Search Images Maps Play YouTube News Gmail Drive More »
Sign in
Screen reader users: click this link for accessible mode. Accessible mode has the same essential features but works better with your reader.

Patents

  1. Advanced Patent Search
Publication numberUS20030193137 A1
Publication typeApplication
Application numberUS 10/420,973
Publication dateOct 16, 2003
Filing dateApr 22, 2003
Priority dateFeb 28, 2001
Also published asUS20020117801
Publication number10420973, 420973, US 2003/0193137 A1, US 2003/193137 A1, US 20030193137 A1, US 20030193137A1, US 2003193137 A1, US 2003193137A1, US-A1-20030193137, US-A1-2003193137, US2003/0193137A1, US2003/193137A1, US20030193137 A1, US20030193137A1, US2003193137 A1, US2003193137A1
InventorsTodd Kennedy
Original AssigneeKennedy Todd Mathew
Export CitationBiBTeX, EndNote, RefMan
External Links: USPTO, USPTO Assignment, Espacenet
Challenge game
US 20030193137 A1
Abstract
A method and apparatus for playing a game of chance and skill. The apparatus includes a group of dice comprising a scoring die, a challenge die, and a choice die. The scoring die relates to the scoring of points. The challenge die relates to challenging another player in attempt to take points away from the other player, and to having an opportunity to roll the choice die. The choice die provides opportunities for challenging, gaining a free turn, losing a turn, and gaining extra points. The players take turns in rolling the dice. A player becomes the winner of the game by acquiring a predetermined number of points, having a predetermined excess of points of points relative to the points of any other player, and rolling one of predetermined die combinations to end the game.
Images(12)
Previous page
Next page
Claims(79)
We claim:
1. A game apparatus, comprising a group of dice, said group of dice including a scoring die and a challenge die:
said scoring die having six faces, wherein each face of the scoring die includes a scoring symbol of N scoring symbols, wherein N is at least 2 and no greater than 6, and wherein each of the N scoring symbols appears on at least one face of the scoring die,
said challenge die having six faces, wherein each face of the challenge die includes a null symbol, a challenge symbol, a pick-challenge symbol, or a choice symbol, wherein the challenge symbol and at least one of the choice symbol, the null symbol, and the pick-challenge symbol must each appear on at least one face of the challenge die, wherein if the choice symbol appears on at least one face of the challenge die then the group of dice further comprises a third die.
2. The game apparatus of claim 1, wherein N=3, and wherein the N scoring symbols include a first scoring symbol, a second scoring symbol, and a third scoring symbol.
3. The game apparatus of claim 2, wherein the first scoring symbol, the second scoring symbol, and the third scoring symbol each appear on opposite faces of the scoring die.
4. The game apparatus of claim 2, wherein at least one of the first scoring symbol, the second scoring symbol, and the third scoring symbol does not appear on opposite faces of the scoring die.
5. The game apparatus of claim 1, wherein the first scoring symbol includes a first color, wherein the second scoring symbol includes a second color, and wherein the third scoring symbol includes the second color and a mark within the second color.
6. The game apparatus of claim 1, wherein Sn denotes an nth scoring symbol of the N scoring symbols for n=1, 2, . . . , N, wherein Pn denotes a scoring power of Sn for n=1, 2, . . . , N, and wherein Pn+1 >Pn for n=1, 2, . . . , N−1.
7. The game apparatus of claim 1, wherein the choice symbol appears on at least one face of the challenge die.
8. The game apparatus of claim 7, wherein the third die comprises a choice die, wherein the choice die has six faces, wherein the six faces include the challenge symbol, the pick-challenge symbol, or both the challenge symbol and the pick-challenge symbol.
9. The game apparatus of claim 8, wherein the six faces of choice die further include a free-turn symbol, a lose-turn symbol, or both the free-turn symbol and the lose-turn symbol.
10. The game apparatus of claim 8, wherein the six faces of choice die further include at least one free-roll symbol.
11. The game apparatus of claim 7, wherein the third die comprises a choice die, wherein the choice die has six faces comprising: a first face that includes a first free-roll symbol, a second face that includes the first free-roll symbol or a second free-roll symbol, a third face that includes the challenge symbol, a fourth face that includes a pick-challenge symbol, a fifth face that includes a lose-turn symbol, and a sixth face that includes a free-turn symbol.
12. The game apparatus of claim 11, wherein the second face of the choice die includes the first free-roll symbol.
13. The game apparatus of claim 11, wherein the second face of the choice die includes the second free-roll symbol, wherein a math power of the first free-roll symbol exceeds a math power of the second free-roll symbol.
14. The game apparatus of claim 11, wherein the game apparatus further comprises at least one free-turn token, wherein the at least one free-turn token is used in connection with the free-turn symbol on the choice die.
15. The game apparatus of claim 11, wherein the game apparatus further comprises a scoring sheet, said scoring sheet comprising a player's portion for at least one player of a game that uses the group of dice, said player's portion comprising a Scoring Dice column, Challenges columns, a Total Score Of Turn column, and a Total Game Score column.
16. The game apparatus of claim 11, wherein the game apparatus further comprises:
a scoring board that includes a plurality of scoring regions, each said scoring region identifying a scoring value; and
a plurality of score pointers, wherein the score pointers are each placed in a scoring region of the plurality of scoring regions while a Challenge Game is being played, and wherein the Challenge Game utilizes the game apparatus.
17. A method of playing a game for play by a plurality of M players, comprising:
providing a game apparatus, said game apparatus including a group of dice, said group of dice including a scoring die and a challenge die:
said scoring die having six faces, wherein each face of the scoring die includes a scoring symbol of N scoring symbols, wherein N is at least 2 and no greater than 6, and wherein each of the N scoring symbols appears on at least one face of the scoring die,
said challenge die having six faces, wherein each face of the challenge die includes a null symbol, a challenge symbol, a pick-challenge symbol, or a choice symbol, wherein the challenge symbol and at least one of the choice symbol, the null symbol, and the pick-challenge symbol must each appear on at least one face of the challenge die, wherein if the choice symbol appears on at least one face of the challenge die then the group of dice further comprises a third die;
establishing an initial order of play wherein the M players are denoted and order-sequenced as P1, P2, . . . , PM;
initializing each player's score;
playing the game in which the players each have at least one turn of play in the order of P1, P2, . . . , PM, P1, P2, . . . until an end-game condition occurs, wherein for m=1, 2, . . . , and M executing Pm's turn of play includes:
firstly rolling the scoring die by Pm,
rolling the challenge die by Pm,
if k is one of 1, 2, . . . , M such that k≠m and if one of Pm and Pk procedurally challenges a remaining other of Pm and Pk and if the one of Pm and Pk is challenge-qualified, then executing a challenge sequence between Pk and Pm;
updating Pm's score if Pm gains or loses points during executing Pm's turn of play exclusive of any points gained or lost by Pm during the challenge sequence if executed; and
ending the game by occurrence of the end-game condition.
18. The method of claim 17, wherein if the one of Pm and Pk procedurally challenges the remaining other and if the one is not challenge-qualified then said challenge by the one is void and the one loses the one's next turn of play.
19. The method of claim 18, wherein the one is not challenge-qualified if the one lacks a positive point score.
20. The method of claim 17, further comprising during executing Pm's turn of play secondly rolling by Pm the scoring die or a second scoring die, wherein updating Pm's score includes algebraically incrementing Pm's score by a number of points that is a function of Sα and Sβ, wherein Sα denotes a scoring symbol rolled by said firstly rolling, and wherein Sβ denotes a scoring symbol rolled by said secondly rolling.
21. The method of claim 20, wherein the secondly rolling the scoring die by Pm occurs prior to executing a challenge die result, and wherein executing the challenge die result follows rolling the challenge die by Pm.
22. The method of claim 21, wherein the secondly rolling includes secondly rolling by Pm of the second scoring die at a same time as the firstly rolling by Pm of the scoring die.
23. The method of claim 20, wherein the secondly rolling the scoring die by Pm occurs following executing a challenge die result, and wherein executing the challenge die result follows rolling the challenge die by Pm.
24. The method of claim 20, wherein a face of the six faces of the challenge die includes the null symbol, and wherein rolling the challenge die by Pm includes rolling the null symbol.
25. The method of claim 20, wherein rolling the challenge die by Pm includes rolling the challenge symbol.
26. The method of claim 20, wherein a face of the six faces of the challenge die includes the pick-challenge symbol, and wherein rolling the challenge die by Pm includes rolling the pick-challenge symbol.
27. The method of claim 20, wherein predetermined numerical values Vα and Vβ are associated with Sα and Sβ, respectively, and wherein the number of points is a function of the algebraic sum of Vα and Vβ.
28. The method of claim 17, wherein executing Pm's turn of play includes executing the challenge sequence, wherein after the challenge sequence ends secondly rolling the scoring die by Pm, wherein updating Pm's score includes algebraically incrementing Pm's score by a number of points that is a function of Sα and Sβ, wherein Sα denotes a scoring symbol rolled by said firstly rolling, and wherein Sβ denotes a scoring symbol rolled by said secondly rolling.
29. The method of claim 17, wherein executing Pm's turn of play includes executing the challenge sequence, and wherein after the challenge sequence ends terminating executing Pm's turn of play without updating Pm's score exclusive of any points gained or lost by Pm during the challenge sequence.
