may have a tear-proof and non-marring exterior surface. For example, the striker balls 202 may be formed from a non-toxic high-density foam that is sealed and fused with a washable, vinyl-like polyurethane coating. The size and shape of the striker balls and target balls may vary based on the skill level of the players 105.
  • In one embodiment, the stairs 109 represent solid stairs including a back to each step. The stairs 109 may be within a home, business, school, organization, vehicle, outdoor venue, facility, or other structure requiring stairs 109. The stairs 109 may have any number of steps. The stairs 109 shown in FIG. 1 include six steps. As is well known, the size, shape and configuration of the stairs (including adjoining walls, banisters, step shape, stair materials, etc.) may vary. The stair ball game 101 may require any number of slight modifications based on the configuration of the stair ball environment 100 including the stairs 109. The stairs 109 may also be referred to as a stair ball court. In other environments, where stairs may not be available, ramps with the demarcation points representing steps may be utilized. In addition, different step -like objects might be utilized independently to represent a set of stairs. For example, boxes, chairs, containers, or other items may be placed around the players with each item representing a different step, or progression within the stair ball game. The players may decide in advance which items represent which stairs and how the target balls must be knocked off the items to advance within the alternative gameplay environment.
  • In one embodiment, the stair ball game 101 may be stored in a container 220. The container 220 may represent an enclosed box, an open container, a bag 222, box, receptacle, or any number of other storage components. For example, the container 220 may be a plastic or cardboard box that is stair shaped for both novelty, branding, and utility. In another example, the container 222 may be a rectangular box. In one embodiment, the container 220 may include a base and lid. The container 222 may also include custom compartments or receptacles for receiving each of the different portions of the game set (e.g., throwing balls, target balls, tokens, throwing line markers, etc.). In another embodiment, the container 220 may include any number of doors, lids, or removable panels for storing and removing the various components. As a result, the stair ball game 101 may be easily stored as well as moved between locations. The container 220 may also represent a drawstring bag or backpack (e.g., with or without pockets, separators, etc.) that may store the stair ball game 101.
  • In one embodiment, the stair ball game 101 may begin with each of the players 105 selecting a striker ball, a target ball, and a token. The players 105 may mentally note the color, number, markings, or other identifiers noted with their individual game set. The players 105 may also track equipment as well as gameplay utilizing an app or specialized tracking sheet. In some embodiments, the stair ball game 101 may include components that are custom created for the user or users including names, markings, symbols, custom colors, or so forth.
  • In one embodiment, each of the players 105 may begin by positioning their associated target ball somewhere along a front edge of the first step 122. Each of the players 105 may also position their token at a back corner of the first step 122. The tokens 206 mark each player's 105 progress while playing the stair ball game 101. In one embodiment, the tokens 206 may represent coins, characters, or other game pieces. In one embodiment, the tokens 206 may be substantially flat to prevent being moved as balls are thrown and the game is played. The tokens 206 may also be placed in any number of other locations on the first step 122 or other stairs 109 as selected by the players 105. Additional house rules regarding motion of the tokens 206 along with their respective progress/penalties may be implemented by the players at their discretion.
  • The object of the stair ball game 101 is to be the first player to advance your token from the first step 122 to the top of the stairs 109 (top stair 124), thereby winning the game. The rules are specified as outlined herein. However, the players 105 may alternatively modify, adjust, or ignore the rules to enhance gameplay as they see fit. The players 105 may also utilize any number of rule alternatives, variations, and equipment. The striker balls 202 represent the balls that are thrown by the players 105. The striker balls 202 may represent any number of rubbers, plastics, composites, foams, or other materials or combination of materials. The target balls 204 represent the balls that the players 105 want to hit, deflect, or roll to the bottom of the stairs 109. For example, each of the players 105 want to knock his own target ball to the floor or bottom of the stairs 109 while similarly preventing the opposing players from getting their associated target ball to the floor/bottom of the stairs 109.
  • In one embodiment, the striker balls 202, the target balls 204, and the tokens 206 for each of the players 105 may be color-coordinated, similarly marked, or otherwise associated for ease of identification. For example, a game set for the stair ball game 101 may include three colors of balls red, blue, and green to represent three different potential players. In another example, each of the different sets of striker balls 202, target balls 204, and tokens 206 may be numerically labeled. In yet another example, different logos, characters, avatars, animals, symbols, or other identifiers may be utilized. The colors, numbers, text, or markings may be coordinated to facilitate gameplay.
  • The size and shape of the striker balls 202 and the target balls 204 may vary based on the skill level of the players 105. In some embodiments, the striker balls 202 and the target balls 204 may not be balls at all, but may represent alternative shapes or items, such as cubes, ovals, three-dimensional stars, discs, asymmetric shapes, and so forth. Alternative objects and shapes for the striker balls 202 and the target balls 204 may be utilized (and are expected) to make the stair ball game 101 even more challenging.
