US20230110417A1 - Process of a cart racing game with a buildable toy track to play manually - Google Patents
Process of a cart racing game with a buildable toy track to play manually Download PDFInfo
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- US20230110417A1 US20230110417A1 US17/450,761 US202117450761A US2023110417A1 US 20230110417 A1 US20230110417 A1 US 20230110417A1 US 202117450761 A US202117450761 A US 202117450761A US 2023110417 A1 US2023110417 A1 US 2023110417A1
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- track
- cart
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- 238000000034 method Methods 0.000 title claims description 9
- 239000004575 stone Substances 0.000 claims description 4
- 230000004888 barrier function Effects 0.000 abstract description 9
- 206010042434 Sudden death Diseases 0.000 description 1
- 230000000694 effects Effects 0.000 description 1
- 239000007924 injection Substances 0.000 description 1
- 238000002347 injection Methods 0.000 description 1
- 239000000976 ink Substances 0.000 description 1
- 239000000203 mixture Substances 0.000 description 1
- 230000000284 resting effect Effects 0.000 description 1
- 230000000630 rising effect Effects 0.000 description 1
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F3/00003—Types of board games
- A63F3/00088—Board games concerning traffic or travelling
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F3/00003—Types of board games
- A63F3/00082—Racing games
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/14—Racing games, traffic games, or obstacle games characterised by figures moved by action of the players
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F3/00173—Characteristics of game boards, alone or in relation to supporting structures or playing piece
- A63F3/00261—Details of game boards, e.g. rotatable, slidable or replaceable parts, modular game boards, vertical game boards
- A63F2003/00359—Modular units
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63H—TOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
- A63H18/00—Highways or trackways for toys; Propulsion by special interaction between vehicle and track
- A63H18/02—Construction or arrangement of the trackway
- A63H18/026—Start-finish mechanisms; Stop arrangements; Traffic lights; Barriers, or the like
Definitions
- the present invention relates to a utility patent that refers to a process to follow in order to play with a toy set that includes a toy car track design, both, process and toy is different from all other processes and toy car tracks known until now and characterized the first by its special rules, steps and consequences and the second by its special shape and ornament that give it a peculiar and own appearance, and comes with different accessories that have steps, rules and consequences in order to use them adequately.
- This game is design to be played manually by turns that should take clockwise. It's kind of a board game which simulates the action of driving in the streets, by turns, rules, signs, penalties, and figures that give options, but a buildable track with many different sections and accessories instead of a board game.
- Playing this game must be done manually by turns, first you must build the track to develop a competition, it can be built in a closed or open circuit so depending on that, the route must be to complete a certain number of laps (turns) or a certain number of arrivals and returns. Also, the track should be built including signs, containment barriers, supports to raise the track one level at some points and tunnels. So, more than one design can be made from a single set.
- the design of the physical parts solves the problem of allowing, with a certain ease and freedom, that the cart can get off the track easily at the curves if they are left plain, but if containment barriers are placed, the cart may follow the curves.
- the whole track could be built according to a particular objective, getting very close to make its route possible, turning the game more attractive and entertaining, this will also depend on the manual dexterity of each player.
- FIG. 1 . 1 is a perspective view of the medium straight track section according to the present design
- FIG. 1 . 2 is a right or left side view, since they coincide, of the medium straight track section;
- FIG. 1 . 3 is a front or rear view, since it coincides, of the medium straight track section;
- FIG. 1 . 4 is a top view of the medium straight track section
- FIG. 1 . 5 is a bottom view of the medium straight track section
- FIG. 2 is a perspective view of the large straight track section according to the present design
- FIG. 3 is a perspective view of the curved track section with an angle of 45° according to the present design
- FIG. 4 is a perspective view of the track section with intersection according to the present design
- FIG. 5 is a perspective view of the banked curve track section with an angle of 180° according to the present design
- FIG. 6 is a perspective view of the straight track section with a slope of 60 mm high according to the present design
- FIG. 7 is a perspective view of the universal connector according to the present design.
- FIG. 8 is a perspective view of the stop sign in accordance with the present design.
- FIG. 9 is a perspective view of the school zone sign in accordance with the present design.
