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Publication numberUS3829098 A
Publication typeGrant
Publication dateAug 13, 1974
Filing dateFeb 5, 1973
Priority dateFeb 5, 1973
Publication numberUS 3829098 A, US 3829098A, US-A-3829098, US3829098 A, US3829098A
InventorsF Umminger
Original AssigneeF Umminger
Export CitationBiBTeX, EndNote, RefMan
External Links: USPTO, USPTO Assignment, Espacenet
Board game apparatus
US 3829098 A
Images(4)
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Description  (OCR text may contain errors)

Unite States Umminger, Jr.

BOARD GAME APPARATUS atent Primary ExaminerDelbert B. Lowe Attorney, Agent, or Firm-Biebel, French & Bugg [76] Inventor: Frederick W. Umminger, Jr., 11109 Walnut Creek Dr., Parkville, Mo.

55102 57 ABSTRACT [22] Filed: 1973 A game and game accessories which include a game [21] App} 32 7 hoard having a playing field and various odds indicatmg sectlons, playmg markers movable over the playmg field in accordance with preselected playing rules, a [52] us CL 273/131 273/131 273/131 die for controlling the direction of movement of the 273/131 K, 273/ 13 D laying marker, a roll marker for keeping track of the [51] Int. Cl. A63f 3/00 number f rolls 0f the i consecutively numbered [58] Field of Search 273/ 131, 134 tablets corresponding to the number of die rolls up to I a preselected maximum and supplemental odds cards References Clted for indicating the approximate odds of playing mark- UNITED STATES PATENTS ers exiting the playing field on different moves and at 3,556,528 1/1971 Spiring 273 134 AC various Positions or Combinations of Positions- 27 3,642,286 2/1972 Moore 3/134 AD 32 Claims, Drawing Figures 24 25 a l8 22 as 22 1e 27 2e 1 1 1 1 1 l b 1' 1 1e N d 1:2 L

25 z 20 e f a 9 58 000 'HVd l n \1 co \1 w o ggzg 113/13 172 22 02 'm@ @ZD (9]) (E k 1 bl 1 I4 82 L2 92 8Q 7 r 12 9 9 @1 (L @1 N 2 9| 01 N 1s m[j N\1@4 Mo1LesLo|i7I 92172 w i (E) (L 0 L2 m 1 l 0 e1 21 e1 o 22 1% 0g 34 6 a 44 91 9 w T 58 (J1 3 I N E 23 4s 1;; g m a 54 n 01 3 1 14 6 a 92 r 9 w 58 20 20 H 16\ m [16 g 1 12 I3 14 5o 19 13 19 5 m |1o m a 5 (E @D 14 7 7 14 N N m u gg 10910 mm '6 l8 19 2O 4 4 4 1- I w m H 10 11 12 EVEN 9a 2 3 o 4 2o 5 5 6 5e 4 o 9 2o ODD 000 5 Lu 5 5 8 s i I? lo (I) 15: Q m 2 l 24 2s 1s 22 32 21 2 azooss PMENIEB M181 31914 SHEET 3 OF 4 no A us :27

mm AUG arm SHEET 4 BF 4 BOARD GAME APPARATUS BACKGROUND OF THE INVENTION Several different games utilize game boards of nonrectangular shapes, playing markers, chance means such as dice and various supplemental cards. For example, see US. Pat. Nos. 695,303; 1,207,466; 1,555,937; 2,045,339; 2,273,009; and 3,602,512. Additionally, game apparatus which includes dice having markings other than conventional sets of dots are shown in US. Pat. Nos. 164,328 and 1,598,611.

In most game apparatus, however, there is little variation in the games played with the apparatus, as a consequence of which the games may be limited in appeal to particular groups, such as a particular age group. While some game apparatus does permit different games to be played, such apparatus is usually of the combination type in which different playing surfaces and game accessories are alternatively used in accordance with entirely different sets of rules.

A need, therefore, exists for a game which utilizes a single set of game accessories, played in a single basic manner but susceptible to many variations to improve the range of appeal of the game to various age groups and ranges of ability and interest.

SUMMARY OF THE INVENTION The present invention provides a game and game apparatus for playing it which, although utilizing the same basic game accessories and predicated upon the same basic game rules, is susceptible of countless variations which improve its interest range to most age groups and levels of ability. Thus, the present invention permits not only variation in the emphasis on various game approaches, such as racing, scoring and wagering, but permits variations of each of these three basic game approaches.

The game apparatus includes a playing board having a central playing field and various odds indicating means associated with the playing field and disposed about it on the playing board. Playing markers are provided for movement across the playing field in accordance with the same basic game rules, regardless of the particular game played, and the direction of movement of the playing marker-is controlled in accordance with the game rules by rolling a die.

The game apparatus also includes a roll marker for keeping track of the numbers of rolls of the die, consecutively numbered tablets corresponding in number to the die rolls between preselected minimum and maximum numbers, and supplemental odds cards indicating the odds of a game ending on a particular roll of the die and at a particular position or combination of positions along the periphery of the playing field. Additionally, the game apparatus includes a plurality of betting chips valued at various denominations and used in wagering games.

In one embodiment of the present invention, the central playing field is of rectangular configuration and sub-divided by a grid into a plurality of square playing positions. The direction of movement of the playing markers is controlled by identifying indicia positioned at the four sides of the game board and the center of the playing field and these indicia correspond to indicia on the sides of the die. Thus, depending upon the indicia that comes up on the die each time it is rolled, the

playing markers are either moved towards a side of the board bearing corresponding indicia or not moved, in accordance with the game rules.

In a second embodiment of the invention, the central playing field is of hexagonal outline and a multi-colored honeycomb defines a series of hexagons in the center of the central playing field. Each of the sides of each of the hexagons are colored differently than the other sides thereof. The die used in this embodiment of the game has its faces colored with colors corresponding to the colors of the sides of the hexagons. Thus, a playing marker moves from one hexagon to another through the side of the hexagon having the same color as that which comes up on the die when it is rolled.