  • FIG. 1 provides one example of the stair ball game 101 in progress in accordance with an illustrative embodiment. Each of the players 105 takes turns striking (throwing their striker ball at their associated target ball) in order to knock their target ball to the floor or to the bottom of the first stair 122. For purposes of illustration, the top of the first stair 122 relates to the position of the second target ball 112 and the bottom of the first stair 122 relates to the floor or ground level where the users 105 are standing or otherwise positioned.
  • In one embodiment, the player taking a turn is allowed to select his location behind the throwing line marker 118. The striking player or player taking a turn may position himself directly in front of the stairs 109. The striking player gets to pick their location and has first choice and priority. Priority for determining the location of the other players may be determined based on order of gameplay, skill level, seniority, pecking order, kindest player, tallest/shortest, and so forth. The opposing players may likewise position themselves on the side(s) of the striking player. In another embodiment, the striking player may select a position left or right of center of the stairs 109 and the opposing players (if any) may fill the available positions. The players 105 may also independently agree to the allowed positioning of the striking player and opposing players during each game. In one example, the player 102 may take a turn as the striking player and the second player may be the opposing or blocking player.
  • In one example, the first player 102 (e.g., thrower, striker, throwing player, striking player in this example) is throwing his striker ball 106 at his associated target ball 110 in order to knock, roll, or deflect the target ball 110 to the bottom of the stairs 109. As shown, the target ball 110 has already progressed to a second step 126 based on previous turns as marked by the first token 114. If the first player 102 is unable to knock the target ball 110 to the bottom of the stairs 109, the turn of the first player 102 is over (e.g., he can no longer attempt to strike his target ball 110 until his next turn). Once the first player 102 throws his striker ball 106 at his target ball 110, the second player 104 (and any other opposing players) may utilize her striker ball 108 to attempt to stop the target ball 110 (“blocking” or “stopping” an opposing player) if the target ball 110 was struck by the first player 102 or is in motion. As a result, each of the players 105 have a potential opportunity to play offense and defense during every turn.
  • The opposing players get to progress their target ball and token a stair if they are successful in stopping the throwing player's target ball. For example, if the player 104 stops the target ball 110 of the player 102 from moving down the stairs 109 (i.e., the target ball 110 was struck by the target ball 106 and was moving down the stairs 109 or in motion), the player 104 gets to move her token 116 and target ball 112 up a stair. If the opposing players block the movement of the
  • If while attempting to block the target ball 110 from progressing down the stairs 102, the second player 104 hits her own target ball 112, the second player 104 is penalized a stair. As a result, the second player 104 must move her target ball 112 and the second token 116 down a stair. If the second player's 104 target ball 112 is already at the first stair 122 (i.e., as shown in FIG. 1), the second player 104 is not further penalized. In alternative gameplay, the second player 104 may be penalized by losing a turn, having the first player 102 player position the target ball 112 in an unfavorable position, throwing with her non-dominant hand for a turn, or so forth. This penalty may also be applied to blocking players (e.g., non-throwing players) hitting the target ball of other players. This rule may be implemented when the penalized player is already as low on the stairs 109 as they can go. This type of penalty is similarly applicable to games involving any number of players. If while attempting to block the target ball 110, the second player 104 instead knocks the target ball 110 to the bottom of the stairs 109, the first player 102 still advances his target ball 110 and first token 114 to the next step (e.g., a third step 128 in this example).
  • Continuing this example, during the turn of the second player 104, the second player 104 may throw the striker ball 108 at her target ball 112. The target ball 112 is on the first stair 122 as marked by the second token 116. As previously noted, the second player 104 attempts to knock the target ball 122 to the bottom or floor of the stairs 109 during her turn. If the second player 104 hits her target ball 112 with the striker ball 108, the first user 102 may throw his striker ball 106 at the target ball 112 to prevent the target ball 112 from reaching the bottom of the stairs 109. Any other opposing players may also attempt to block the motion of the target ball 112 if moving.
  • FIG. 2 is a pictorial representation of a stair ball game set 200 in accordance with an illustrative embodiment. As shown the stair ball game set 200 is representative of all or portions of the stair ball game 101 of FIG. 1. The stair ball game set 200 is stored within the container 220 including the striker balls 202, the target balls 204, the tokens 206, and the throwing liner marker(s). The container 220 may include a single compartment or multiple compartments, pockets, dividers, pouches, or so forth. As previously noted, the size, weight, density, elastic/bounce properties, and other characteristics of the stair ball game set 200 may vary based on the skill level, desired difficulty, theme,
  • In some embodiments, the stair ball game set 200 may also include one or more throwing markers 208. Any number of throwing line markers 208 may be utilized to establish the throwing line 118. In one embodiment, the throwing line markers 208 may represent rollable plastic, string, interconnected linkages, sticks, or so forth. Different throwing line markers 208 or throwing distances may be utilized for players of different skill levels. For example, younger players may get to throw from closer to the stairs than more experienced players (although sometimes the younger players may be more skilled and make have to throw from a further away throwing line marker 208 than older players).