- FIG. 10 is a perspective view of the do not stop sign in accordance with the present design.
- FIG. 11 is a perspective view of the speed limit sign in accordance with the present design.
- FIG. 12 is a perspective view of the no parking sign in accordance with the present design.
- FIG. 13 is a perspective view of the goal sign according to the present design.
- FIG. 14 is a perspective view of the containment barrier for the curved track section with an angle of 45° according to the present design
- FIG. 15 is a perspective view of the containment barrier for the rising banked curve in accordance with the present design.
- FIG. 16 is a perspective view of the containment barrier for the descending banked curve in accordance with the present design
- FIG. 17 is a perspective view of the support for raising the track one level (60 mm) according to the present design
- FIG. 18 is a perspective view of the tunnel for the straight track section according to the present design.
- FIG. 19 is a perspective view of the tunnel for the curved track section according to the present design.
- FIG. 20 is a perspective view of the mountain according to the present design.
- FIG. 21 is a perspective view of the stone according to the present design.
- FIG. 22 is a perspective view of a transit cone figure according to the present design.
- FIG. 23 is a perspective view of a transit speed bump figure according to the present design.
- FIG. 24 is a perspective view of a GPS figure in accordance with the present design.
- FIG. 25 is a perspective view of an oil bottle figure in accordance with the present design.
- FIG. 26 is a perspective view of a seat belt figure in accordance with the present design.
- FIG. 27 is a perspective view of a behind bars figure in accordance with the present design.
- FIG. 28 is a perspective view of half a surprise box part I according to the present design.
- FIG. 29 is a perspective view of half a surprise box part II according to the present design.
- FIG. 30 is a perspective view of half a surprise sphere part I according to the present design.
- FIG. 31 is a perspective view of half a surprise sphere part II according to the present design.
- the best way to carry out the invention would be to sell the complete set inside a cardboard box printed with 4 inks and which should include the process as instructions to carry out the game and all the pieces described must come in a combination that is adequate for its development; the physical pieces should be manufactured through different kinds of plastic injections.
- This utility process and the complete toy set can be manufactured and sold, which implies a commercial exploitation for profit purposes. It can be used in a variety of age groups and settings as an educational toy for children to develop their social skills and motor system at home.
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- Engineering & Computer Science (AREA)
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- Educational Technology (AREA)
- Toys (AREA)
Abstract
A cart racing game with rules that takes place in a racetrack toy, where track sections let carts go off track very easily at curves, unless containment barriers are added. As in cities, we shouldn't track off or turn around and there are traffic signs we must obey or get a penalty, going back. The first to cross the final goal will be the winner. The game set also incorporates accessories such as containment barriers, supports for a bridge or a second level and tunnels; these allow you to equip the track, while at the same time they allow you to comply with the rules or objectives of the road signs. Other figures give its holders defensive or offensive options that only may be used once and each player may acquire by throwing them off the track or opening its case, making the competition even more entertaining.
Description
- The present invention relates to a utility patent that refers to a process to follow in order to play with a toy set that includes a toy car track design, both, process and toy is different from all other processes and toy car tracks known until now and characterized the first by its special rules, steps and consequences and the second by its special shape and ornament that give it a peculiar and own appearance, and comes with different accessories that have steps, rules and consequences in order to use them adequately. This game is design to be played manually by turns that should take clockwise. It's kind of a board game which simulates the action of driving in the streets, by turns, rules, signs, penalties, and figures that give options, but a buildable track with many different sections and accessories instead of a board game.
- Other tracks in the market usually try to control the direction of carts and try to keep them inside, along straights and curves. The design for this track was done in accordance with the game rules and seeks that the carts can go easily off track in the curve sections, because of a very small height (less than 1 mm) between the main track and the edge of the sidewalk, as well as filleted said edges; unless accessories like barriers are placed to prevent it.
- Playing this game must be done manually by turns, first you must build the track to develop a competition, it can be built in a closed or open circuit so depending on that, the route must be to complete a certain number of laps (turns) or a certain number of arrivals and returns. Also, the track should be built including signs, containment barriers, supports to raise the track one level at some points and tunnels. So, more than one design can be made from a single set.