In this embodiment also, a series of small triangles are positioned about the periphery of the outer hexagons in the honeycomb and are colored to correspond to base positions on position odds triangles disposed about the playing field. Therefore, the odds of a playing marker exiting at a particular colored triangle are indicated in correspondingly colored subsections of the position odds indicator associated therewith.

BRIEF DESCRIPTION OF THE DRAWINGS FIG. 1 is a view of the playing board in accordance with the present invention;

FIG. 2 is a view of a portion of the playing board showing the playing field;

FIG. 3 is another view of a portion of the playing board showing position odds indicating means in accordance with the present invention;

FIG. 4 is a view showing the layout of a supplemental odds card with the spaces therein referenced to correspond to those in the position odds indicating means;

FIG. 5 shows an example of a supplemental odds card used in playing the game of the present invention;

FIGS. 6A and 6B are views of a die used to control the direction of movement of the playing markers;

FIG. 7 is a perspective view of a roll marker;

FIG. 8 is a perspective view of a playing marker;

FIG. 9 is a perspective view of a roll number tablet;

FIG. 10 is a perspective view of chips used in wagering games;

FIG. 11 is a view of a playing board in accordance with a second preferred embodiment of the invention;

FIG. 12 is an enlarged view of a portion of FIG. 11; and

FIGS. 13A and 13B are views of a die used in this embodiment.

DESCRIPTION OF THE PREFERRED EMBODIMENTS As seen in FIG. 1 of the drawings, a game board 10 in accordance with the present invention includes a playing field 12 of square configuration surrounded by four triangularly shaped position odds indicating means 14, each of which has its base contiguous with one of the sides of the playing field 12. At each corner of the playing field 12 a square odds indicating means 16 is positioned and it, in turn, is provided with a pair of triangularly shaped combination move odds indicating means 18.

It will also be seen that smaller triangles 20 are positioned at two corners of each of the squares 16, with one apex of each of the triangles directed diagonally across the square 16. Also associated with each square 16 is a rectangle 22 having a corner thereof adjoining a corner of the square 16.

At the left hand corners of the playing board, as seen in FIG. 1, additional squares 24 are positioned while at the right hand corners of the board squares 26 are found. Also, at the left hand corners are crosses while at the right hand corners are crosses 27. It will be seen that a symbol is located along each edge of the playing board consisting of a crescent 28 at the top of the board, a heart 30 at the right hand side of the board, a sun 32 at the bottom and a star 34 at the left hand side of the playing board.

As seen in FIG. 5, supplemental odds cards 36 also form part of the game apparatus and each card includes a triangle 38 subdivided into triangles and diamonds, corresponding to those in the triangle l4, and indicia 40 for indicating the number of a particular roll of the die and numbered consecutively from 3 to 38, inclusive. The die 42 has six faces, four of which bear indicia corresponding to the indicia 28, 30, 32 and 34, labelled correspondingly in FIG. 6 of the drawings. A fifth side bears a cross shaped symbol 44 while the sixth side 46 is blank.

FIGS. 7 and 8 indicate the roll marker 48 and playing marker 50, respectively, while FIG. 9 indicates a roll number tablet 52, which is hexagonal in shape and bears on one face thereof a number from 3 to 38, inclusive. ,It will also be seen from FIG. 10 of the drawings that the game accessories include chips 51, preferably in four different colors, such as white, red, blue and black.

As noted above, there are a number of different games that can be played in accordance with the present invention. However, the game rules for initial placement and subsequent movement of the playing markers are always the same, except in a few instances where they are modified for certain games. In all other cases care must be taken to adhere to the rules whenever a scoring or wagering game is played, since all of the odds displayed by the various odds indicating K means on the playing board and supplemental odds cards are based on these rules and deviation from the game rules will invalidate these odds.

The basic game rules involve movement of the playing markers 50 across the playing field 12 from one square 54 thereof to another in a horizontal or vertical direction but never in a diagonal direction. The direction of movement of the playing markers is determined by the die 42 and the goal is for a playing marker to exit the playing field at the periphery thereof by moving from one of the peripheral playing positions 54' into one of the base spaces Q, R, S, T or U at the base of each of the triangles 14 (see also FIG. 3 of the drawings).

Thus, to start a game a playing marker is positioned in the central playing square 54", designated by the cross shaped symbol 44, and the die 42 is thrown. If the heart shaped symbol comes up on the die the playing marker is moved one square to the right toward the heart shaped symbol 30 distinguishing that side of the playing field from the other three sides thereof. Similarly, if a sun shaped, star shaped or crescent shaped symbol comes up on the die, the playing marker would be moved one space in the corresponding direction on the playing field. If the blank side of the die turns up then the marker is not moved and must await another roll.

The cross shaped symbol 44 permits the playing marker to be moved in any one of the four directions from the central square 54". If the playing marker is not located on the central playing square 54" and the cross shaped symbol 44 comes up on the die, the playing marker is moved one square closer to the center square, again, however, always in a vertical or horizontal direction and never diagonally across the board.

When a playing marker is in one of the squares 54' on the periphery of the playing field, it may move into the triangle Q, R, S, T or U associated therewith if the next symbol that comes up on the die matches the symbol associated with that side of the board. For example, if a playing marker was positioned in the upper left hand playing square 54 and the crescent shape came up on the die on the next roll, the playing marker would move vertically upwardly into the triangle Q directly opposite thereto.

As a further example, if a star shaped symbol came up on the die the playing marker would move horizontally to the left into the triangular space U directly to the left thereof. Of course, if a heart shape cam up on the die the playing marker would move one space horizontally to the right into the next adjacent square 54 and if a sun shape 32 came up the marker would be moved one space vertically downwardly into the square 54' positioned immediately beneath it.