  • In one embodiment, the container 220 may be stair shaped. The stair shape may provide sufficient storage for the various components as well as a novel storage container for promoting the game and associated brand. In another embodiment, the bag 222 may be utilized to store the game set 200. For example, the bag 222 may represent a travel bag utilized to move the stair ball game set 200 from one location to another. The container 220 may also represent a collector's edition wood box or other container. The container 220 may include any number of logos, stickers, or so forth.
  • The stair ball game set 200 may also include one or more gameplay instructions 224, such as those shown in FIGS. 7 and 8. The instructions 224 specify how to play the game as well as the associated rules and rule alternatives. In one embodiment, the instructions 224 are printed on a durable card, booklet, or pamphlet (e.g., laminated, covered, protected, etc.) included within the container as originally packaged. In another embodiment, the instructions 224 may be printed directly on the container 220 or bag 222. For example, any number of printing processes (e.g., 3D printing, silk screen printing, etc.) may be utilized to print the instructions 224.
  • FIG. 3 is a flowchart of a process for playing stair ball in accordance with an illustrative embodiment. The process of FIGS. 3 and 4 may be implemented utilizing a stair ball game set or system (see FIGS. 1 and 2 for example) played by any number of players. The players may play recreationally, competitively, or for any number of purposes. Stair ball may be played both indoors and outdoors on numerous types of stairs. In one embodiment, an application executed by a wireless or electronic device may be utilized to track the progress and/or scoring of the game. Stair ball may also be played as an entirely electronic game alone or through a network or connection with friends (e.g., utilizing an aiming and throwing process, physics engine to simulate the movement of objects in the game, etc.). For example, one of the players may open a stair ball application on a smart phone. The game of stair ball may be played beginning on a first step from the bottom progressing up or on a first step below the top of the stairs advancing either down. The game of stair ball may be played utilizing any number of rule configurations, variations, house rules, or embodiments not all of which are specifically described in FIGS. 3 and 4.
  • The game may begin with the players placing an associated target ball and a token on a first step (step 302). The top of the step is the starting point with the bottom of the first step potentially representing a ground or floor level. Other starting and ending levels or points may also be established by the players. In one embodiment, the target balls may be placed somewhere along a front edge of the first step/stair. In other embodiments, the target balls may be placed anywhere on the first step. As previously noted, the size of the striker balls and the target balls may vary based on the skill level of the players. For example, the sizes of the striker balls and the target balls may decrease for each progressively more advanced player levels. The target balls may also represent alternative objects or shapes, such as cubes, jacks, ovals, rectangles, and so forth.
  • In one embodiment, the tokens may be placed at a back or rear corner of the step to prevent interference with the target balls and striker balls bouncing, rolling, deflecting, and otherwise moving during gameplay. The tokens may also be positioned on the stairs as agreed to by the players. The tokens are utilized to track the progress of the players during the game. The tokens may help the players determine their status up (or down) the stairs and may help determine when a player has won. The tokens may represent any number of markers, indicators, or so forth. In one embodiment, the striker balls, target balls, and tokens are associated utilizing colors, markings, logos, labels, pictures, characters, or so forth. As a result, it may be easier for the players to track the actions and progress. In one embodiment, the tokens may have slides or indicators for noting how many individual games have been won in a multi-game set.
  • Next, a player throws a striker ball at her target ball (step 304). The player may throw the striker ball from behind a throwing line marker or other demarcation line if utilized. A single or multiple throwing line markers may be utilized as agreed to by the players. Penalties for stepping on or over the throwing line markers may also be agreed upon by the user's, such as being moved back a stair, throwing with a non-dominant hand, or other agreed upon penalties. Any number of overhand, underhand, or sidearm throws, tosses, or lobs may be utilized. In some embodiments, additional throwing devices or tools may be utilized for younger players, older players, players with disabilities, games played at greater distances, or any number of other factors or conditions. For example, a toy ball gun, throwing stick, slingshot, or other propelling devices may be utilized. In some embodiments, the players may be penalized if they step over the throwing line during their attempt to knock their associated target ball to the bottom of the stairs. For example, the penalized player may be required to move their target ball and token back a step.
  • Next, a determination is made whether the target ball of the player reached the bottom of the stairs (step 306). The determination of step 306 is made objectively based on whether the target ball rolled or was otherwise knocked to the bottom of the stairs. It does not matter whether the striking player or an opposing player knocked the target ball to the bottom of the stairs during the striking or blocking attempts (either way the striking player gets to advance her token and target ball during step 308).