- The design of the physical parts (tracks and their accessories as a whole) solves the problem of allowing, with a certain ease and freedom, that the cart can get off the track easily at the curves if they are left plain, but if containment barriers are placed, the cart may follow the curves. In this way, the whole track could be built according to a particular objective, getting very close to make its route possible, turning the game more attractive and entertaining, this will also depend on the manual dexterity of each player.
- The process to follow is the following:
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- 1. Everybody rolls a die so that whoever gets the largest number is the first to start, turns should take clockwise.
- 2. Before starting, fill and close all boxes and spheres, each one with one of the secondary figures and mix them to take each one at random by turns; thus, the first one to play should start by choosing a random box or sphere with a secondary accessory inside and place it anywhere on the track, including sidewalks. Then everyone continues to do so, one by one in a clockwise direction, until the boxes and spheres are finished.
- 3. To play, each cart must be pushed and launched, as every player prefers, but without manipulating the cart beyond the segment of the track where it starts or where it stayed in the previous turn. Once the cart has stopped, it should not have gone off track, so at least one of its wheels continues to hit the track, then we will have to pull over the cart outside the track and sidewalk, marking the place where it stopped with the same cart, so we left the track free for the other players. If the cart went off track and stops with its four wheels outside the track (the track will not include sidewalks when we are playing, to know if at least one of its tires continues touching the track), then the cart will be considered as it had a mishap.
- 4. A mishap occurs when some of these three things happens:
- a. The cart has flipped, either sideways or completely, regardless of whether it is touching the track or not.
- b. The cart went off track, because once stopped, none of its wheels continued to hit the track (Remember, that in this case, the track will not include sidewalks)
- c. When the cart incurs in a traffic violation for disobeying any sign, which are explained later.
- 5. What happens in the event of a mishap? The cart must be lifted and placed outside the track section where the last goal sign, either initial or partial, that the cart would have already crossed, since that cart must restart its path from that sign, when its turn comes back.
- 6. Who wins? We must push and launch the carts by turns, respecting the rules game, until the “driver” of the cart who reaches the final goal, after the agreed number of laps or arrivals and returns, with the least number of launches or turns, will be the winner. If two or more players reach this goal with the same number of turns, a sudden death will have to be performed, which consists of the winner being the player whose cart reaches the furthest without having had any mishap after their respective launches.
- 7. Signs (Almost each track section has a hole at each corner to place signs)
- a. Stop sign. The stop sign tells us that the cart must make a full stop just after crossing the first white line and also before the front of the cart reaches the second white line, both attached to the track; if the cart does not reach the first line, the player on his next turn must shoot again and take the stop sign correctly. If the cart passes through the second white line, at the height where the stop sign is, without making the stop between both lines, a traffic violation will occur, and the cart must return to the last goal sign (initial or partial) crossed.
- b. School zone sign. This sign indicates that the cart must come to a complete stop, keeping at least one wheel on the track, in either of the two track sections or segments following the track section where said sign was placed. If the cart passes over both said track sections, a traffic violation will be applied and the cart must return to the last goal sign crossed, either initial or partial.
- c. Do not stop sign.
- i. Along the bridge or tunnel. This sign indicates that the cart should not stop within the track sections that are part of the bridge or tunnel, therefore, if the cart stops before leaving the 4 wheels any section of said bridge or tunnel, it will have a traffic violation and you must return to the last goal sign you crossed.
- ii. Along X number of track sections. This sign indicates that the cart should not make a complete stop for the next x number of track sections, counted from the next track section where the sign was placed. If the cart stops before its 4 wheels leave those stipulated sections, it will have a traffic violation and must return to the last goal sign it crossed.
- d. Speed limit sign. Indicates that the cart should not pass or cross beyond the number of track sections indicated by the sign, counted from the next track section to the one where the sign was placed. If any wheel of the cart crosses beyond this track section, it will have a transit violation and must return to the last goal sign it crossed.
- e. No parking sign. Indicates that the cart should not stop within the track section just where the sign was placed, so if any of its wheels stops on said section, either at the beginning or at the end of it, it will have a transit violation and must return to the last goal sign that crossed.
- f. Goal sign. (Partial or final) Indicates that once the cart has completely crossed under said goal sign, it will have the right to restart from that point, even if during that same shot the cart had a later mishap.