30. The method of claim 17, wherein executing Pm's turn of play includes executing the challenge sequence, wherein the challenge sequence includes alternately rolling the scoring die by Pk and Pm until a predetermined first symbol of the N symbols is rolled by a particular one of Pk and Pm, and wherein executing Pm's turn of play further comprises transferring at least one point between the particular one of Pk and Pm and a remaining one of Pk and Pm as a consequence of the rolling of the predetermined first symbol by the particular one.
31. The method of claim 30, wherein rolling the challenge die by Pm includes rolling the challenge symbol.
32. The method of claim 30, wherein a face of the six faces of the challenge die includes the pick-challenge symbol, and wherein rolling the challenge die by Pm includes rolling the pick-challenge symbol.
33. The method of claim 30, wherein a face of the six faces of the challenge die includes the choice symbol, wherein rolling the challenge die by Pm includes rolling the choice symbol, wherein the third die includes a choice die, wherein the choice die has six faces, wherein a face of the six faces of the choice die includes the challenge symbol, and wherein executing Pm's turn of play further comprises:
electing by Pm to roll the choice die; and
rolling the choice die by Pm including rolling the challenge symbol.
34. The method of claim 30, wherein the choice symbol appears on at least one face of the challenge die, wherein rolling the challenge die by Pm includes rolling the choice symbol, wherein the third die includes a choice die, wherein the choice die has six faces, wherein a face of the six faces of the choice die includes the pick-challenge symbol, and wherein executing Pm's turn of play further comprises:
electing by Pm to roll the choice die; and
rolling the choice die by Pm including rolling the pick-challenge symbol.
35. The method of claim 30, wherein transferring at least one point includes transferring the at least one point from the particular one to the remaining one.
36. The method of claim 30, wherein transferring at least one point includes transferring the at least one point from the remaining one to the particular one.
37. The method of claim 30, wherein a first rolling of alternately rolling the scoring die by Pk and Pm is by the one of Pk and Pm.
38. The method of claim 17, wherein if updating Pm's score or executing the challenge sequence would make Pm's score numerically negative then alternatively updating Pm's score to zero points, and wherein if executing the challenge sequence would make Pk's score numerically negative then alternatively updating Pk's score to zero points.
39. The method of claim 17, wherein the step of initializing each player's score includes setting the initial score of each player to a common initial score.
40. The method of claim 17, wherein the step of initializing each player's score includes setting initial scores of players Pi and Pj to different numerical values, wherein i is one of 1, 2, . . . , M, and wherein j is another of 1, 2, . . . , M.
41. The method of claim 17, wherein the end-game condition determines a winner Pi of P1, P2, . . . , PM, and wherein the end-game condition must occur during execution of one of Pi's turns of play.
42. The method of claim 17, wherein the end-game condition determines a winner Pi of P1, P2, PM, and wherein the end-game condition must occur after execution of one of PM's turns of play.
43. The method of claim 17, wherein the end-game condition determines a winner Pi of P1, P2, . . . PM, and wherein the end-game condition comprises Pi reaching at least a predetermined.
44. The method of claim 43, wherein the end-game condition further comprises Pi's score exceeding each other player's score by at least a predetermined numerical amount.
45. The method of claim 43, wherein the end-game condition further comprises a final turn of play by Pi in which Pi has secondly rolled the scoring die, wherein Pi has firstly rolled SA and secondly rolled SB, and wherein SA and SB collectively comprise a predetermined game-ending combination.
46. The method of claim 17, wherein firstly rolling the scoring die and rolling the challenge die are performed simultaneously.
47. The method of claim 17, wherein firstly rolling the scoring die is performed prior to rolling the challenge die.
48. The method of claim 17, wherein N=3, and wherein the N scoring symbols include a first scoring symbol, a second scoring symbol, and a third scoring symbol.
49. The method of claim 48, wherein the first scoring symbol, the second scoring symbol, and the third scoring symbol each appear on opposite faces of the scoring die.
50. The method of claim 48, wherein at least one of the first scoring symbol, the second scoring symbol, and the third scoring symbol does not appear on opposite faces of the scoring die.
51. The method of claim 17, wherein Sn denotes an nth scoring symbol of the N scoring symbols for n=1, 2, . . . , N, wherein Pn denotes a scoring power of Sn for n=1, 2, . . . , N, and wherein Pn+1>Pn for n=1, 2, . . . , N−1.
52. The method of claim 17, wherein the choice symbol appears on at least one face of the challenge die.
53. The method of claim 52, wherein the third die comprises a choice die, wherein the choice die has six faces comprising: a first face that includes a first free-roll symbol, a second face that includes the first free-roll symbol or a second free-roll symbol, a third face that includes the challenge symbol, a fourth face that includes a pick-challenge symbol, a fifth face that includes a lose-turn symbol, and a sixth face that includes a free-turn symbol.
54. The method of claim 52, wherein the third die comprises a choice die, wherein the choice die has six faces, wherein the six faces include the challenge symbol, a pick-challenge symbol, or both the challenge symbol and the pick-challenge symbol.
55. The method of claim 54, wherein the six faces of choice die further include a free-turn symbol, a lose-turn symbol, or both the free-turn symbol and the lose-turn symbol.
56. The method of claim 54, wherein a first face of the choice die includes a first free-roll symbol.
57. The method of claim 56, wherein rolling the challenge die by Pm includes rolling the choice symbol, and wherein executing Pm's turn of play further comprises:
electing by Pm to roll the choice die;
rolling the choice die by Pm including rolling the first free-roll symbol; and
incrementing Pm's score by a math power of the first free-roll symbol.
58. The method of claim 56, wherein a second face of the choice die includes a second free-roll symbol, and wherein a math power of the first free-roll symbol exceeds a math power of the second free-roll symbol.
59. The method of claim 58, wherein rolling the challenge die by Pm includes rolling the choice symbol, and wherein executing Pm's turn of play further comprises:
electing by Pm to roll the choice die;
rolling the choice die by Pm including rolling a free-roll symbol selected from the group consisting of the first free-roll symbol and the second free-roll symbol; and
incrementing Pm's score by the math power of the free-roll symbol.
60. The method of claim 56, wherein rolling the challenge die by Pm includes rolling the choice symbol, and wherein executing Pm's turn of play further comprises:
electing by Pm to roll the choice die;
rolling the choice die by Pm including rolling the first free-roll symbol, wherein the first free-roll symbol has an associated dynamic game rule;
rolling the scoring die, the scoring die twice, or the scoring die and a second scoring die, as dictated by the dynamic game rule; and
changing Pm's score as a result of the rolling the scoring die, the scoring die twice, or the scoring die and a second scoring die.
61. The method of claim 54, wherein a face of the choice die includes a free-turn symbol.
62. The method of claim 61, wherein the game apparatus further comprises at least one free-turn token, wherein the at least one free-turn token is used in connection with the free-turn symbol on the face of the choice die.
63. The method of claim 62, wherein rolling the challenge die by Pm includes rolling the choice symbol, and wherein executing Pm's turn of play further comprises:
electing by Pm to roll the choice die;
rolling the choice die by Pm including rolling the free-turn symbol; and
taking by Pm a free-turn token of the at least one free-turn token.
64. The method of claim 63, wherein playing the game further comprises using the free-turn token for executing another of Pm's turn of play immediately after termination of executing Pm's turn of play.
65. The method of claim 54, wherein a face of the choice die includes a lose-turn symbol.
66. The method of claim 65, wherein rolling the challenge die by Pm includes rolling the choice symbol, and wherein executing Pm's turn of play further comprises:
electing by Pm to roll the choice die;
rolling the choice die by Pm including rolling the lose-turn symbol; and
terminating executing Pm's turn of play without further rolling the scoring die by Pm.
67. A scoring sheet for a Challenge Game, said scoring sheet comprising a player's portion for at least one player, said player's portion comprising a Scoring Dice column, Challenges columns, a Total Score Of Turn column, and a Total Game Score column.
68. The scoring sheet of claim 67, wherein the player's portion further comprises a Choice Die columns.
69. The scoring sheet of claim 68, wherein the Choice Die columns include a Side column and a Results column.
70. The scoring sheet of claim 67, wherein the at least one player is one player.
71. The scoring sheet of claim 67, wherein the at least one player is two players.
72. A scoring board apparatus for a Challenge Game, said scoring board apparatus comprising:
a scoring board that includes a plurality of scoring regions, each said scoring region identifying a scoring value; and
a plurality of score pointers, said score pointers each being placed in a scoring region of the plurality of scoring regions while the Challenge Game is being played.
73. The scoring board apparatus of claim 72, wherein the scoring values include all possible positive cumulative scores in accordance with rules of the Challenge Game.
74. The scoring board apparatus of claim 72, wherein the score pointers are intrinsically distinguished from each other.
75. The scoring board apparatus of claim 72, wherein the scoring board includes a plurality of lanes.
76. The scoring board apparatus of claim 75, wherein the score pointers are not intrinsically distinguished from each other.
77. The scoring board apparatus of claim 75, wherein all said identifications of scoring values are in one lane of the plurality of lanes.
78. The scoring board apparatus of claim 72, wherein all scoring regions have same dimensions.
79. The scoring board apparatus of claim 72, wherein two scoring regions have different dimensions.
Description
BACKGROUND OF THE INVENTION