  • If the target ball did reach the bottom of the stairs during step 306, the player moves her target ball and the token to the next step (step 308). The target ball and the token may be similarly placed on the next step as described in step 302. If during the player's turn she inadvertently knocks an opposing players ball to the bottom of the stairs, the opposing player is also allowed to advance his target ball and associated token to a next step. The opposing player may then play his target ball from that point during his next turn.
  • Next, a determination is made whether the token is at a top of the stairs (step 310). The top of the stairs represents a point at which the players have designated that the game will end with a winner. Thus, the determination of step 310 is utilized to determine if the striking player has won. For example, the top of the stairs may represent the top of a flight of stairs, a landing, a specified stair (e.g. sixth stair, seventh stair, etc.), or so forth. In some embodiments, the games one may be tracked by the players if a set, series, or group of games are played as part of gameplay, a tournament, a competition, or so forth. In another embodiment, where stair ball is played from top to bottom, the determination may be whether the token is at the bottom of the stairs.
  • If the target ball has not reached the bottom of the stairs during step 306, the game moves to step A. After step A, the player plays the target ball from the current location during the players next turn (step 312). The object of utilizing the striker ball during each turn is to knock the associated target ball to the bottom of the stairs so that the token and target ball may be advanced a stair. However, as noted, regardless of whether the target ball is hit or not, if the target ball does not make it to the bottom of the stairs, the player must then play the target ball from that location during her next turn. The target ball is played at the current location regardless of proximity to the front of the stair, back of the stair, left or right, or so forth.
  • FIG. 4 is a flowchart of a process for playing stair ball in accordance with an illustrative embodiment. The process of FIG. 4 may be implemented simultaneously or concurrently with the process of FIG. 3. For example, the process of FIG. 4 may be implemented by an opposing player when a throwing player is taking her turn. The process may begin with a throwing player throwing a striker ball at her corresponding target ball (step 402). In one embodiment, this step may correspond to step 304 of FIG. 3.
  • Next, a determination is made whether the throwing player hit their target ball (step 404). The determination of step 404 is made based on whether the striker ball of the throwing player hit or otherwise made contact with the target ball of the throwing player. In some embodiments, the determination of step 404 may be made based on whether the target ball is actually moving down the stairs and not just whether the target ball was hit or otherwise contacted.
  • If the throwing player did hit her target ball in step 404, the opposing player throws her striker ball at the throwing player's target ball to stop it from moving (step 406). Step 406 may also be referred to as blocking. The opposing players are allowed to attempt blocking during each of the throwing player's turns. For example, if there are three total players with a first player striking while the other two players attempt to block, both of the opposing players may throw their striker balls to stop the striking player's target ball from moving down the stairs.
  • Next, a determination is made whether the opposing player stopped the throwing player's target ball (step 408). The target ball is stopped if the striking balls of the opposing players prevent the target ball from rolling down one or more stairs. The determination of step 408 may be made by the players involved in the current game of stair ball. For example, a simple vote from the players and/or spectators may be performed. In other embodiments, a referee, observer, or other interested party may make decisions or calls as previously agreed upon by the players of the stair ball game. Majority rules, a roll of the dice, a game of rock, paper scissors, a stair ball target competition, or other alternatives may be used to settle a disputed determination during the game. For example, if first and second opposing players throw their striker balls at the throwing player's target ball because it is moving down the stairs, the players note that the first opposing player's striker ball stops the motion or progress of the throwing player's target ball.
  • If the opposing player did stop the target ball of the throwing player during step 408, the opposing player advances their target ball and token a stair (step 410). Only the opposing player or players that contributed to stopping the throwing player's target ball advance their associated target ball and token up a stair. In the previous example, only the first opposing player would advance her target ball and token because the second opposing player did not contribute to stopping the throwing player's target ball. For subsequent reference, the throwing player is not penalized for having her target ball stopped but must instead play their target ball from the location and position where the target ball was stopped. If multiple opposing players assisted in stopping the throwing player's target ball, all of those that assisted get to advance their target ball and token a stair. In another embodiment, the opposing player that stops the throwing player's ball may be able to advance their ball the number of stairs that they stopped the throwing player's target ball from moving (e.g., one, two, three steps). For example, if the opposing player stopped the throwing player's target ball from falling two steps, the opposing player would advance his token and target ball two steps. The limit on steps may be capped by the players.
  • If the throwing player did not hit their target ball during step 404, the process moves to step A. If a determination is made that the opposing player did not stop the throwing player's target ball during step 408, a determination is made whether the opposing player hit their own target ball (step 412). The determination may be made based on whether the opposing player touched or moved their own target ball. The determination may be made based on direct or indirect contact. For example, in most games indirect contact, such as throwing the target ball and the target ball bouncing and hitting your target ball on a different stair is not penalized. The determination of step 412 may be made by players of the current stair ball game unless otherwise agreed upon or mandated. In another embodiment, the determination of step 412
  • If a determination is made that the opposing player did hit their own target ball during step 412, the opposing player moves their target ball and token back a stair (step 414). Only an opposing player that directly hit their own target ball (or another player's target ball) is required to take a penalty by moving their associated target ball and token back a step. In one embodiment, the penalty may only be accessed if the opposing player's target ball moved or moved down at least one stair. For example, if the opposing player's target ball did not move or move down a stair, the determination made during step 412 is that the play did not hit their own target ball.