- 8. How to use secondary accessories:
- a. Stones. They can be used once, at any time, by any player who is not in his turn and against the player who will take his shot. The purpose is to hit the cart and try to make it go off track or cause an overturn to it. The stone should be resting at the top of any track section with a slope and must be pushed gently to go down through it with the said purpose.
- b. The boxes or spheres and secondary accessories inside of them. These boxes or spheres should be above the track, being placed as point number 2 explains. Players may try to hit them only with their cart, so that whoever manages to open these boxes or spheres or manages to throw them off the track into the floor, gets the prize inside. It is important to consider that when trying to get these prizes, the cart may have a mishap or just simply miss shots. If any cart hits a box or sphere and it moves around but does not open, we should just continue playing, said box or sphere should not be relocated and only remain as it is. The prizes consist of different figures that can be exchanged, each one of them can only be used once, in favor of the one who got them, for more options, according to their rules and consequences:
- i. Cone. (Obstacle) If you have such a figure, it can be used before each shot, placing it anywhere above the track. This, with the idea of obstructing the path of other carts. It is important to consider that if any cart moves a cone, it should not be relocated, and we should only leave it as it is.
- ii. Transit speed bump. (Obstacle) It will be given the same treatment as the cone, with the difference that if a cart moves it from its place, it must be immediately relocated to its original place.
- iii. GPS. (Only go back 5 sections) The holder of this figure may use it in the turn he wishes, as long as the cart has suffered a mishap, with the idea of not going back to the last goal sign it has crossed, but only going back 5 track sections counted from the next back section from where the mishap occurred.
- iv. Oil Bottle. (Another chance) The holder of this figure may use it in any turn in which the cart has had a mishap and allows an additional shot that must be taken immediately after the first shot and from the same place of origin, so the first shot will have no effect and only what happens in the second shot will be considered.
- v. Seat belt. (Saving the cart) The holder may use it at any turn, as long as his cart has gone off track and that the distance between the track section where it left the track and the cart, is less than or equal to that of the seat belt, so that said belt can touch any part of said section including the sidewalks and any part of the cart at the same time, to be able to have the option of using it. Therefore, if the cart stops over the sidewalk, without touching any of its wheels the track, it can also be used. The same treatment applies if the cart has turned over. If the distance between them is bigger then the seat belt, the holder won't be able to use it and must return to the last goal sign that crossed.
- vi. Behind bars (Better to lose one or more turns) The holder may change this figure in any turn, if the cart has committed one or more traffic violations in that same shot and prefers to remain “behind bars” and lose the next turn(s), one for each traffic violation committed in that same shot, instead of returning to the last goal sign that the cart crossed.
- vii. Pedestrian. The holder may use it at any turn, but before making the shot, placing it in any pedestrian crossing above the track. This, with the idea of forcing the first cart to cross this pedestrian crossing, where the pedestrian has been positioned, to stop as if there is a stop sign. Once this cart has yielded to the pedestrian, we withdraw it, and the cart will be able to move forward in its next turn.
- viii. Gas canister. The holder may use it at any turn, once the first shot it's been done and would like to exchange it for another immediate shot, as long as he has not incurred an accident, although he could use it to get rid of one traffic violation, but not more.
- 9. Tips to make the track more entertaining or difficult:
- a. When we see a partial goal sign near and it is easy to cross or we just crossed it and it is near the cart, we may be a little more aggressive because in case we have a mishap we will not have to return many track sections.
- b. If you place a “Do not stop sign: along the bridge or tunnel or along X number of track sections” and place one or many curves within the path where the cart should not stop, it will be more difficult to keep the cart without any mishap (including the banked curve)
- c. It can be difficult to stop just after the straight section with an upward slope, placing a stop sign on the next track section can be amusing. It is also difficult to stop the cart after the straight section with a downward slope, so placing another stop sign or a school zone sign on the corresponding track section so that the cart can come to a complete stop with a minimum of momentum would be very attractive.
- d. It can be hard if you place a stop sign or a school zone sign just past the sections where the cart should not stop due to a do not stop sign.