[0001] 1. Technical Field

[0002] The present invention relates to a method and apparatus for playing a game of chance and skill, using a group of dice for scoring, challenging, gaining a free turn, losing a turn, and gaining extra points.

[0003] 2. Related Art

[0004] Dice games involve players rolling dice and scoring points based on the result of the rolling. A standard die is a six-sided cube having numbers 1, 2, 3, 4, 5, and 6 (or symbols representing the numbers 1-6) on the six faces of the cube. Having alternative dice with other designs and functionality, and an associated method of playing with the alternative dice, would facilitate a much more interesting and challenging game. Thus, there is a need for an alternative dice game with alternative dice having designs and functionality, and an associated method of playing with the alternative dice, such that the alternative dice game differs from dice games in current use.

SUMMARY OF THE INVENTION

[0005] The present invention provides a game apparatus, comprising a group of dice, said group of dice including a scoring die and a challenge die:

[0006] said scoring die having six faces, wherein each face of the scoring die includes a scoring symbol of N scoring symbols, wherein N is at least 2 and no greater than 6, and wherein each of the N scoring symbols appears on at least one face of the scoring die,

[0007] said challenge die having six faces, wherein each face of the challenge die includes a null symbol, a challenge symbol, a pick-challenge symbol, or a choice symbol, wherein the challenge symbol and at least one of the choice symbol, the null symbol, and the pick-challenge symbol must each appear on at least one face of the challenge die, wherein if the choice symbol appears on at least one face of the challenge die then the group of dice further comprises a third die.

[0008] The present invention provides a method of playing a game for play by a plurality of M players, comprising:

[0009] providing a game apparatus, said game apparatus including a group of dice, said group of dice including a scoring die and a challenge die:

[0010] said scoring die having six faces, wherein each face of the scoring die includes a scoring symbol of N scoring symbols, wherein N is at least 2 and no greater than 6, and wherein each of the N scoring symbols appears on at least one face of the scoring die,

[0011] said challenge die having six faces, wherein each face of the challenge die includes a null symbol, a challenge symbol, a pick-challenge symbol, or a choice symbol, wherein the challenge symbol and at least one of the choice symbol, the null symbol, and the pick-challenge symbol must each appear on at least one face of the challenge die, wherein if the choice symbol appears on at least one face of the challenge die then the group of dice further comprises a third die;

[0012] establishing an initial order of play wherein the M players are denoted and order-sequenced as P1, P2, . . . , PM;

[0013] initializing each player's score;

[0014] playing the game in which the players each have at least one turn of play in the order of P1, P2, . . . , PM, P1, P2, . . . until an end-game condition occurs, wherein for m=1, 2, . . . , and M executing Pm's turn of play includes:

[0015] firstly rolling the scoring die by Pm,

[0016] rolling the challenge die by Pm,

[0017] if k is one of 1, 2, . . . , M such that k≠m and if one of Pm and Pk procedurally challenges a remaining other of Pm and Pk and if the one of Pm and Pk is challenge-qualified, then executing a challenge sequence between Pk and Pm;

[0018] updating Pm's score if Pm gains or loses points during executing Pm's turn of play exclusive of any points gained or lost by Pm during the challenge sequence if executed; and

[0019] ending the game by occurrence of the end-game condition.

[0020] The present invention provides a scoring sheet for a Challenge Game, said scoring sheet comprising a player's portion for at least one player, said player's portion comprising a Scoring Dice column, Challenges columns, a Total Score Of Turn column, and a Total Game Score column.

[0021] The present invention provides a scoring board apparatus for a Challenge Game, said scoring board apparatus comprising:

[0022] a scoring board that includes a plurality of scoring regions, each said scoring region identifying a scoring value; and

[0023] a plurality of score pointers, said score pointers each being placed in a scoring region of the plurality of scoring regions while the Challenge Game is being played.

[0024] The present invention provides an alternative dice game with alternative dice having designs and functionality, and an associated method of playing with the alternative dice, such that the alternative dice game differs from dice games in current use.

BRIEF DESCRIPTION OF THE DRAWINGS

[0025]FIG. 1 depicts a perspective view of a scoring die and a challenge die, in accordance with embodiments of the present invention.

[0026]FIG. 2 depicts the scoring die and the challenge die of FIG. 1 with all faces showing, in accordance with embodiments of the present invention.

[0027]FIG. 3 depicts a perspective view of a scoring die, a challenge die, and a choice die, in accordance with embodiments of the present invention.

[0028]FIG. 4 depicts the scoring die, the challenge die, and the choice die of FIG. 3 with all faces showing, in accordance with embodiments of the present invention.

[0029]FIG. 5 depicts a flow chart of playing a game including a player's turn of play, in accordance with embodiments of the present invention.

[0030]FIG. 6 depicts a flow chart of a player's turn of play that is shown in FIG. 5, in accordance with embodiments of the present invention.

[0031]FIG. 7 depicts a table of sample scoring systems, in accordance with embodiments of the present invention.

[0032]FIG. 8 depicts a table of scoring power for the of sample scoring systems FIG. 7, in accordance with embodiments of the present invention.

[0033]FIG. 9 depicts a scoring sheet for recording scoring by a player of the Challenge Game described by FIGS. 1-8, in accordance with embodiments of the present invention.

[0034]FIG. 10 depicts the scoring sheet of FIG. 9, modified to show the scores of 2 players, in accordance with embodiments of the present invention.

[0035]FIG. 11 depicts a scoring board for recording scoring by players of the Challenge Game described by FIGS. 1-8, in accordance with embodiments of the present invention.

[0036]FIG. 12 depicts FIG. 11 with lanes added to the scoring board.