  • FIG. 5 is a pictorial representation of a wireless device 502 utilized to track a stair ball game in accordance with an illustrative embodiment. In one embodiment, the wireless device 502 may be part of a system that may be utilized to track and manage a stair ball game. The wireless device 502 may be utilized to track a game of stair ball. In one embodiment, the wireless device 502 may include a battery 508, a logic engine 510, memory 512, user interface 514, physical interface 515, transceiver 516, and sensors 517.
  • The wireless device 502 may be a combination of hardware and software units which may use various structures, formats, and hardware/software combinations included in available wireless devices. The example shown in FIG. 5 is shown for illustration purposes only, and not as a limitation of required components, structure, or functionality. The wireless device 502 may be accessed by one or more players or user to track or manage the game of stair ball.
  • The battery 508 is a power storage device configured to power the wireless device 502. In other embodiments, the battery 508 may represent a fuel cell, thermal electric generator, piezo electric charger, solar charger, ultra-capacitor, or other existing or developing power storage technologies. The logic engine 510 preserve the capacity of the battery 508 by reducing unnecessary utilization of the wireless device 502 in a full-power mode when there is little or no benefit to the user (e.g., the wireless device 502 are sitting on a table or temporarily lost).
  • The logic engine 510 is the logic that controls the operation and functionality of the wireless device 502. The logic engine 510 may include circuitry, chips, and other digital logic. The logic engine 510 may also include programs, scripts, and instructions that may be implemented to operate the logic engine 510. The logic engine 510 may represent hardware, software, firmware, or any combination thereof. In one embodiment, the logic engine 510 may include one or more processors. The logic engine 510 may also represent an application specific integrated circuit (ASIC) or field programmable gate array (FPGA). In one embodiment, the logic engine 510 may execute instructions to manage the stair ball game.
  • In one embodiment, the logic engine 510 may utilize measurements from two or more of the sensors 517 to determine the status of the stair ball game. For example, the wireless device 502 may utilize a vision system or cell phone to track the progress of the players playing the stair ball game. The logic engine 510 may control actions implemented in response to any number of measurements from the sensors 517, the transceiver 516, the user interface 214, or the physical interface 515 as well as user preferences that may be user entered or default preferences. In one example, a virtual assistant utilized by the logic engine 510 may indicate the status of the stair ball game at any time.
  • The logic engine 510 may also process user input to determine commands implemented by the wireless device 202 or sent to the wireless device 204 through the transceiver 216. Specific actions may be associated with user input (e.g., voice, tactile, orientation, motion, gesture, etc.). For example, the logic engine 510 may implement a macro allowing the user to associate frequently performed actions with specific commands/input implemented by the virtual assistant 218. For example, the logic engine 510 may process commands regarding the position of the tokens and target balls. The wireless device 502 may also communicate with a camera or vision system that tracks gameplay.
  • In one embodiment, a processor included in the logic engine 510 is circuitry or logic enabled to control execution of a set of instructions. The processor may be one or more microprocessors, digital signal processors, application-specific integrated circuits (ASIC), central processing units, or other devices suitable for controlling an electronic device including one or more hardware and software elements, executing software, instructions, programs, and applications, converting and processing signals and information, and performing other related tasks.
  • The memory 512 is a hardware element, device, or recording media configured to store data or instructions for subsequent retrieval or access at a later time. The memory 512 may represent static or dynamic memory. The memory 512 may include a hard disk, random access memory, cache, removable media drive, mass storage, or configuration suitable as storage for data, instructions, and information. In one embodiment, the memory 512 and the logic engine 510 may be integrated. The memory may use any type of volatile or non-volatile storage techniques and mediums. The memory 512 may store information related to the status of a user, wireless device 502, computing device, and other peripherals, such as a wireless device, smart glasses, camera system, a smart watch, wearable devices, and so forth. In one embodiment, the memory 512 may display instructions, programs, drivers, or an operating system for controlling the user interface 514 including one or more LEDs or other light emitting components, speakers, tactile generators (e.g., vibrator), and so forth. The memory 512 may also store thresholds, conditions, signal or processing activity, proximity data, and so forth.
