US 1598611 A
Description (OCR text may contain errors)
Sept. 7 1926. 1,598,611
E. M. HUMPHREYS GAME PIECE Filed August 29, 1924 J umim Earle JYCJiumfihreys A Patented Sept. 7, 1926.
Earths M. nUMrHnEYs, or Nnw YoreK, N. Y.
Application filed August 29, 1924; San naveaoza My invention relates generally to games played with movable pieces and particular ly to' games of chance in which two or more players may participate, and in which a die or a plurality of dies are employed as the,
markings are preferably Chinese in charac ter and may be taken from a well-known Chinese game played with pieces known as tiles.
The different combinations developed by the throws of the dice can be readily cal culated in View of the fact that each die has the same markings, and these combina tions are indicated in the schedule of scoring and non-scoring throws hereinafter set forth. In the present instance certain of these markings are duplicated so that each die, preferably of the usual square or cubical form having six sides, presents four different markings upon the respective sides of the same; certain of suchmarkings being duplicated upon two separate sets of opposite faces of each die.
5 The rules of one type or character of game which may be played with this set of dice may provide that certain combinations appearing as the result of a throw are winning combinations; other combinations are blanks, in which the player is entitled to another throw, while still other combina tions are termed fizzles and when thrown twice by any player, cause such player to lose the right of play until his next turn in the regular order of play, which order may be established. before commencement of the game.
Theseand other features of my invention are more fully described hereinafter; "refer.- ence being had to the accompanying draw ings, in which 7 Figure 1, is a perspective view of my im proved playing pieces or dice, the several views of the respective dies illustrating all of the characters to be found thereon, and
each having the same markings, which are losing combinations; other combinations Fig. 2, is a-viewillustrating one of the dies developed,pthat is to say, with the sides spread out to indicate the markings thereon and their respective positions.
In the present instance, each of the dies indicated at A contain the following designs. One wind, preferably displayed in green and indicated at 1; one dragon, preferably displayed in red and indicated at 2; two circles, or cash, preferably displayed in orange (or yellow) on opposite sides of the die, and indicated at 3,. and two sparrows, preferably displayed in blue, on opposite side of the die at right angles to the circles or cash, and in dicated at' i. V
Any number of persons may play a game with my improved game pieces or dice, and the person whose turn it is to throw the dice (or bones, as they may be termed), is known as the wind. All the other players are known as dragons. The game may be termed a battle royal between the wind having the privilege or right of throw, and the dragons,
Each combination displayed by the dice has a, certain value, which when thrown counts as'a score for, or a penalty against the wind, as indicated in the schedule or scoring table hereinafter set forth.
The purpose of the game as in other similar games of chance, is to gain the mos: points, which may be totaled at the end of play. For the purpose of countingthese points, poker chips, Mah jongg tiles, or other pieces of suitable unit and multiple unit value may be employed.
- The procedure or method of play may be as follows:
The wind, chosen at the start of the play by the toss of a coin or infany other suitable manner, takes possession of the dice and begins the play by throwing the same on a game board or other playing space. This may be done from the hand, or a dice cup may be employed, as desired. Each dragon advances as many chips or other unit pieces representing points as he desires to risk onthe winos throw of the dice, placing them in a pilein front of his position, and the wind is obliged to cover exactly each amount so placed. It will be understood, of course, that any limit of play W) maybe established before the seminal e ment or the game.
tablehereinafter set forth; the chips or I other markers being collected by the winning player, or players, or left on the board,
as may be determined by reference to the schedule or score table. If the throw is one which causes the wind to lose the dice, i e., to lose the right of play, they pass onto the first player to the left, who in turn becomes the wind, with the rest of the players as dragons. Any wind has the right of refusing to throw the dice, in which case they pass to the first player to his left, and so on as the play continues.
As shown in the following schedule or scoring table there are certain no score throws, classified as fizzles and blanks, in addition to the winning and losing combinations.
Fizzle: Two fiZzles lose the right of la for the wind unless a winnim throw intervenes. Y A scoring throw succeeding one fizzle, however, cancels the same; 'lVhen two izzles are thrown with no winning throw intervening, the player-loses his turn and the dice pass on to a new wind, and all markers or other counters then on the board or playing space are combined into a bonus pile in the center, and this bonus pile goes to the first player thereafter who wins with at least a double scoring throw; i. e., a pair of winds or better.
Blanks: A blank scoresnothing, nd has no effect upon any previous or subsequent throw. I
The schedule or scoring table may be as follows: f
. 2 dice.
2 sparrows, 1 windwins chipsand keeps dice. V v
3 circleswins double and keeps dice.
3 sparrows-wins double and'keeps dice. 2 winds, 1 circle-wins double and keeps dice. p 3 i 2 winds, 1 sparrow-wins double and keeps dice.
2 winds, 1 dragonwins double and loses dice.
3 windswins 4'.- times and keeps dice.
circles, 1 wind-wins chips and keeps Penalty throws. 2 circles, 1
2 sparrows, 1 dragon-eloses chips and loses dice.
2 dragons, 1 circle-loses double and loses dice.
2 dragons, 1 sparrow-Jose's doubleand loses dice.
2 dragons, 1 wind loses double and keeps dice.
'dragonloses chips and loses 3 dragonsloses 4 times and loses dice.
' 3 N0 score throws.
1 circle, 1 sparrow,1 wind-fizzle.
1 circle, 1 sparrow, 1 dragonfizzle.
1 sparrow, 1 wind, 1 dragonfizzle.
1 circle, 1 wind, 1 dragon-fizzle.
2 circles, 1 sparrowblank.
2 sparrows, 1 circleblank. V
It will be understood,fof course, that the scoring valuesiof the respective combinations referred to may be altered to suit any form of play or to change the character of the game. The present arrangement has been worked out on the basis that the proba-' 'bilities of the throws range from the three winds or three dragons to the no score throws, in inverseorder. I
While I have adapted certain distinctive markings taken from they tilesv employed in a well-known Chinese game, it willbe une derstood that I do not wish to be limited to the exact markings shown, nor to the 'colors used; eitherone of which-may be changed without, affecting my invention or, the method-of play; corresponding changes beingmade in the score sheet employed.
Vhile I have shown the figures representing the markings as colored green, red, orange (or yellow), and blue, respectively, it will be understood that such figures may be shown in white or a single color, with therest of the die face in therespective colors and arrangement without departing from my invention.
I claim: y i V 1. A gamecomprising a plurality of'dies, each having the same-markings,'each of said markings consisting of single devices, certain of said markings being duplicated, and all of said 'Inarkings simulating the markings'of the well known Chinese tile'game.
2. A game comprising a set of three dice, each having the same markings, each of said markings consisting of single devices, certain of said markings being duplicated upon op osite sides of the dice at right angles to eac other, and all ofsaid markings simulating the markings -of the Well-known Chinese tile game;
3. A die or game piece comprising a sixsided cube having the following markings, a dragon; a wind: apair of sparrows andapair of-drcles; thesparrows and circles being in alignment circumferentially of thedie.
4. A die or game piece comprising a sixsided cubehaving the following markings, a dragon; a wind; apair of sparrows and a pair of circles; the sparrows and circles being in alignment circumferentially of'the die andthe respective pairs being disposed at right angles to each other.
In witness whereof I have signed this specification. v
ARLE M. HUMPHREYS.