DETAILED DESCRIPTION OF THE INVENTION

[0037] The description herein of the present invention discloses a game of chance and skill for two or more players, called the “Challenge Game.” The Challenge Game utilizes a game apparatus that includes a group of dice. In first game embodiments of the Challenge Game, the group of dice comprises two die which are depicted in FIGS. 1 and 2. In second game embodiments of the Challenge Game, the group of dice comprises three die which are depicted in FIGS. 3 and 4.

[0038]FIG. 1 depicts a perspective view of a group of dice 10 which comprise a scoring die 12 and a challenge die 14, in accordance with first game embodiments of the present invention. FIG. 2 depicts the scoring die 12 and the challenge die 14 of FIG. 1 with all faces showing, in accordance with the first game embodiments of the present invention. The scoring die 12 and the challenge die 14 each have six faces and may have the shape of a cube. The scoring die 12 and the challenge die 14 may each alternatively have another geometrical shape which has six faces, such as the shape of a rectangular solid having six faces. One, and only one, symbol appears on each face of the scoring die 12 and the challenge die 14.

[0039] There is a “scoring” symbol on each face of the scoring die 12. FIGS. 1 and 2 show that the scoring die as having three unique scoring symbols denoted as “Green”, “Red”, and “Green & BlackDot”, which respectfully stand for the color green, the color red, and the color green with a block dot embedded within the green. The particular “scoring symbols” shown in FIGS. 1 and 2 are merely illustrative. Generally, a “scoring” symbol may have any visual appearance such as, inter alia, a color, a number, a fruit (e.g., a strawberry), a scene (e.g., a portion of a flower garden), etc. While FIG. 2 shows the scoring die 12 as having three unique scoring symbols distributed on its six faces, the scoring die 12 may have as few as 2 and as many as 6 unique scoring symbols distributed on its six faces. While FIG. 2 shows the scoring die 12 as the having three unique scoring symbols each appearing on opposite faces of the scoring die 12, any unique scoring symbol appearing on more than one face of the scoring die 12 may appear on opposite faces or on adjacent faces of the scoring die 12. A “scoring” symbol has an attribute of directly contributing to the scoring of points if the scoring symbol is “rolled” as the Challenge Game is played. A scoring symbol is “rolled” if the scoring die is rolled (i.e., “thrown”) and, as a result, the scoring symbol appear on a face of the die that faces upward after the rolled scoring die lands (i.e., ceases to move further). A scoring symbol may contribute directly to the scoring of points in various ways as will be discussed infra. A scoring symbol contributes “directly” to the scoring of points if as a result of rolling the scoring symbol, a player's score changes by X points, wherein X is a function of the particular scoring symbol that has been rolled, and wherein X=0 is possible (i.e., the player's score increases, decreases, or remains the same). A particular symbol appearing on a die used that is used in a game cannot be considered to be a scoring symbol if the particular symbol does not directly contribute to the scoring of points in the game. A scoring symbol may also have an attribute of “scoring power” as will be discussed infra.

[0040] A “Null” symbol, a “Challenge” symbol, and a “Pick-Challenge” symbol each appear on the faces of the challenge die 14, as shown in FIGS. 1-2. The “Null” (or “null”) symbol, the “Pick-Challenge” (or “pick-challenge”), and “Challenge” (or “challenge”) symbol may each have any visual appearance such as, inter alia, a color, a number, a fruit (e.g., a strawberry), a scene (e.g., a portion of a flower garden), etc. While FIG. 2 shows the challenge die 14 as having 1 challenge symbol, 4 null symbols, and 1 pick-challenge symbol distributed on its six faces, the challenge die 14 may have any distribution of null, challenge, and pick-challenge symbols on its six faces, such that the distribution must include 1 challenge symbol and either 1 pick-challenge symbol or 1 null symbol. The distribution may include both the pick-challenge symbol and the null symbol. Each of the pick-challenge symbol and the null symbol may appear on any number of faces (including zero faces) of the challenge die 14 subject to the constraint that at least one of the pick-challenge symbol and null symbol must appear on the challenge die 14. Examples of distributions include: 1 challenge symbol, 4 null symbols, and 1 pick-challenge symbol; 2 challenge symbols, 2 null symbols, and 2 pick-challenge symbols; 1 challenge symbol and 5 null symbols; 3 challenge symbols and 3 pick-challenge symbols; etc.

[0041] If the challenge die includes at least 2 null symbols, then any 2 of the at least 2 null symbols may appear on opposite faces or on adjacent faces of the challenge die 14. If the challenge die includes at least 2 challenge symbols, then any 2 of the at least 2 challenge symbols may appear on opposite faces or on adjacent faces of the challenge die 14. If the challenge die includes at least 2 pick-challenge symbols, then any 2 of the at least 2 pick-challenge symbols may appear on opposite faces or on adjacent faces of the challenge die 14.

[0042] The challenge symbol is defined in terms of its functionality. If the challenge symbol is rolled by a player (P) as a result of rolling the challenge die by P, then any other player (Q) may “challenge” P. A challenge of P by Q results in a “challenge” sequence between P and Q in which P and Q compete for each other's points, as will be described infra. The Challenge Game rules may require a player to be “challenge-qualified” in order to make a challenge. Being challenge-qualified means meeting predetermined standards such as, inter alia, having a positive point score (i.e., a score that is greater than zero). If the game rules do not include such standards for challenge-qualification, however, then all players are automatically challenge-qualified. A particular symbol appearing on a die used in a game cannot be considered to be a challenge symbol unless upon being rolled by P, the challenge symbol permits the challenge by Q if Q is challenge-qualified.

[0043] If the “Pick-challenge” (or “pick-challenge”) symbol is rolled, then the roller of the pick-challenge symbol has an option of picking a challenge with any other player. The discussion supra relating to challenging based on rolling the challenge symbol also applies to rolling the pick-challenge symbol, including requiring a player to be “challenge-qualified” in order to make a challenge regardless of whether the challenge symbol or the pick-challenge symbol has been rolled.

[0044] The null symbol is defined generally in terms of its negative functionality; i.e., of not resulting in a challenge. Thus, if a null symbol is rolled by the player P, then the null symbol may cause any action, or lack thereof, not relating to challenging (e.g. not related to the challenge symbol and not related to the pick-challenge symbol). For example, a particular null symbol, when rolled, may result in nothing being done. It is within the scope of the present invention for two null symbols appearing on the challenge die to have different functionality.

[0045]FIG. 3 depicts a perspective view a group of dice 20 which comprise a scoring die 22, and a challenge die 24, and a choice die 26, in accordance with second game embodiments of the present invention. FIG. 4 depicts the scoring die 22, the challenge die 44, and the choice die 26, of FIG. 3 with all faces showing, in accordance with the second game embodiments of the present invention. The scoring die 22 is the same as the scoring die 12 described supra in conjunction with FIGS. 1-2. The challenge die 24 and the choice die 26 each have six faces and may have the shape of a cube. The challenge die 24 and the choice die 26 may each alternatively have another geometrical shape which has six faces, such as the shape of a rectangular solid having six faces. One, and only one, symbol appears on each face of the scoring die 22, the challenge die 24, and the choice die 26.

[0046] A “Null” symbol, a “Challenge” symbol, a “Pick-Challenge” symbol, and a “Choice” symbol each appear on the faces of the challenge die 14, as shown in FIGS. 3-4. The “Challenge” symbol and “Pick-Challenge” symbol are the same as described supra in conjunction with FIGS. 1-2. The Null” (or “null”) symbol is the same as described supra in conjunction with FIGS. 1-2, except that in FIGS. 3-4 the null symbol may cause any action, or lack thereof, not relating to challenging and not relating to choosing whether to roll a “third die” (e.g., the choice die). See discussion infra relating to rolling a “third die” in relation to the “Choice” symbol of the challenge die. Accordingly, a particular symbol appearing on a die used in a game can be considered to be a null symbol if said symbol, upon being rolled by P, cannot cause a result relating to challenging or relating to choosing whether to roll a third die.