  • The transceiver 516 is a component comprising both a transmitter and receiver which may be combined and share common circuitry on a single housing. The transceiver 516 may communicate utilizing Bluetooth, Wi-Fi, ZigBee, Ant+, near field communications, wireless USB, infrared, mobile body area networks, ultra-wideband communications, cellular (e.g., 3G, 4G, 5G, PCS, GSM, etc.), infrared, or other suitable radio frequency standards, networks, protocols, or communications. The transceiver 516 may also be a hybrid or multi-mode transceiver that supports a number of different communications. For example, the transceiver 516 may communicate with the computing device or other systems utilizing wired interfaces (e.g., wires, traces, etc.), NFC, or Bluetooth communications as well as with the other wireless earpiece utilizing NFMI. The transceiver 516 may also detect amplitudes and signal strength to infer distance between the wireless device 502 as well as the computing device.
  • The components of the wireless device 502 may be electrically connected utilizing any number of wires, contact points, leads, busses, wireless interfaces, or so forth. In addition, the wireless device 502 may include any number of computing and communications components, devices or elements which may include busses, motherboards, printed circuit boards, circuits, chips, sensors, ports, interfaces, cards, converters, adapters, connections, transceivers, displays, antennas, and other similar components. The physical interface 515 is hardware interface of the wireless device 202 for connecting and communicating with the computing device or other electrical components, devices, or systems.
  • The physical interface 215 may include any number of interfaces, ports, pins, arms, or connectors for electrically interfacing with the contacts or other interface components of external devices or other charging or synchronization devices. For example, the physical interface 515 may be a micro USB port, macro USB port, or so forth.
  • The user interface 514 is a hardware and software interface for receiving commands, instructions, or input through the touch (haptics) of the user, voice commands, or predefined motions. The user interface 514 may further include any number of software and firmware components for interfacing with the user. The user interface 514 may be utilized to manage and otherwise control the other functions of the wireless device 502. The user interface 514 may include the LED array, one or more touch sensitive buttons or portions, a miniature screen or display, or other input/output components (e.g., the user interface 514 may interact with the sensors 517 extensively). The user interface 514 may be controlled by the user or based on commands received from the computing device or a linked wireless device. For example, the user may turn on, reactivate, or provide feedback for the virtual assistant or other features, functions, and components of the wireless device 202 utilizing the user interface 514.
  • In one embodiment, the stair ball game may be tracked utilizing the user interface. For example, the position of each person's tokens may be tracked utilizing the user interface 514 and associated application.
  • In one embodiment, the stair ball game may be played utilizing the user interface 514. The user interface 514 may display a set of stairs and the target balls and tokens of the participating players. The user interface 514 may allow the player to specify where and how hard to throw a striker ball. For example, touch controls may be utilized to select the three-dimensional direction and force of the throw. The user interface 514 may also be utilized to attempt blocking shots of the opposing players. In the various embodiments, the user interface 514 may display game status, scores, penalties assessed, games won/lost, and other applicable information relevant to the game.
  • FIG. 6 depicts a computing system 600 in accordance with an illustrative embodiment. For example, the computing system 600 may represent a device, such as the wireless device 502 of FIG. 5. The computing system 600 may also represent any number of computing or communications devices. For example, the computing system 600 may be utilized to track game play of stair ball.
  • In one embodiment, the computing system 600 includes a processor unit 601 (possibly including multiple processors, multiple cores, multiple nodes, and/or implementing multi-threading, etc.). The computing system includes memory 607. The memory 607 may be system memory (e.g., one or more of cache, SRAM, DRAM, zero capacitor RAM, Twin Transistor RAM, eDRAM, EDO RAM, DDR RAM, EEPROM, NRAM, RRAM, SONOS, PRAM, etc.) or any one or more of the above already described possible realizations of machine-readable media. The computing system also includes a bus 603 (e.g., PCI, ISA, PCI-Express, HyperTransport®, InfiniBand®, NuBus, etc.), a network interface 606 (e.g., an ATM interface, an Ethernet interface, a Frame Relay interface, SONET interface, wireless interface, etc.), and a storage device(s) 609 (e.g., optical storage, magnetic storage, etc.).
  • The system memory 607 embodies functionality to implement all or portions of the embodiments described above. The system memory 607 may include one or more applications or sets of instructions for implementing a stair ball game and method of play as described herein. For example, an application may track gameplay as it progresses. The application may also track statistics (e.g., number of throws per game, average number of striker ball hits on the target ball, blocks, penalties, game time, etc.). In one embodiment, the computing system 600 may communicate with an optical system (e.g., integrated camera/video hardware and software) that may track stair ball game play and that may be utilized to perform the various determinations required for the game (see for example FIGS. 3-4), show replays, and so forth. The stair ball application may represent specialized software may be stored in the system memory 607 and executed by the processor unit 602. As noted, the stair ball application or software may be similar or distinct from the applications or software utilize by other devices. Code may be implemented in any of the other devices of the computing system 600. Any one of these functionalities may be partially (or entirely) implemented in hardware and/or on the processing unit 601. For example, the functionality may be implemented with an application specific integrated circuit, in logic implemented in the processing unit 601, in a co-processor on a peripheral device or card, etc. Further, realizations may include fewer or additional components not illustrated in FIG. 6 (e.g., video cards, audio cards, additional network interfaces, peripheral devices, etc.). The processor unit 601, the storage device(s) 609, and the network interface 605 are coupled to the bus 603. Although illustrated as being coupled to the bus 603, the memory 607 may be coupled to the processor unit 601. The computing system 600 may further include any number of optical sensors, accelerometers, magnetometers, microphones, gyroscopes, temperature sensors, and so forth for verifying user biometrics, or environmental conditions, such as motion, light, token placement, striking attempts, blocking attempts, ball movements, or other events that may be associated with the wireless earpieces or their environment.