Each of the squares, crosses, triangular and diamond shaped spaces positioned on the playing board outwardly of the playing field indicate wager locations which serve a dual purpose for the various games that can be played in accordance with the present invention. Thus, in scoring games the wager locations provide the goals to be reached, resulting in the player being rewarded accordingly, whereas in wager games these locations serve as positions upon which to place a wager indicator, such as a chip or chips 51.

The wager locations are divided into two distinct types. These include locations for wagering on which of the triangular spaces bordering the playing field the playing marker will emerge from the playing field, and these locations are denominated position odds indicating means. There are also wager locations for wagering on which roll of the die the playing marker will emerge from the playing field or return to the central starting position and these locations are denominated move odds indicating means.

Wagers may also be made, by using the roll number tablets, on which roll of the die and at what position or one of a combination of positions the playing marker will emerge from the field. The odds for such positionroll wagers are found on the supplemental odds cards.

Each of the triangles 14 are divided into 21 position odds indicating spaces, including the base spaces Q, R, S, T, and U, an apex space A and a plurality of intermediate triangular and diamond shaped spaces labelled as shown in FIG. 3. Thus, position wagers can be made at 84 different positions on the playing board and each of these spaces indicates the odds of a playing marker exiting the playing field at a particular position or combination of positions.

For example, and with reference to FIG. 3, it will be seen that the approximate odds of a playing marker exiting the playing field into a base space Q or U are :1,

whereas the odds of the playing marker exiting into the spaces R or T are approximately 19:1. Similarly, the odds of exiting into the central base space S are approximately 13:1.

In addition to wagering into which of the specific base spaces the playing marker will move, wagers may be placed on combinations of such positions. In this regard the wagering location at the apex of any size triangle covers all of the positions lying within the base of that triangle and a wager location immediately below the apex of any size triangle covers only the positions at each end within its base. The following chart illustrates these principles:

And The Odds Are Approximately Covers An Exit Into Any One Of Spaces A Wager In The Space Labelled Roll or move wagers can be made at 120 different cations on the playing board. These locations lie in the areas outwardly of the playing field 12 and between the four triangles 14 and consist of the four squares l6 displaying the roll numbers 3 through 38, the eight triangles 18, the eight smaller triangles 20, the four rectangles 22, the two rectangles 24, the two rectangles 26, the four crosses and the four crosses 27. In each of these 120 locations the odds are given, respectively, of the playing marker exiting the playing field on a particular move of the die between the third and 38th roll, one of a combination of rolls, even or odd numbered rolls within a range of consecutive numbered rolls, an odd numbered roll, an even numbered roll, within 38 rolls, in excess of 38 rolls, and returning to the central starting position on a particular move of the die between the second and fifth rolls and returning to the central starting position on a particular move of the die between the sixth and ninth rolls.

Specifically, a wager may be placed on any one of the consecutively numbered squares within any of the rectangles 16 and the odds of a playing marker exiting the playing field on the particular numbered roll on which the wager is placed are indicated by the smaller number beneath the larger consecutive number. For example, a wager may be placed on the number 19 in the lower left hand rectangle 16 and the odds of the playing marker exiting the playing field on the 19th roll are approximately 41:1. Similarly, a wager might be placed on the square containing the number 29 in the lower right hand rectangle 16 and the odds on a playing marker exiting the field on the 29th roll are approximately 73:1.

of the largest triangle covers only the perpendicular rows of roll numbers lying along each end of the large triangles base. Using the triangle 18 bordering the upper edge of the square 16 in the upper left hand corner of the playing board as an example:

A Bet 1n The Covers Roll And The Approximate Space Labelled Numbers Odds are a 3-1 1 2:1 b 3-5 & 9-1 1 4:1 0 6-1 1 3:1 d 3-8 4:1 e 9-1 1 8:1 f 6-8 7:1 g 3-5 9:1

Similarly, for the triangle 18 bordering the left hand edge of the square 16 in the upper left hand corner of the playing board:

The principles apply, of course, to each of the triangles 18 and the squares 16 with which they are associated.

At two corners of each of the rectangles 16 are smaller triangles covering roll or move wager locations for the diagonal row of three roll numbered squares to which they point. For example, the upper left triangle 20 covers the ninth, seventh and fifth rolls and the odds of the playing marker exiting on one of these three rolls are 7: 1. Similarly, the odds of the playing marker exiting the playing field on either the 36th, 34th or 32nd roll are approximately 32:1 and a wager may be placed in this regard by positioning a wager indicator on the upper right hand triangle 20 bearing the number 32.

It will also be seen that the odds of the playing marker exiting on the 30th, 34th or 38th roll are also approximately 32: 1. The odds of the marker exiting on the 29th, 25th or 21st roll are approximately 19:1, as are the odds or a playing marker exiting on the 27th, 25th or 23rd roll. Further, the odds on the playing marker exiting the playing field on the 18th, 16th or 14th roll or on the 12th, 16th or 20th roll are both 1 1:1

while the odds are 9:1 on the marker exiting on the 1 1th, seventh or third roll.

At one corner of each rectangle 16 is a rectangle 22 divided into two squares, one of which carries the legend EVEN and the other of which carries ODD. These squares are roll wager locations for all of the even num bers and odd numbers within the consecutively numbered rolls contained in the rectangle 16 associated therewith and each of them displays the odds of the playing marker exiting on one of these combinations of rolls.

For example, if a wager were placed on the even square associated with the upper left hand rectangle 16 it would cover the playing marker exiting the playing field on the fourth, sixth, eighth or th roll, whereas one placed on the odd square would cover the third, fifth, seventh, ninth and 1 1th rolls and the odds in each case would be approximately 6:1 and 5:1, respectively.