[0047] The “Choice” (or “choice”) symbol may have any visual appearance such as, inter alia, a color, a number, a fruit (e.g., a strawberry), a scene (e.g., a portion of a flower garden), etc. While FIG. 4 shows the challenge die 24 as having 1 challenge symbol, 3 null symbols, 1 pick-challenge symbol, and 1 choice symbol distributed on its six faces, the challenge die 24 may have any distribution of null, challenge, pick-challenge, and choice symbols on its six faces, such that the distribution must include 1 challenge symbol and 1 choice symbol. The challenge die 24 may also comprise, but is not required to comprise, one or more of: the pick-challenge symbol and the null symbol. Each of the pick-challenge symbol and the null symbol may appear on any number of faces (including zero faces) of the challenge die 24 subject to the constraint that at least one of the challenge symbol and the choice symbol must appear on the challenge die 24. Examples of distributions include: 1 challenge symbol and 3 null symbols, 1 pick-challenge symbol, and 1 choice symbol; 3 challenge symbols and 3 choice symbols; 2 challenge symbols, 2 choice symbol, and 2 null symbols; 2 challenge symbols, 2 choice symbol, and 2 pick-challenge symbols; 2 challenge symbols, 2 choice symbols, 1 null symbol, and 1 pick-challenge symbol; etc.

[0048] If the challenge die includes at least 2 challenge symbols, then any 2 of the at least 2 challenge symbols may appear on opposite faces or on adjacent faces of the challenge die 24. If the challenge die includes at least 2 choice symbols, then any 2 of the at least 2 choice symbols may appear on opposite faces or on adjacent faces of the challenge die 24. If the challenge die includes at least 2 null symbols, then any 2 of the at least 2 null symbols may appear on opposite faces or on adjacent faces of the challenge die 24. If the challenge die includes at least 2 pick-challenge symbols, then any 2 of the at least 2 pick-challenge symbols may appear on opposite faces or on adjacent faces of the challenge die 24.

[0049] The challenge symbol and pick-challenge symbol on the challenge die 24 has the same characteristics and functionality as has been described supra for the challenge symbol and pick-challenge symbol on the challenge die 14 appearing in FIGS. 1-2.

[0050] The choice symbol is defined in terms of its functionality. If the choice symbol is rolled by the player (P) as a result of rolling the challenge die by P, then P has a choice of rolling the choice die or of not rolling the choice die 26. The choice symbol is generally defined as having the characteristic that if the choice symbol is rolled then the roller of the choice symbol has an option of rolling another die (“third die”). The third die has six faces and may have the shape of a cube. The third die may alternatively have another geometrical shape which has six faces, such as the shape of a rectangular solid having six faces. Thus, a particular symbol appearing on a die used in a game can be considered to be a choice symbol if said symbol, upon being rolled by P, provides P with a choice of rolling or not rolling a third die. It is within the scope of the present invention for two choice symbols appearing on the challenge die to each relate to the same, or a different, third die. The third die may include, inter alia, the choice die 26.

[0051] In FIG. 4, the six faces of the choice die 26 include the “Challenge” symbol, a “Pick-challenge” symbol, a “Free-turn symbol”, a “Lose-turn” symbol, and two “Free-roll” symbols. The challenge symbol and the pick-challenge symbol on the choice die 26 have the same definition and functionality as the challenge symbol and the pick-challenge symbol, respectively, on the challenge die, as described supra in conjunction with FIGS. 1-2.

[0052] If the “Free-turn” (or “free-turn”) symbol is rolled, then the roller of the free-turn symbol receives a free turn. The details of what constitutes a free turn will be discussed infra. Free turns need to be kept track of. A method of keeping track of free turns is to have free-turn tokens such that the roller of the free-turn symbol takes a free-turn token. Thus, the game apparatus that includes the group of dice 20 may further include at least one free-turn token. The roller of the free-turn symbol may use a free-turn token to execute an extra turn of play immediately after terminating execution of the current turn of play of the roller of the free-turn symbol. If the “Lose-turn” (or “lose-turn”) symbol is rolled, then the roller of the lose-turn symbol loses a turn. The details of what constitutes loss of a turn will be discussed infra. A game rule alternative to losing a turn upon rolling the lose-turn symbol is having points subtracted from the score of the player rolling the free-roll symbol. With the game rule alternative, the number of points to be subtracted appears explicitly (e.g., “−1” denotes subtracting 1 point) on the choice die 26 instead of “Lose-turn.”

[0053] If the “Free-roll” (or “free-roll”) symbol is rolled, then the roller of the free-roll symbol may have points added or subtracted from his or her score. The number of points to be added or subtracted from having rolled the free-roll symbol may be predetermined as a static game rule or may be dynamically determined from a dynamic game rule. With a static game rule, points are added only (i.e., not subtracted) and the number of points added appears explicitly (e.g., “+1” denotes adding 1 point) on the choice die 26 instead of “Free-roll.” A dynamic game rule is implemented by rolling one or two scoring die, and adding or subtracting points based on which scoring symbol or symbols are rolled (i.e., the dynamic determination may involve rolling either one or two scoring die). Each of the two free-roll symbols shown in FIG. 4 may have a same rule or a different rule for determining the number of points to be added. For example with a static rule, a particular free-roll symbol rolled may have an associated point value (called a “math power”) which is added to the score of the player who rolled the particular free-roll symbol. Note, however, that the math power may include a negative number which will actually lower the score of the person who rolled the free-roll symbol subject to the static rule. Thus the math power increases the score if positive points are added, and decreases the score if negative points are added (or, equivalently, if positive points are subtracted). Note that math powers associated with two different free-roll symbols on the same choice die 26 may differ from each other or may be the same for each other. If a dynamic game rule applies, the dynamic game rule provides the roller of the free-roll symbol an option of immediately rolling one or two scoring die (depending on the specifics of the dynamic game rule) for gaining or losing points as a consequence of such rolling of the one or two scoring die. Said gaining or losing points as a consequence of such rolling of the one or two scoring die may, but is not required to, follow the same scoring rule(s) as described supra in conjunction with steps 52 and 60 of FIG. 6.

[0054] While FIG. 4 depicts a particular configuration of symbols for the choice die 26, the choice die 26 generally comprises the challenge symbol, the pick-challenge symbol, or both the challenge symbol and the pick-challenge symbol. The choice die 26 may also comprise, but is not required to comprise, one or more of: the free-turn symbol, the lose-turn symbol, and the free-roll symbol. Each of the challenge symbol and the pick-challenge symbol may appear on any number of faces (including zero faces) of the choice die 26 subject to the constraint that at least one of the challenge symbol and the pick-challenge symbol must appear on the choice die 26. Each of the free-turn symbol, the lose-turn symbol, and the free-roll symbol may appear on any number of faces (including zero faces) of the choice die 26 such that no more than one symbol may appear on each face of the choice die 26. Any of the free-turn symbol, the lose-turn symbol, and the free-roll symbol may be absent from the choice die 26.

[0055]FIG. 5 depicts a flow chart 30 of playing the Challenge Game with a plurality of M players, in accordance with embodiments of the present invention. FIG. 5 is applicable for both the game apparatus of FIGS. 1-2 and the game apparatus of FIGS. 3-4. The Challenge Game starts with an initialization 32, that includes providing the game apparatus which includes the group of dice 10 of FIGS. 1-2 or the group of dice 20 of FIGS. 3-4. The Challenge Game includes three phases: an initialization phase, a game-playing phase, and a game-ending phase.

[0056] The initialization 32 includes: establishing an initial order of play such that the M players are denoted and order-sequenced as P1, P2, . . . , PM; and initializing each player's score. The M players may be order-sequenced by any method known to one of ordinary skill in the art, such as by, inter alia, drawing numbers, picking letters, etc. Each player's score may be initialized to a common initial score such as zero points. Alternatively, each player's score may be initialized to values that differ from player to player, which would permit a less skillful player to be given a higher score initially than is given to a more skillful player. This alternative initialization includes setting initial scores of players Pi and Pj to different numerical values, wherein i is one of 1, 2, . . . , M, and wherein j is another of 1, 2, . . . , M.