- e. Remember that containment barriers can be placed in some curves, this will help to prevent the cart from going off the track and to be able to meet some objectives according to the signs. Also, where signs allow, we can leave curves unprotected, forcing carts to slow down.
- f. If partial goal signs are placed just before the difficult sections to complete, it will make the course easier; conversely, if they are placed much before of much after the more difficult obstacles or two difficult sections are set up without an intermediate goal sign, completing the course will be harder.
- g. Think carefully about when to sue the figures collected from the boxes or speres.
- h. If surprise boxes or spheres are placed relatively close and before partial goal signs, it may cause carts to have a mishap and then they will have to go back to the last partial goal sign that was crossed and that is usually far away.
- i. You can compete against yourself, trying to complete the course in less shots than the previous time. This way you can practice and have fun while your friends arrive.
- j. You can also connect more sections or accessories to your track, which are sold separately and are subject to availability.
- 10. Placing the stickers to the signs and tracks is essential for the development of the game, so we recommend that an adult helps you using the sticker guide.
- The characteristic details of the design of the physical pieces are clearly shown in the drawings that accompany this documentation, as an illustration of the same and where:
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FIG. 1.1 is a perspective view of the medium straight track section according to the present design; -
FIG. 1.2 is a right or left side view, since they coincide, of the medium straight track section; -
FIG. 1.3 is a front or rear view, since it coincides, of the medium straight track section; -
FIG. 1.4 is a top view of the medium straight track section; -
FIG. 1.5 is a bottom view of the medium straight track section; -
FIG. 2 is a perspective view of the large straight track section according to the present design; -
FIG. 3 is a perspective view of the curved track section with an angle of 45° according to the present design; -
FIG. 4 is a perspective view of the track section with intersection according to the present design; -
FIG. 5 is a perspective view of the banked curve track section with an angle of 180° according to the present design; -
FIG. 6 is a perspective view of the straight track section with a slope of 60 mm high according to the present design; -
FIG. 7 is a perspective view of the universal connector according to the present design; -
FIG. 8 is a perspective view of the stop sign in accordance with the present design; -
FIG. 9 is a perspective view of the school zone sign in accordance with the present design; -
FIG. 10 is a perspective view of the do not stop sign in accordance with the present design; -
FIG. 11 is a perspective view of the speed limit sign in accordance with the present design; -
FIG. 12 is a perspective view of the no parking sign in accordance with the present design; -
FIG. 13 is a perspective view of the goal sign according to the present design; -
FIG. 14 is a perspective view of the containment barrier for the curved track section with an angle of 45° according to the present design; -
FIG. 15 is a perspective view of the containment barrier for the rising banked curve in accordance with the present design; -
FIG. 16 is a perspective view of the containment barrier for the descending banked curve in accordance with the present design; -
FIG. 17 is a perspective view of the support for raising the track one level (60 mm) according to the present design; -
FIG. 18 is a perspective view of the tunnel for the straight track section according to the present design; -
FIG. 19 is a perspective view of the tunnel for the curved track section according to the present design; -
FIG. 20 is a perspective view of the mountain according to the present design; -
FIG. 21 is a perspective view of the stone according to the present design; -
FIG. 22 is a perspective view of a transit cone figure according to the present design; -
FIG. 23 is a perspective view of a transit speed bump figure according to the present design; -
FIG. 24 is a perspective view of a GPS figure in accordance with the present design; -
FIG. 25 is a perspective view of an oil bottle figure in accordance with the present design; -
FIG. 26 is a perspective view of a seat belt figure in accordance with the present design; -
FIG. 27 is a perspective view of a behind bars figure in accordance with the present design; -
FIG. 28 is a perspective view of half a surprise box part I according to the present design; -
FIG. 29 is a perspective view of half a surprise box part II according to the present design; -
FIG. 30 is a perspective view of half a surprise sphere part I according to the present design; -
FIG. 31 is a perspective view of half a surprise sphere part II according to the present design; - The best way to carry out the invention would be to sell the complete set inside a cardboard box printed with 4 inks and which should include the process as instructions to carry out the game and all the pieces described must come in a combination that is adequate for its development; the physical pieces should be manufactured through different kinds of plastic injections.