The square 24 labelled EVEN covers exits of the playing marker on any of the even numbered rolls between four and 38 and the square 24 labelled ODD covers odd numbered rolls between three and 37 and the odds in each case are approximately 2:1. The upper right hand square 26 labelled FAIL provides for a wager that the playing marker will not exit the playing field in 38 rolls of the die and the odds on this are approximately 7:1, while the lower right hand square 26 hearing the work MAKE is provided for a wager that a playing marker will exit the field within thirty-eight rolls of the die and pays 8:7.

The crosses 25 and 27 cover the return of the playing marker to the central starting position on rolls numbered between 2 and 9, and the odds on a playing markers first return on the particular numbered roll on which a wager is placed are indicated by the smaller number beneath the larger number. For example, a

wager may be placed on the number 4 in the lower left hand cross 25 and the odds on the playing marker making its first return to the central playing position on the fourth roll are approximately 6:1. A

All of the above is concerned with wagers on a playing marker exiting at a specific exit location or combination of locations or on a specific roll or combination of rolls, or returning to the central playing position on a specific roll. in accordance with the present invention, however, it is also possible to make position-move or roll wagers covering the combination of a particular roll and a particular position or combination of positions on which the playing marker will exit the playing field. Thus, position-move wagers can be made at each of 84 different locations by use of the roll number tablets 52 in conjunction with the triangularly shaped position odds indicating means 14. This permits 3,024 different position-move wagers to be made.

The odds for such position-move wagers are indicated on the supplemental odds cards 36. There are 36 of these cards numbered consecutively from three to 38, inclusive, as shown at 40 in FIG. 5 of the drawings. As noted above, the triangle 38 on the card 36 is divided into spaces corresponding to the spaces in each of the triangles 14.

Thus, if one of the roll number tablets 52, for example, a tablet bearing the number 7, was placed on a base space U (see FIG. 3 of the drawings) the odds on such a wager being made are indicated on the supplemental odds card as approximately 888:1. Similarly, if a wager was made that the playing marker would exit the playing field on the seventh roll at any one of the base spaces Q, R, S, T, or U of a particular triangle 14, the odds would be approximately 89:1 that the wager would be made, as indicated in the space A covering each of the base spaces Q, R, S, T and U.

To reduce the number of drawings for purposes of simplification, rather than depict each of the 36 supplemental odds cards that are preferably used with the present invention, a single odds card is shown in FIG. 4 with each of the spaces referenced to correspond to one of the spaces on the triangle 14 and the chart below gives the appropriate odds.

chart above, the odds on a playing marker exiting the playing field on the nineteenth roll at any one of the basespaces of a particular triangle 14 is found by going to the right from the number 19 to the first column under A, since as explained above in connection with position wagers, the apex space A covers all base spaces. There it is found that the approximate odds on the playing marker exiting on the nineteenth roll of the die at any one of spaces Q, R, S, T or U are 165:1.

As another example, suppose a wager is made that the playing marker will exit the playing field on the 23rd roll at either space or space S. The spaces Q and S are covered in accordance with the rules above covering position wagers by the inverted triangle J. Therefore, the odds for this combination are found by looking to the right from the number 23 beneath the heading J where the approximate odds are given as 493:1. It will be noted that the approximate odds are the same for a playing marker exiting at the spaces covered by the inverted triangle L, that is, spaces S and U, as at the spaces covered by the inverted triangle J, so a single column is used for both J and L and is indicated J/L.

As a further example, suppose that a position-move wager was made that a playing marker would exit on the 32nd roll at either space Q, R or S. These three spaces are covered, in accordance with the position wagering rules, by space E. Hence, a roll marker tablet numbered 32 would be placed, together with the amount in chips wagered, on the space E in the particular triangle 14 selected. The approximate odds on the playing marker exiting on the 32nd roll at either space Q, R or S of any one triangle are found to the right of the number 32 beneath the letter E and are 528:1. The same odds, of course, prevail for the spaces S, T and U covered by the letter 1.

While, as noted above, the present explanation utilizes the sample supplemental odds card shown in FIG. 4 of the drawings and the chart above for indicating the odds for position-move wagers at each of the possible locations, in the preferred embodiment of thepresent invention 36 consecutive cards numbered from 3 to 38, and giving the approximate odds in their diamond and triangularly shaped spaces, similar to the card 36, are utilized instead. This greatly simplifies the mechanics of the game.

With the above principles various games may be played with the present invention. Like a deck of cards, the game of the present invention can be used to play many different games. Set forth below are examples of some of these.

STARTING RULES The starting rules for all games are the same. All roll number tablets are turned face down and each player draws a tablet. The player having the tablet with the highest number starts the game. Thereafter all turns move around the board in a clockwise direction.

RACING GAMES FIRST OUT (2 to 6 players) Each player selects one playing marker and places it in the center square. Roll number tablets then are drawn to determine the starting player. When it is his turn, eachplayer rolls the die and moves his playing marker according to the standard game rules. (To simplify the moving rules for children, the cross-shaped symbol may be used to permit movement of one square in any direction, regardless of the markers present position on the moving field. The winner is the first player whose marker reaches a triangle bordering the moving field. LAST OUT (2 to 6 players) The rules for this game are the same as those for FIRST OUT, except that the winner is the last player with his playing marker remaining on the moving field.

FIRST SET OUT (2 to 6 players) Each player selects a set of four playing markers and initially places one in the center square of the moving field, holding the other three in reserve for later entry onto the field. Roll number tablets are drawn to determine the starting player. When it is his turn, each player rolls the die. If the blank side of the die shows and he is holding a playing marker in reserve, he must now enter the reserve marker into the game by placing it in the center square. If the blank side shows and he has no markers in reserve, the standard moving rule applies and all of his playing markers must remain in their present positions for that turn. If any other symbol shows on the die, the standard moving rules may be applied to any one of the playing markers a player currently has on the moving field. If a player rolls a symbol on the die, but has no playing marker currently active on the moving field, he can do nothing and simply loses that turn. The winner is the first player to have all four of his playing markers reach triangles bordering the moving field.