[0057] The game comprises “rounds of play” or “rounds.” During each round, each player Pm (m=1, 2, . . . , M) has a “turn of play.” Step 34 sets m equal to 1 for the first round of play, which effectively sets Pm equal to P1 and thus establishes that the player P1 is the first of the M players to have a turn of play. Step 36 executes Pm's turn of play in a manner to be described infra in conjunction with FIG. 6. It should be noted that during Pm's turn of play, Pm and other players may have their point scores adjusted upward or downward. Step 38 determines whether the game has ended by determining whether an end-game condition has occurred. If the end-game condition has occurred, then the game ends as denoted in step 40. If the end-game condition has not occurred, then the next player's turn of play is executed in step 36. In accordance with step 42, the next player after Pm to have a turn of play is Pm+1 if m<M, or P1 if m=M.

[0058] If the end-game condition determines a winner Pi of P1, P2, . . . , PM, then the Challenge Game may include an end-game rule stating that the end-game condition must occur during execution of one of Pi's turns of play. The end-game condition may be based on any predetermined rule for ending the game. For example, the end-game condition may require having Pi reach at least a predetermined score (e.g., 10 points) during executing the aforementioned one of Pi's turn of play. The end-game condition may further require that Pi's score exceeds each other player's score by at least a predetermined numerical amount (e.g., by 2 points). The end-game condition may alternatively or additionally require that the game must end on a rolling by Pi of a predetermined combination of scoring symbols SA and SB in conjunction with a first rolling and a second rolling, respectively, (or concurrent rollings) of the scoring die by Pi during the aforementioned one of Pi's turn of play. An alternative end-game rule is that the game cannot end until every player has completed his or her turn of play during the round of play in which the game ends. With the preceding alternative end-game rule, the test step 38 in FIG. 5 for ending the game should be executed after the step 42 for the case of m=M. See discussion infra, in conjunction with FIG. 6, of first and second rollings (or concurrent rollings) of the scoring die (or dice) during a turn of play.

[0059]FIG. 6 depicts a flow chart 50 of the player Pm's turn of play, in accordance with embodiments of the present invention. The flow chart 50 of FIG. 6 provides a detailed description of the step 36 of FIG. 5. In FIG. 6, the flow chart 50 applies specifically to the game apparatus of FIGS. 3-4 which includes the group of dice 20 (including scoring die 22, challenge die 24, and choice die 26) described supra in conjunction with FIGS. 3-4. Although In FIG. 6, Pm's turn of play starts with step 52 in which the player Pm rolls the scoring die 22 (i.e., “first rolling” of the scoring die 22) and the challenge die 24: see FIG. 4). The scoring die 22 is rolled prior to, or simultaneously with, the challenge die 24. As shown from step 54 in FIG. 6, rolling the challenge die results in rolling the null symbol, the challenge symbol, the choice symbol, or the pick-challenge symbol, respectively, thereby causing the game execution to follow the path 55, 56, 57, or 58, respectively. Having the game execution follow the path 55, 56, 57, or 58 is called “executing the challenge die result” following rolling the challenge die by Pm.

[0060] The paths 55, 56, 57, and 58 each lead to step 60 (exceptions to be discussed infra). In step 60, the player Pm rolls the scoring die 22 a second time (i.e., “second rolling” of the scoring die 22). After the player Pm rolls the scoring die 22 for the second time in step 60, the point score of Pm is updated in step 62 based on what occurred during Pm's turn of play. Then in accordance with step 64, execution is transferred to step 38 in the flow chart 30 of FIG. 5.

[0061] The updating of Pm's point score in step 62 of FIG. 6 is based on the scoring symbols Sα and Sβ rolled by Pm during the first rolling (i.e., step 52) and the second rolling (i.e., step 60), respectively, of the scoring die 22. Any scoring system based on algebraically incrementing Pm's score by a number of points that is a function of Sα and Sβ is within the scope of the present invention. “Algebraically incrementing” means adding positive and negative numbers in an algebraically correct manner. FIG. 7 illustrates three such exemplary scoring systems , namely Scoring Systems 1, 2 and 3 identified respectively, as “System 1”, “System 2”, and “System 3” in FIG. 7. FIG. 7 shows three scoring symbols which can result from rolling the scoring die 22: Green & BlackDot, Green, and Red. In System 1, the points scored by Pm are as shown. In Systems 2 and 3, the scoring symbols Green & BlackDot, Green, and Red are assigned scoring values of 1, 0, and −1, respectively. The preceding scoring values for Systems 2 and 3 are not shown in FIG. 7. Denoting Vα and Vβ as scoring values of the rolled scoring symbols Sα and Sβ, respectively, the points scored by Pm in System 2 is Vα+Vβ, and the points scored by Pm in System 3 is Vα+Vβ. For example using the aforementioned scoring values (i.e., 1, 0, −1), if Sα=Green and Sβ=Green & BlackDot, then Vα=0 and Vβ=1 resulting in Vα+Vβ=1 for System 2 and Vα+2Vβ=2 for System 3, as shown in FIG. 7.

[0062] The scoring symbols of the scoring die 22 each have a “scoring power” relating to the propensity of each such scoring symbol to contribute to the points scored by Pm is step 60 of FIG. 6. More specifically, the scoring power of a given scoring symbol is the points scored by Pm algebraically summed over each unique combination of Sα and Sβ under the assumption that Sα is the given scoring symbol. Thus from FIG. 7 and considering the 9 rows containing points scored by Pm: the scoring power of Green & BlackDot for each Scoring System is the sum of the points scored in rows 1-3 of the 9 rows, the scoring power of Green for each Scoring System is the sum of the points scored in rows 4-6 of the 9 rows, and the scoring power of Red for each Scoring System is the sum of the points scored in rows 7-9 of the 9 rows. See FIG. 8 for a tabulation of the scoring powers so derived from FIG. 7. FIG. 8 shows that for each of Scoring Systems 1, 2, and 3, the scoring power of Green & BlackDot exceeds the scoring power of Green, and the scoring power of Green exceeds the scoring power of Red.

[0063]FIG. 6 shows the player Pm rolling the scoring die 22 (see FIG. 4) a second time in step 60 following execution of any of the paths 56, 57, 58, or 59 associated with rolling the challenge die 24. The game rules may alternatively require that the player Pm roll the scoring die 22 (see FIG. 4) a second time in step 52 instead of in step 60, such that step 52 comprises rolling the scoring die 22 twice and the challenge die 24 once and that step 60 is omitted. If step 52 comprises rolling the scoring die 22 twice and the challenge die 24 once, then any ordering of rolling the scoring die 22 twice and the challenge die 24 is within the scope of the present invention, and a second scoring die 22 may be used for the second rolling. As a first example, the first rolling of the scoring die 22, the second rolling of the scoring die 22, and the rolling of the challenge die 24 may be sequential and in any order. As a second example, two scoring die 22 may be rolled together followed by, or preceded by, the rolling of the challenge die 24. As a third example, two scoring die 22 and the challenge die 24 may all be rolled together. The scoring rules and possibilities described supra in conjunction with rolling the scoring die 22 a second time in step 60 also apply to the alternative rolling the scoring die 22 a second time in step 52.

[0064] In FIG. 6 and as stated supra, the null symbol, the challenge symbol, the choice symbol, or the pick-challenge symbol may be rolled as a result of rolling the challenge die 24. It is understood herein that each of the aforementioned symbols may be rolled only for those symbols that actually appear on the challenge die 24, and that either or both of the null symbol and pick-challenge symbol may be absent from the challenge die 24.

[0065] If the null symbol is rolled as a result of rolling the challenge die 24, then dice rolling during execution of Pm's turn of play simply amounts to executing the first rolling of the scoring die 22 and the rolling of the challenge die in step 52, and the second rolling of the scoring die 22 in step 60 (or all such rollings in step 52 as described supra). If either the challenge symbol, pick-challenge symbol, or the choice symbol is rolled, however, then additional possibilities exist for adjusting the point scores of Pm and of other players.