- This utility process and the complete toy set can be manufactured and sold, which implies a commercial exploitation for profit purposes. It can be used in a variety of age groups and settings as an educational toy for children to develop their social skills and motor system at home.
Claims (20)
1. A racing game comprising a process to follow and a game set, to be played manually by turns with steps, rules and consequences that will define a winner.
2. The racing game which comprises different signs that players should obey so they won't get a traffic violation and won't have to return to the last goal sign crossed or any other consequences.
3. The game set according to claim 1 , includes a racetrack toy with track sections that allows the carts go off the track very easily at curves, thanks to a very small height between the track and the high edge of the sidewalk, as well as filleted (rounded) said edges.
4. The racing game, according to claim 2 , comprising stop signs, the stop sign tells us that the cart must come to a complete stop just between both white lines at the pedestrian cross.
5. The racing game, according to claim 2 , comprising school zone signs, school zone sign indicates that the cart must come to a complete stop keeping at least one wheel on the track on either of a few numbers of track sections or segments following the track section where said signal was placed.
6. The racing game, according to claim 2 , comprising do not stop signs along the bridge or tunnel, indicates that the cart should not stop within the track sections that are part of the bridge or tunnel.
7. The racing game, according to claim 2 , comprising do not stop signs along “X” number of track(s) sections, indicates that the cart should not make a complete stop on the next “X” number of track sections from where the sign was placed.
8. The racing game, according to claim 2 , comprising speed limit signs, indicates that the cart should not pass or cross beyond the number of next track sections indicated by the sign.
9. The racing game, according to claim 2 , comprising no parking signs, indicates that any of the wheels' cart should not stop within the track section where the sign is placed.
10. The game set process and rules comprise some figures that gives its holders defensive or offensive options, and each player may acquire by throwing them off the track or opening its case, always with their cart.
11. The racing game, according to claim 10 , comprises stone figures, they can be used at any time by any player who is not in his turn and against the player who will take his shot with the purpose of hitting and causing a mishap.
12. The racing game, according to claim 10 , comprises containers or cases that keep some figures inside, before the game starts, they should be placed randomly over the track, including sidewalks, filled each with one figure and players may try to acquire on each turn.
13. The racing game, according to claim 10 , comprises cone figures, they represent offensive power and can be used at any turn, before making your shot and placing it in any place above the track with the idea of obstructing the path to other carts.
14. The racing game, according to claim 10 , comprises transit speed bumps, they represent offensive power, and it will be given the same treatment as the cones, but if a cart moves them from its place, they must be moved to its original place.
15. The racing game, according to claim 10 , comprises GPS figures, they represent defensive power and may be used when a cart had a mishap and its holder wants to go back less track sections from where the mishap occurred, instead going back all the way.
16. The racing game, according to claim 10 , comprises oil Bottle figures, this figure represents defensive power and may be used to repeat an additional shot from the same place of origin once the cart had a mishap in that same turn.
17. The racing game, according to claim 10 , comprises seat belt figures, this figure represents defensive power and may be used if a cart went off the track or turned over, like there was no mishap, but the distance between the section of the track where it was lost and the cart must be less or equal than the seat belt, so the seat belt can touch any part of said section including the sidewalks and any part of the cart at the same time.
18. The racing game, according to claim 10 , comprises behind bars figures, this figure represents defensive power and may be used once the cart has committed any traffic violations in any shot and player prefers to remain “behind bars” and lose one turn for each traffic violation committed, than returning to the last goal the cart crossed.
19. The racing game, according to claim 10 , comprises pedestrian figures, this figure represents offensive power and may be used at any turn before making the shot and placing it in any pedestrian crossing above the track, with the idea of making the next crossing cart to come to a complete stop, so the pedestrian moves an gets out of the way.
20. The racing game, according to claim 10 , comprises gas canister figures, it represents defensive power, and the holder may use it at any turn, once the first shot has been done and would like to exchange it for another immediate shot, if he hasn't incurred in an accident, although he could use it to get rid of traffic violations.
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US17/450,761 US20230110417A1 (en) | 2021-10-13 | 2021-10-13 | Process of a cart racing game with a buildable toy track to play manually |
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US (1) | US20230110417A1 (en) |
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