LAST SET OUT (2 to 6 players) The rules for this game are the same as those for FIRST SET OUT, except that the winner is the last player with any playing markers remaining on the moving field.

FIRST BACK (2 to 6 players) The rules for this game are the same as those for FIRST OUT, except that the winner is the first player whose marker returns to the central starting position. Exiting markers are disqualified from the race.

LAST BACK (2 to 6 players) The rules for this game are the same as those for FIRST BACK, except that the winner is the last player whose marker returns to the central starting position. Exiting markers are disqualified from the race. SETBACK (2 to 6 players) The rules for this game are the same as those for FIRST OUT, except that a playing marker that moves into an already occupied square on the moving field causes the other playing marker to be set back into the center square of the moving field to start all over again.

SETBACK ALL (2 to 6 players) The rules for this game are the same as those for FIRST SET OUT, except that a playing marker that moves into an already occupied square on the moving field causes the other playing marker to be set back into the center square of the moving field start all over again. Markers of the same set must a'so be set SETBACK OTHERS (2 to 6 players) The rules for this game are the same as those for FIRST SET OUT, except that a playing marker that moves into a square already occupied by one or more markers of a different set causes all of those other markers to be set back to the center square of the moving field to start all over again. Markers of the same set do not get set back. Once a marker reaches a triangular goal, however, it can no longer be set back by a later arriving playing marker.

BUMP ALL (2 to 6 players) The rules of this game are the same as those for FIRST SET OUT, except that a playing marker that reaches a triangular goal that is already occupied by any other marker bumps that marker back into the center square of the moving field to start all over again. Even markers of the same set must be bumped. BUMP OTHERS (2 to 6 players) The rules of this game are the same as those for FIRST SET OUT, except that a playing marker that reaches a triangular goal that is already occupied by one or more markers of a different set bumps all of those markers from that triangle back into the center square of the moving field to start all over again. Markers of the same set do not get bumped.

DELAYED EXIT (2 to 6 players) The rules for this game are the same as those for FIRST SET OUT, except that no playing marker may be moved into a triangular goal while it is still possible to move some other active playing marker of the same set in the direction indicated by the symbol on the die.

RUSHED EXIT (2 to 6 players) The rules for this game are the same as those for LAST SET OUT, except that a playing marker must be moved into a triangular goal whenever possible, even though some other active playing marker of the same set could be moved in the direction indicated by the symbol on the die without reaching a triangle. BLOCK ALL (2 to 6 players) The rules for this game are the same as those for FIRST SET OUT, except that the first playing marker to reach a triangular goal blocks any other playing marker from entering that triangle. If a playing marker is blocked from entering an already occupied triangle, and if no other active playing marker in the same set can be moved in the direction indicated by the symbol on the die, then that turn is lost by the player. BLOCK OTHERS (2 to 6 players) The rules for this game are the same as those for FIRST SET OUT, except that the first playing marker to reach a triangular goal blocks the playing markers of the other sets from entering that triangle, but not markers of its own set. If a playing marker is blocked from entering an already occupied triangle, and if no other active playing marker in the same set can be moved in the direction indicated by the symbol on the die, then that turn is lost by the player.

FIRST OUT SOLITAIRE (1 player) The lone player selects from two to six differently colored playing markers and places all of them in the center square of the moving field. One of these he picks to be his own and the rest become his opponents that must be beaten. Next he places a matching marker for each of the selected playing markers at some point around the board to establish a turn sequence for each of the playing markers, and then draws a roll number tablet for each of the markers around the board. Play commences with the marker having the highest tablet number. The rolls and moves for all playing markers are done by the lone player. Standard game moving rules must be strictly followed. The player wins the game if his playing marker is the first one to reach a triangular goal.

FAIL SOLITAIRE (1 player) The lone player selects a playing marker and places it in the center square of the moving field. He then commences rolling the die and moving his playing marker according to the standard moving rules. Before the third roll of the die, the player puts the roll marker on the roll number square labelled 3. Thereafter before each successive roll he moves the roll number marker to the next roll number square to keep track of the number of rolls used for moving his marker. The player wins the game if 38 rolls of the die are made before the playing marker reaches one of the triangular goals bordering the moving field.

NO RETURN SOLITAIRE (lplayer) The lone player selects a playing marker and places it in the central square of the moving field. He then commences rolling the die and moving his playing marker according to the standard moving rules. The player wins the game if the playing marker reaches one of the triangular goals bordering the moving field without ever returning to the central square.

SCORING GAMES HIGH POSITION (2 to 6 players) Each player selects one playing marker and places it in the center square. Roll number tablets are drawn to determine the starting player. When it is his turn, each player rolls the die and moves his marker according to the standard moving rules. (To simplify the moving rules for children, the cross shaped symbol may be used to permit movement of one square in any direction, regardless of the markers present position on the moving field.) Play continues until all playing markers have reached a triangle bordering the moving field. The winner is the player who reaches the triangle displaying the highest point score. If two or more players are tied for the highest score, the first one who got that score is the winner.

LOW POSITION (2 to 6 players) The rules for this game are the same as those for HIGH POSITION, except that the winner is the player who reaches the triangle displaying the lowest point score. If two or more players are tied for the lowest score, the last one who got that score is the winner.

HIGH RETURN (2 to 6 players) The rules for this game are the same as those for HIGH POSITION, except that the winner is the player who returns to the central starting position on the return move number displaying the highest point score. Exiting markers and markers failing to return by the ninth move are disqualified.