[0066] If in rolling challenge die 24 (see FIG. 4) in step 52 of FIG. 6 the player Pm rolls the challenge symbol, then any other player Pk (k≠m) may elect (see step 66) to challenge Pm. Challenging Pm means engaging in a challenge sequence (see step 68) with Pm in a transfer of at least one point from Pm to Pk or from Pk to Pm. In the challenge sequence, Pk and Pm alternate in rolling the scoring die 22 (see FIG. 4) until a particular one of Pk and Pm rolls a predetermined scoring symbol (e.g., Red). A challenge sequence initiation rule either states that Pk (i.e., the challenger) is the first to roll the scoring die 22, or that Pm (i.e., the challengee) is the first to roll the scoring die 22, in the challenge sequence. When the particular one of Pk and Pm rolls the predetermined scoring symbol, then a point transfer rule either states that the at least one point is transferred from the particular one of Pk and Pm to a remaining one of Pk and Pm, or states that the at least one point is transferred to the particular one of Pk and Pm from the remaining one of Pk and Pm.

[0067] If in rolling challenge die 24 (see FIG. 4) in step 52 of FIG. 6 the player Pm rolls the pick-challenge symbol, then Pm may elect (see step 76) to challenge the any other player Pk (k≠m) in a challenge sequence (see step 78) between Pm and Pk following the same procedures and rules as was discussed supra for the situation of Pm rolling the challenge symbol, subject to the roles of Pk and Pm being interchanged. In particular, Pk and Pm are the challenger and challengee, respectively, when the pick-challenge symbol is rolled by Pm, whereas Pk and Pm are the challenges and challenger, respectively, when the challenge symbol is rolled by Pm.

[0068] The Challenge Game rules may require a player to be “challenge-qualified” in order to make a challenge. Being “challenge-qualified” means meeting predetermined standards such as, inter alia, having a positive point score (i.e., a score that is greater than zero). If a player not challenge-qualified nonetheless makes the challenge, then said challenge by the unqualified player is illegal and void, and the player making the illegal challenge loses his or her next turn of play. Since an illegal challenge is void, any other challenge-qualified player may alternatively make the challenge. If more than one such other challenge-qualified player desires to alternatively make the challenge, then a tie-breaker rule (e.g., picking numbers or letters) determines which of the other challenge-qualified players will actually make the challenge.

[0069] As shown in FIG. 6, after execution of the challenge sequence in step 68 the player Pm rolls the scoring die 22 (see FIG. 4) a second time in step 60 as described supra. The second rolling is labeled as “second” in disregard of any rolling of the scoring die 22 by Pm during the challenge sequence. An alternative play-terminating rule that is within the scope of the present invention states that after execution of the challenge sequence in step 68, Pm's turn of play is terminated such that step 60 of FIG. 6 is not executed, and a turn of play is instead executed for the next player in sequence, wherein the next player in sequence is identified in accordance with step 42 of FIG. 5. As stated supra, however, the game may be alternatively played with two rolling of the scoring die 22 and 1 rolling of the challenge die all occurring in step 52, in which case the alternative play-terminating rule states that after execution of the challenge sequence in step 68, Pm's turn of play is terminated such that Pm's score is not adjusted by Pm's rolling of the 2 scoring die in step 52. Note that either alternative play-terminating rule is optional and may be omitted.

[0070] If in rolling the scoring die 22 (see FIG. 4) in step 52 of FIG. 6, the player Pm rolls the choice symbol, then Pm may elect (see step 72) to roll a third die, which may include, inter alia, the choice die 26. See discussion supra relating to the third die, and see FIGS. 3-4 and accompanying text for a description of characteristics and properties of the choice die 26. If Pm makes a “choice” election, then a choice sequence shall be executed as shown in FIG. 6 in step 74. The choice sequence includes rolling the third die and also includes steps which spring from rolling the third die. The following discussion assumes that Pm rolls the choice symbol, makes the choice election, and then rolls the choice die 26.

[0071] As stated supra in conjunction with FIGS. 3-4, the choice die 26 comprises the challenge symbol, the pick-challenge symbol, or both. Thus if the choice die 26 comprises the challenge symbol and if Pm rolls the challenge symbol when rolling the choice die 26, then the any other player pk (k≠m) may elect to challenge Pm in accordance with the same procedures and rules as was discussed supra for the situation of Pm rolling the challenge symbol when rolling the challenge die 24. On the other hand, if the choice die 26 comprises the pick-challenge symbol and if Pm rolls the pick-challenge symbol when rolling the choice die 26, then Pm may elect to challenge the any other player Pk (k≠m) in accordance with the same procedures and rules as was discussed supra for the situation of Pm rolling the challenge symbol when rolling the challenge die 24 or the choice die 26, subject to the roles of Pk and Pm being interchanged. In particular, Pk and Pm are the challenger and challengee, respectively, when the pick-challenge symbol is rolled by Pm, whereas Pk and Pm are the challenges and challenger, respectively, when the challenge symbol is rolled by Pm.

[0072] If a player makes a challenge that is in proper accord with the procedural rules stated supra (e.g., a challenge based on rolling a challenge symbol or a pick-challenge symbol), such a challenge is called a “procedural challenge,” as opposed to an improper challenge in which a player makes a challenge when such a challenge is not authorized under the game rules. In order for a procedural challenge to be allowed, however, the challenger must be challenge-qualified as discussed supra.

[0073] As stated supra in conjunction with FIGS. 3-4, the choice die 26 may comprise any, none, or all of: the free-roll symbol, the free-turn symbol, and lose-turn symbol. If the choice die 26 comprises the free-roll symbol and if Pm rolls the free-roll symbol when rolling the choice die 26, then the free-roll symbol will function in accordance with a static game rule or a dynamic game rule, as discussed supra in conjunction with FIG. 4. If the choice die 26 comprises the free-turn symbol and if Pm rolls the free-turn symbol when rolling the choice die 26, then Pm is entitled to have a free turn. Having a free turn means having the option of electing to execute an extra turn of play immediately following any of Pm's normal turn of play. The rules relating to the free-turn symbol, as discussed supra in conjunction with FIGS. 3-4, apply to Pm. If the choice die 26 comprises the lose-turn symbol and if Pm rolls the lose-turn symbol when rolling the choice die 26, then Pm loses a turn. Losing a turn means that Pm will not execute the steps 60 and 62 in FIG. 6; i.e., Pm will not roll the scoring die immediately after executing the choice sequence of step 74 (and will not have his or her score updated via step 62), but will instead terminate execution of Pm's turn of play such that a turn of play is then executed for the next player in sequence, wherein the next player in sequence is identified in accordance with step 42 of FIG. 5. If the rules have both the first and second rolling of the scoring die 22 rolled in step 52, as discussed supra, then although step 60 is irrelevant, step 62 is nevertheless not executed.

[0074] As stated supra, the flow chart 50 in FIG. 6 applies specifically to the game apparatus of FIGS. 3-4 which includes the group of dice 20 (including scoring die 22, challenge die 24, and choice die 26) described supra in conjunction with FIGS. 3-4. Nonetheless if the “Choice” path 57 and blocks 72 and 74 are deleted from FIG. 6, then the flow chart 50 and accompanying discussion herein applies also to the game apparatus of FIGS. 1-2 which includes the group of dice 10 (including scoring die 12 and challenge die 14) described supra in conjunction with FIGS. 1-2. In applying the flow chart 50 of FIG. 6, and the discussion thereof, to the game apparatus of FIGS. 1-2, any appearance of the scoring die 22 and challenge die 24 in said discussion thereof should be replaced by the scoring die 12 and challenge die 14, respectively.

[0075] The Challenge Game with all embodiments described herein, may be played mechanically or electronically. Playing mechanically means playing with a physical die or dice which are physically rolled by the players. Playing electronically means playing with die or dice which are represented visually as in an electronic game or a computer game such that the die or dice are electronically rolled by the players by using a computer keyboard, joystick, or other device that is coupled to an electronic medium such as a computer. The result of rolling the die electronically may be implemented by software, which may include picking random numbers from a statistical distribution.