  • FIG. 7-8 illustrate instructions 700, 701 for stair ball gameplay in accordance with an illustrative embodiment. The instructions 700, 701 may include the instructions, rules, guidance, and information for playing stair ball. The instructions 700, 701 may also reference a website for ordering additional stair ball game pieces, game sets, and for accessing additional details, information, videos, and so forth.
  • In one embodiment, the instructions 700, 701 may be included on a card, pamphlet, brochure, booklet, illustrations or other items included with a stair ball game set. The instructions 700, 701 may also be printed on a container utilized to store the stair ball game set. The instructions 700, 701 may also include pictorial representations of the game for reference by the players.
  • One embodiment, of the instructions is included below for reference:
  • “StairBall®
  • Welcome to the game of StairBall®! An addicting and family-friendly activity for 1-3 players. You have probably never noticed the ideal StairBall court right beneath your feet.
  • In the StairBall Bag, there are a total of 6 balls. Three strikers and three sets of target balls ranging in size for Novice, Intermediate, and Master players. Also included is a set of at least three tokens, for marking the placement of your target ball during game play. To begin a game, each player selects a striker ball, a target ball, and a token.
  • To set up the game, place your target ball anywhere along the front edge of the first stair of your staircase, and position your token at a back corner of the same stair to mark your place. The goal is to be first to get your token to the top of the stairs, thereby winning the game.
  • The Rules:
  • Striking: During a turn, each player takes a turn throwing their striker ball to hit their target ball in order to knock it down the stairs to the floor. Only one throw is allowed per turn regardless of whether the target ball is struck effectively or not. Once a player's target ball reaches the floor, that player advances their token and target ball to the next stair up before the next player's turn begins. If a player hits their target ball with their striker ball, but it stops before reaching floor-level, DO NOT reset the target ball. Play the target ball as it lies on your next turn. Opposing player's target balls can also be advanced to the next level if knocked down accidentally by either the player's striker or target ball.
  • Blocking: Opposing players can try to stop the throwing player's target ball from reaching the floor during the throwing player's turn, but only if the throwing player has successfully struck his target ball. All opposing players have one chance to use their respective striker balls to stop the movement of the target ball while it is in motion. If the target ball of the throwing player is stopped before reaching floor-level, the opposing player(s) who stopped it gets to advance their target ball and token by one step, and the stopped target ball is reset to the stair marked by that player's token. If an opposing player hits THEIR OWN target ball in the process of blocking, they must lower the placement of their target ball and token by one stair. When blocking, the opposing players may hit any ball except their own. The first player to get their token and target ball to the top of the stairs wins. Be safe and have fun!
  • Note: the game is usually played from the floor or ground level progressing from the bottom of the stairs up to the top. A minimum distance of 18-36 inches is recommended between the players and the bottom stair. The players may also agree to a different distance. Greater distances provide a greater challenge to the players. The player throwing is given a center or first choice position in front of the stairs when throwing. Additional players throw from the sides of the throwing player when trying to stop the motion of throwing player's target ball.
  • **Spiral Staircases are not compatible with StairBall®. Staircases with landings may be played—Once the player's target ball reaches the landing, it acts as a ‘checkpoint’ and the game can proceed from the landing.**
  • Warning: Be safe when throwing balls indoors. Refrain from hitting other players, pets, light fixtures, picture frames, and other breakable objects when playing StairBall®. Mind your surroundings when playing StairBall®. Each player plays StairBall® at their own risk and accepts responsibility for any injuries or damage.
  • Game alternatives that you may enjoy:
      • Play in teams
      • Increase the throwing line to a greater distance. Use a throwing line marker as needed (e.g., markers, ribbon, string, tape, etc.).
      • Require that the token be lowered by a stair if the throwing player steps over the throwing line
      • Change out the target ball for a more advanced target ball or other non-ball targets (e.g., dice, jacks, marbles, etc.).
      • Reset the target ball to the placement of your token, if you don't knock down the target ball to the floor on a single turn.
      • Increase penalties for throwers or blockers that step over the line or interfere with game play (e.g., move down one or more steps, throw with a non-dominant hand for a turn, close eyes, throw backwards, another user selects poor target ball placement
      • Play with your non-dominant hand.