LOW RETURN (2 to 6 players) v The rules for this game are the same as those for HIGH POSITION, except that the winner is the player who returns to the central starting position on the return move number displaying the lowest point score. Exiting markers and markers failing to return by the ninth move are disqualified.

HIGH SET POSITION (2 to 6 players) Each player selects a set of four playing markers and initially places one in the center square of the moving field, holding the other three in reserve for later entry into the game. Roll number tablets are drawn to determine the starting player. When it is his turn, each player rolls the die. If the blank side of the die shows and he is holding a playing marker in reserve, he must now enter the reserve marker into the game by placing it in the center square. If the blank side shows and he has no markers in reserve, the standard moving rule applies and all of his playing markers must remain in position for that turn. If any other symbol shows on the die, the standard moving rules may be applied to any one of the playing markers a player currently has on the moving field. If a player rolls a symbol on the die, but has no playing markers currently active on the moving field, he can do nothing and simply loses that turn. Play continues until all playing markers have reached a triangle bordering the moving field. The winner is the player whose set of markers have reached triangles awarding the highest total point score. If two or more players are tied for the highest score, the first one who got that score is the winner.

LOW SET POSITION (2 to 6 players) The rules for this game are the same as those for HIGH SET POSITION, except that the winner is the player whose set of markers have reached triangles awarding the lowest total point score. If two or more players are tied for the lowest score, the last one who got that score is the winner.

DELAYED HIGH SET POSITION (2 to 6 players) The rules for this game are the same as those for HIGH SET POSITION, except that no playing marker may be moved into a triangular goal while it is still possible to move some other active playing marker of the same set in the direction indicated by the symbol on the die.

RUSHED HIGH SET POSITION (2 to 6 players) The rules of this game are the same as those for HIGH SET POSITION, except that a playing marker must be moved into a triangular goal whenever possible, even though some other active playing marker of the same set could be moved in the direction indicated by the symbol on the die without reaching a triangle. DELAYED LOW SET POSITION (2 to 6 players) The rules for this game are the same as those for LOW SET POSITION, except that no playing marker may be moved into a triangular goal while it is still possible to move some other active playing marker of the same set in the direction indicated by the symbol on the die.

RUSHED LOW SET POSITION (2 to 6 players) The rules for this game are the same as those for LOW SET POSITION, except that a playing marker must be moved into a triangular goal whenever possible, even though some other active playing marker of the same set could be moved in the direction indicated by the symbol on the die without reaching a triangle. FIRST SCORES (2 to 5 players) The rules for this game are the same as those for HIGH SET POSITION, except that only the first marker to reach a triangular goal is credited with the points for that goal. Any playing markers arriving later at that position earn no points. LAST SCORES (2 to 6 players) The rules for this game are the same as those for HIGH SET POSITION, except that only the last marker to reach a triangular goal is credited with the points for that goal. Any playing markers arriving earlier at that position earn no points. SHARE (2 to 6 players) The rules for this game are the same as those for HIGH SET POSITION, except that the points of a triangular goal must be divided equally among all of the playing markers that reached it, with any remaining points being lost.

HIGH ROLL (2 to 6 players) Each player selects one playing marker and places it in the center square. Roll number tablets are drawn to determine the starting player. When it is his turn, each player rolls the die and moves his playing marker according to the standard moving rules. As the third round of turns begins, the starting player places the roll marker on the first roll number square labeled 3. At the commencement of each successive round of turns, he advances the roll marker to the next roll number square to keep track of the current number of rolls each player has had. Play continues until all playing markers have reached a triangle bordering the moving field, or until the 38th round of rolls has been completed. The winner is the player who reaches a triangle bordering the moving field on the roll number having the highest associated point value. A tie score is broken by drawing a numbered tablet and adding that amount to a players score.

LOW ROLL (2 to 6 players) The rules for this game are the same as those for HIGH ROLL, except that the winner is the player who reaches a triangle bordering the moving field on the roll number having the lowest associated point value. A tie is broken by drawing and a numbered tablet and that amount to a players score.

HIGH SET ROLL (2 to 6 players) Each player selects a set of four playing markers and initially places one in the center square of the moving field, holding the other three in reserve for later entry. Roll number tablets are drawn to determine the starting player. When it is his turn, each player rolls the die and moves his playing marker according to the standard moving rules. As his third turn begins, each player takes one of his three reserve playing markers and places it on the first roll number square labeled 3, for subsequent use as a roll marker. At the start of each succeeding turn, he advances his roll marker to the next roll number square to keep track of the number of rolls he has used for moving his currently active playing marker.

- Movement continues for each playing marker until it reaches a triangle bordering the moving field, or until 38 rolls have been used in moving the playing marker. If the playing marker failed to reach a triangle in thirtyeight rolls, it is removed from the board for the remainder of the game without scoring any points. If it reached a triangle, then it scores the number of points associated with the number of rolls that were required to reach it.

When movement ends for one playing marker, on his next turn the player enters his next reserve marker into the game by placing it in the center square and rolling the die to move it. As before, on the third turn, he uses his roll marker to keep track of the rolls used in moving the currently active playing marker. Play continues until each player has completed movement of this three playing markers. The winner is the player who scored the most total points with his three playing markers. A tie score is broken by drawing a numbered tablet and adding that amount to a players score.

LOW SET ROLL (2 to 6 players) The rules for this game are the same as those for HIGH SET ROLL, except that the winner is the player whose set of three markers scores the lowest point total. A tie score is broken by drawing a numbered tablet and adding that amount to a players score.

HIGH MULTIPLE (2 to 6 players) The rules for this game are the same as those for HIGH ROLL, except that scoring is based on both the roll number and triangular position reached when movement ends for a playing marker. If the marker fails to reach a triangle within 38 rolls, it is removed from the board without scoring any points. If it reaches a triangle, then it scores the number of points shown on the supplementary odds card for that roll number in the corresponding triangular goal.