[0076]FIG. 9 depicts a scoring sheet 80 for the Challenge Game that has been described herein in conjunction with FIGS. 1-8, in accordance with embodiments of the present invention. FIG. 9 records scoring by one player of the Challenge Game. FIG. 10 depicts a scoring sheet 85, which represents the scoring sheet 80 of FIG. 9 as modified (and filled in) to show the scoring by 2 players. Any portion of a scoring sheet that records the scoring of one player is called a “player's portion” of the scoring sheet. Thus the scoring sheet 80 of FIG. 9 includes one player's portion, and the the scoring sheet 85 of FIG. 10 includes two player's portions. The columns of each player's portion in FIGS. 9 and 10 are defined as follows with particular reference to “Player A” of FIG. 10. Generally, a player's portion comprises an “n” column, a “Scoring Dice” column, “Challenges” columns, “Choice Die” columns, a “Total Score Of Turn” column, and a “Total Game Score” column. The “Choice Die” columns may be omitted for the first game embodiments of FIGS. 1-2. The preceding terms (“n” column, “Scoring Dice” column, “Challenges” columns, “Choice Die” columns, a “Total Score Of Turn” column, and a “Total Game Score” column) are labels, as well as column headings, which generically define the content of the columns. Note that these labels headings may be varied in any manner such that the labels define the content of the columns.

[0077] The “n” column identifies a “round of play” or “round.” In each round, each player has a turn of play.

[0078] The “Scoring Dice” column records an amount of points to be added (positive or negative numbers) as a result of rolling the scoring die or dice in accordance with steps 52 and 60 (or step 52 only) of FIG. 6

[0079] The “Challenges” columns records all challenges made by, or of, Player A during the round. Each column of the Challenges columns relates to a different challenge involving Player A. If there are more than two players in the game, an option is to place the initials of the other player (i.e., other than Player A) involved in a challenge next to the amount added in the pertinent Challenges column of Player A, which may be used to assist in recalling later who was the other player who challenged Player A and how the result of the challenge occurred.

[0080] The “Choice Die” two columns are: a “Side” column and a “Results” column. The Side column records the symbol rolled from rolling the choice die. In the Side column for Player A, “FR” stands for the free-roll symbol, “FT” stands for the free-turn symbol, “chall” stands for the challenge symbol, “PAC” stands for the pick-challenge symbol, and “used” next to FT denotes that the free-turn has been used. The Results column records points (i.e., positive points or negative points) added as a result of rolling the choice die.

[0081] The “Total Score Of Turn” column records, for each row, a summation of all Scoring Dice points, Challenges Results points, and Choice Die Results points.

[0082] The “Total Game Score” column records the cumulative value of the Total Score Of Turn column. As stated supra, the initializing of each player's score may include setting the initial score of each player to a common initial score (e.g., zero), or to different initial scores for the players. The Total Score Of Turn value in the n=1 row could be used to record the initial score of each player. Alternatively, there could be a n=0 row preceding the n=1 row, for recording the initial score of each player.

[0083]FIG. 10 shows how a partially used scoring sheet could be used for scoring two games. In FIG. 10, each game includes an end-game condition of the winner having at least 11 points and at least 2 points more than the points of any other player.

[0084] The scoring sheets of the present invention may include having a scoring sheet that accommodates scores of one player (e.g., see the scoring sheet 80 of FIG. 9), a scoring sheet that accommodates scores of two players (e.g., see the scoring sheet 85 of FIG. 10), and a scoring sheet that accommodates scores of more than two players (e.g., by adding a third Player C to FIG. 10 by: making the columns of FIG. 10 thinner, or by making the width of FIG. 10 bigger).

[0085] While FIGS. 9 and 10, are structured in a particular format, the scope of the present invention includes all variations of FIGS. 9 and 10, as would be obvious to one of ordinary skill in the art, that includes equivalent scoring-related information.

[0086]FIG. 11 depicts a scoring board 90 for the Challenge Game that has been described herein in conjunction with FIGS. 1-8, in accordance with embodiments of the present invention. The scoring board 90 is divided into a plurality of scoring regions. In FIG. 11, the scoring regions 101, 102, . . . , 106, . . . , 110, 111 include cumulative scoring values −5, −4, . . . , 0, . . . , +4, +5, respectively. Note that the scoring value of “0” in the scoring region 106 is denoted by the word “START” rather than by the number “0” in order to emphasize that the initial or starting value of each player is typically 0, even though some players may start the game with an initial score other than 0 as explained supra. Generally, each scoring region may contain any symbol that is assigned a numerical cumulative score. As a first example as illustrated in FIG. 11, the scoring regions may contain integers to stand for cumulative scores. As a second example, the scoring regions may contain alphabetical characters (e.g., A, B, C, . . . or equivalents thereof in a non-English language such as α, β, γ, . . . in Greek) to stand for cumulative scores. While FIG. 11 shows the board 90 as having only 11 scoring regions with associated minimum and maximum cumulative scores of −5 and +5, respectively, the scoring board 90 may have at least as many scoring regions as are required to include the possible cumulative scores which may occur in a game. For example, if the possible cumulative scores in a game are 0, ±1, ±1, . . . , ±9, then the board 90 has at least 19 scoring regions. It is also within the scope of the present invention to include less than a maximum number of cumulative scores. For example if the game rules does not limit how algebraically negative a player's score may be, then the player's score can become arbitrarily negative (e.g., −999 which can theoretically occur). Thus, it may be practical have the scoring board 90 include at least as many scoring regions as are required to include the possible positive cumulative scores which may occur in a game, with no corresponding limitation as to the negative cumulative scores.

[0087]FIG. 11 depicts score pointers 91, 92, and 93. Each such score pointer is identified with a player, and the region in which the score pointer is placed designates the cumulative score for the player. For example, if the score pointers 91, 92, and 93 are identified with players Bob, Joe, and Ken, respectively, then FIG. 11 shows that Bob, Joe, and Ken have cumulative scores of −2, +1, and +3, respectively. While FIG. 11 shows the score pointers 91, 92, and 93 to be differentiated by geometric shape (i.e., the score pointers 91, 92, and 93 have circular, square, and hexagonal shapes, respectively), the score pointers 91, 92, and 93 may be differentiated by any other characteristic such as color, size, etc. Generally, the scoring pointers 91, 92, and 93. each comprise any object (e.g., a coin, a nut, a jewel, a piece of paper, etc.) that geometrically fits within each scoring region 101, 102, . . . , 106, . . . , 110, and 111.

[0088] While the scoring board 90 is shown in FIG. 11 to have a rectangular shape, the scoring board 90 may have any geometric shape such as a curved shape, a circular shape, a sequence of rectangles making a non-zero angle with each other, etc. While the scoring regions 101, 102, . . . , 106, . . . , 110, 111 are each shown in FIG. 11 to have about the same geometric dimensions, the scoring regions 101, 102, . . . , 106, . . . , 110, 111 may generally have the same or different geometric dimensions. For example any two scoring regions may have different thicknesses in the direction 99.

[0089]FIG. 12 depicts FIG. 11 with lanes 95, 96, 97, and 98 added to the scoring board 90. The lane 95 includes the cumulative scoring values −5, −4, . . . , 0, . . . , +4, +5, respectively. The lanes 96, 97, and 98 are each reserved for a unique player. Thus in the example stated supra in conjunction with FIG. 11, the players Bob, Joe, and Ken have reserved the lanes 98, 97, and 96, respectively, showing their cumulative scores −2, +1, and +3, respectively. In addition to denoting the possible cumulative scores, the lane 95 could also be reserved for a player. Although the lane 95 is located on a same side of the lanes 96, 97, and 98, the lane 95 may be positioned in any manner relative to the lanes 96, 97, and 98. Although the board 90 in FIG. 2 shows 4 lanes (including the lane 95 for denoting cumulative scores), the board 90 generally includes a plurality of lanes. If the scoring board 90 has scoring lanes, then the score pointers need not he intrinsically distinguishable from each other (or one another), since the score pointers may be distinguished by the lanes in which the score pointers are placed.

[0090] While particular embodiments of the present invention have been described herein for purposes of illustration, many modifications and changes will become apparent to those skilled in the art. Accordingly, the appended claims are intended to encompass all such modifications and changes as fall within the true spirit and scope of this invention.

Referenced by
Citing PatentFiling datePublication dateApplicantTitle
US6964415 *May 27, 2003Nov 15, 2005Marissa SchnitmanDice game
Classifications
U.S. Classification273/146
International ClassificationA63F9/04
Cooperative ClassificationA63F2009/0486, A63F9/04
European ClassificationA63F9/04