      • Try it backwards—start from the top step and work your way down.
      • No specified turns play as fast as you can.
      • No rules!”
  • The illustrative embodiments provide a system, method, and game for players young and old. StairBall may be particularly beneficial for players with severe allergies or circumstances that may keep them indoors. StairBall may be played when the outdoor temperature, weather conditions, or environment is unsuitable for being outdoors. However, Stairball is suitable to be played at any time. StairBall may be played recreationally or competitively. Competitive games may be scored based on wins or steps advanced on the stairs. Penalty steps may also be counted against the players. StairBall encourages the players to exercise by climbing stairs, throwing, walking, picking up balls, and otherwise moving during gameplay. Handicapping may be utilized to even gameplay for players of different skill levels. For example, a more skilled player may be started on a first step while a more junior player may be started on the third step. As a result, the junior player is given in an advantage to compete with the more skilled player and the more skilled player is similarly challenged.
  • The features, steps, and components of the illustrative embodiments may be combined in any number of ways and are not limited specifically to those described. In particular, the illustrative embodiments contemplate numerous variations in the smart devices and communications described. The foregoing description has been presented for purposes of illustration and description. It is not intended to be an exhaustive list or limit any of the disclosure to the precise forms disclosed. It is contemplated that other alternatives or exemplary aspects are considered included in the disclosure. The description is merely examples of embodiments, processes or methods of the invention. It is understood that any other modifications, substitutions, and/or additions may be made, which are within the intended spirit and scope of the disclosure. For the foregoing, it can be seen that the disclosure accomplishes at least all of the intended objectives.
  • The previous detailed description is of a small number of embodiments for implementing the invention and is not intended to be limiting in scope. The following claims set forth a number of the embodiments of the invention disclosed with greater particularity.

Claims (20)

What is claimed is:
1. A stairball set, comprising:
a plurality of striker balls for throwing by a plurality of players;
a plurality of target balls to be hit by the associated plurality of striker balls when positioned on stairs; and
a plurality of tokens marking a position of each of the plurality of target balls on the stairs, wherein each of the plurality of striker balls, plurality of target balls, and the tokens are associated with each of the plurality of players.
2. The stairball set of claim 1, further comprising:
a throwing line marker for the plurality of players to stand behind when throwing the associated plurality of striker balls.
3. The stairball set of claim 1, further comprising:
a container for storing the stairball set.
4. The stairball set of claim 3, wherein the container is substantially stair-shaped.
5. The stairball set of claim 3, wherein the container is a bag.
6. The stairball set of claim 1, wherein the plurality of striker balls are lighter than the target balls.
7. The stairball set of claim 1, wherein the target balls are alternative shapes.
8. The stairball set of claim 1, wherein the stairball set includes a plurality of target balls in different sizes for different skill levels.
9. The stairball set of claim 1, wherein the tokens are substantially flat to prevent significant interference with motion of the plurality of striker balls and the plurality of target balls.
10. The stairball set of claim 1, wherein a game begins on a top portion of a first step and is won when one of the plurality of token reaches a top portion of a top step.
11. The stairball set of claim 1, wherein gameplay is tracked utilizing an application of an electronic device.
12. The stairball set of claim 1, wherein the plurality of striker balls, the plurality of target balls, and the plurality of tokens within the stairball set include enough for at least one to three players.
13. A method for playing stairball, comprising:
placing a first target ball and a first token on a first stair for a first player and one or more target balls and one or more tokens for on the first stair for one or more opposing players;
throwing a first striker ball at the first target ball to knock the first target ball to a bottom of the first stair;
advancing the first target ball and the first token to a next stair in response to the first user knocking the first target ball to the bottom of the stairs; and
determining a winner of stairball in response to one of the first token or the one or more tokens reaching a top of the stairs.
14. The method of claim 13, further comprising:
throwing the one or more striker balls at the first target balls to stop motion of the first target ball in response to the first user striker the first target ball with the first striker ball.
15. The method of claim 14, further comprising:
advancing one of the one or more tokens and one of the one or more target balls a stair in response to an associated one of the opposing players stopping the first target ball of the first user.
16. The method of claim 13, further comprising:
penalizing one of the one or more opposing players by moving one of the one or more tokens and one of the one or more target balls associated with the one or more opposing players back a stair in response to the one or more opposing players hitting their associated one or more target balls when attempting to block the first target ball.
17. The method of claim 13, further comprising:
alternating turns for the first player and the one or more opposing players utilizing their associated striker balls to throw at their associated target balls.
18. The method of claim 13, wherein the first target ball and the or more target balls are positioned along a front edge of the first stair.
19. The method of claim 13, wherein the first player and the opposing players throw the striker balls from behind a throwing line.
20. The method of claim 19, wherein one of the first player and the opposing players is penalized back a stair in response to stepping over the throwing line.
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