LOW MULTIPLE (2 to 6 players) The rules for this game are the same as those for HIGH MULTIPLE, except that the winner is the player who scores the lowest number of points shown on the supplementary odds cards.

HIGH SET MULTIPLE (2 to 6 players) The rules for this game are the same as those for HIGH SET ROLL, except that scoring is based on both the roll number and triangular position reached when movement ends for a playing marker. If a marker fails to reach a triangle within 38 rolls, it is removed from the board without scoring any points. If it reaches a triangle, then it scores the number of points shown on the supplementary odds card for that roll number in the corresponding triangular goal.

LOW SET MULTIPLE (2 to 6 players) Therules for this game are the same as those for HIGH SET MULTIPLE, except that the winner is the player whose set of three playing markers scores the lowest total number of points shown on the supplementary odds cards.

MATCHING ROLL (2 to 6 players) The rules of this game are the same as those for HIGH ROLL, except that the winner is the player whose ending roll number is closest to the roll number on the tablet he drew to determine the starting player. A tie is broken by drawing another numbered tablet and comparing it, instead of the first tablet, to the ending roll number of the player. If a players marker does not reach a triangle within 38 rolls, his ending roll number is 39 for comparison to his tablet number.

ROLL NUMBER SWEEPSTAKES (2 to 36 players) Each player draws a roll number tablet in turn until all tablets have been divided equally among all players. Any leftover tablets are placed aside. The player with the highest roll number tablet starts the game by placing the playing marker in the center square of the moving field, rolling the die, and then moving the marker according to the standard moving rules. Before the third roll of the die, he puts the roll marker on the roll number square labeled 3." Thereafter before each further roll he moves the roll number marker to the next roll number square to keep track of the number of rolls used for moving the playing marker.

Rolling and moving continue until either the playing marker reaches a triangular goal or 38 rolls of the die have been completed. If the playing marker reaches a goal, then the player who holds the numbered tablet matching the concluding roll number of the game is credited with the points associated with that roll number in the roll number square. If no player holds the winning roll number, or if no goal was reached within 38 rolls, then no points are awarded to anyone for that game.

Each player takes his turn at rolling the die to complete a game, and play continues until a predetermined number of rounds have been played. All players retain the numbered tablets they originally drew until all rounds have been played, and they are awarded points based on the wins of the roll numbers they hold. After the last round has been played, each players points are totaled up, and the winner is the one with the highest total score.

SWEEPSTAKES SOLITAIRE (1 player) The lone player draws 12 roll number tablets, but leaves them face down until the end of the game. A playing marker is placed in the center square of the moving field, and the player starts rolling the die and moving the playing marker according to the standard moving rules.

Before the third roll of the die, the player puts the roll marker on the roll number square labeled 3. Thereafter before each further roll, he moves the roll number marker to the next roll number square to keep track of the number of rolls used for moving the playing marker.

The game ends when either the playing marker reaches a triangular goal or 38 rolls of the die have been completed. The player wins the game if it ends on one of the twelve roll numbers shown on the tablets he drew.

BEAT THE DRAW (1 player) The lone player selects a playing marker and places it in the center square of the moving field. He then commences drawing numbered tablets until the total of the numbers shown on them exceeds 22. That total becomes the score that he must beat in order to win the game. Play commences with the rolling of the die and the moving of the playing marker according to the standard moving rules. Before the third roll of the die, the player puts the roll marker on the roll number square labeled 3. Thereafter before each succeeding roll, he moves the roll number marker to the next roll number square to keep track of the number of rolls used for moving the playing marker.

The game ends when either the playing marker reaches a triangular goal or 38 rolls of the die have been completed. If the playing marker fails to reach a triangular goal within 38 rolls, the game is lost automatically. If the marker reaches a goal, then it scores the number of points associated with the number of rolls required to reach it. If that score is greater than the total of the numbers shown on the tablets drawn at the start of the game, then the player wins. To increase or decrease the odds against winning, the player at his option may increase or decrease the minimum total of 22 points to be drawn with the numbered tablets.

WAGERING GAMES POSITION BETS (2 to 6 players) Each player selects one playing marker to be used for both moving and betting.

An equal number of betting chips is given to each player, the amount being whatever the players agree upon. For example, white chips valued at 1, red at 10,

blue at 100, and black at 1,000. Roll number tablets are drawn to determine the starting player. When a players turn comes, he becomes the house and places his playing marker in the center square of the moving field. Before the house starts moving his playing marker, each of the other players must now make a bet in any amount on one of the eighty-four possible position bets on the board. A player makes a bet by placing his chips to be wagered on the desired position and covering them with his marker for identification.

When all bets are placed, the house begins rolling the die and moves his marker according to the standard moving rules. As his third roll is about to be made, the house must place the roll marker on the first roll number square displaying the number 3. Before each succeeding roll, he advances the roll marker to the next roll number square to keep track of the current number of rolls he has used for moving the house playing marker. Rolling continues by the house until either a triangle is reached by the playing marker or until 38 rolls of the die have been completed. When the house has terminated play, he must pay off all winning bets according to the odds displayed in the bet positions. All losing bets become the winnings of the house player.

Whenever a player has lost all of his chips, he must drop out of the game. The last player to remain in the game holds all of the chips and is the winner.

If a house player does not have enough chips to pay off all of the winning bets, he must pay off as many as he can by commencing at his left and settling with each winner in clockwise order until all of his chips are gone. Winners who do not collect any chips from the broken house get their betting chips returned to them.

ROLL BETS (2 to 6 players) The rules for this game are the same as for POSI- TION BETS, except that each player makes a bet on one of the 120 possible roll bet locations on the board.

SET POSITION BETS (2 to 6 players) The rules for this game are the same as for POSI- TION BETS, except that each player choses a set of four playing markers and in each game makes four different bets on any of the 84 possible position bet locations on the playing board, identifying each bet by covering it with one of his set of markers.

SET ROLL BETS (2 to 6 players) The rules for this game are the same as for ROLL BETS,- except that each player choses a set of four playing markers and in each game makes four different bets on any of the 120 possible roll bet locations on the playing board, identifying each bet by covering it with one of his set of markers.

POSITION-ROLL BETS (2 to 6 players) The rules for this game are the same as for SET POSI- TlON BETS, except that each player makes four bets on any of the 3,024 possible combination bets on both the roll number and the position on which the house playing marker will end movement. All of these possible bets and the odds that they pay are found on the 36 supplementary odds cards. Bets are made by placing the chips to be wagered on the desired position bet location on the playing board and covering them with a numbered tablet for the desired roll number and a playing marker for identification. If two players desire the same numbered tablet for their bets, the player closest to the left of the house gets the tablet. ALL BETS (2 to 6 players) The rules for this game are the same as those for P0- SITION-ROLL BETS, except that each player makes four bets on any position, roll, or position-roll wager possible with the playing board and the supplementary odds cards.

POT (2 to 6 players) At the start of the game an equal number of betting chips is given to each player, the amount being whatever the players agree upon. White chips may be valued at 1, red at 10, blue at 100, and black at 1,000. Roll number tablets are drawn to determine the starting player for a round. Before commencing a round, the starting player determines a standard number of chips that each player must put into the pot to be won for that round. However, this number cannot be larger than the least amount held by any player, so that no player can be forced out of the game at the start of a round. The playing marker is placed in the center square of the moving field and each player rolls the die in turn and moves the playing marker according to the standard moving rules.

A round ends whenever the playing marker reaches a triangular goal, and the player whose turn moved it into the triangle wins the pot for that round. Successive rounds are played until a predetermined number have been played or until one player has won all of the chips. The roll number tablets and the roll marker may be used to keep track of the round played. The winner is the player who has accumulated the most chips at the conclusion of all rounds.

PROGRESSIVE POT (2 to 6 players) The rules for this game are the same as those for POT, except that as each players turn comes due, he must add another chip to the pot for that round. If a player has no more chips to add once a round is underway, he is permitted to remain in the round as a free rider and to retain his chance at winning that rounds pot. If a player has no chips with which to begin a round however, he must drop out of the game. SWEETENED POT (2 to 6 players) The rules for this game are the same as those for POT, except that if the playing marker is resting in a square on the edge of the moving field when a players turn comes due, he has the option to increase the pot by adding as many of his chips to it as he desires. Each player must then deposit an equal amount of chips in the pot if he desires to continue playing in that round. If he does not make an equal contribution to the pot, he must drop out of playfor the remainder of that round and out of contention for the pot. If a player has no more chips, he must drop out of play for both that round and the remainder of the game.

ROLL NUMBER POT (2 to 36 players) At the start of the game an equal number of betting chips is given to each player, the amount being whatever the players agree upon. White chips may be valued at 1, red at 10, blue at 100, and black at 1,000. Each player then draws a numbered tablet in turn until all 1 tablets have been divided equally among all players. Any left over tablets are placed aside. The player with the highest roll number tablet starts the first round of play, and subsequent rounds are started by the other players in normal turn sequence. Before commencing a round, the starting player for that round determines a standard number of chips that each player must put into the pot to be won in that round. However, this number cannot be larger than the least amount held by any player, so that no player can be forced out of the game at the start of a round.

A playing marker is placed in the center square of the moving field and each player rolls the die in turn and moves the playing marker according to the standard moving rules. Before the third roll of the die, the player whose roll it is puts the roll marker on the first roll number square labeled 3. Thereafter before rolling the die, each player advances the roll marker to the next roll number square to keep track of the current number of rolls used for moving the playing marker.

Whenever in the course of play the playing marker enters a square on the edge of the moving field and is in a position to exit on the next roll, any player who has a roll number tablet that matches the next roll number may at his option increase the pot by adding as many of his chips to it as he desires. Each other player must then add an equal amount of chips to continue playing in that round. If he does not make an equal contribution to the pot, he must drop out of play for the remainder of that round and out of contention for the pot. If a player has no more chips, he must drop out of play for both that round and the remainder of the game.

Rolling and moving continue among the players until either the playing marker reaches a triangular goal or 38 rolls of the die have been completed. If the playing marker fails to reach a goal within 38 rolls, no one wins that rounds pot and it is added to the starting pot of the next round. If the playing marker reaches a goal, then the player who holds the roll number tablet that matches the ending roll of the round wins the pot. If no player holds the ending roll number, then the pot is added to the starting pot of the next round.

Whenever a player is forced to drop out of the game because he has no more betting chips, the roll number tablets that were his are turned face down with any previously leftover tablets, and the remaining players take turns drawing these numbered tablets to divide them equally among themselves. Any leftover tablets agian are placed aside.

The playing of rounds continues until all but one of the players has been forced out of the game, or until all of the betting chips have been deposited in a pot by the remaining players. In cases where all chips end up in the pot, the winner of that pot is decided by having all remaining players total up the amounts shown on their numbered tablets, the one having the highest total being the winner. In the unlikely event of a tie, all numbered tablets are turned face down again, and each tied player draws one tablet to determine the winner. RACETRACK (2 to 6 players) At the start of the game each player is given betting chips having some predetermined total value. White chips may be valued at 1, red at 10, blue at 100, and black at 1,000. The remaining chips go into the track bank for bet payment. A game consists of 10 races and numbered tablets are drawn to determine the starting player for each race. Before the races begin, each player selects one playing marker that he will be responsible for moving in all of the races whenever his turn comes due. He is its jockey.

All playing markers are placed in the center square of the moving field at the start of each race, and then each player may place as many bets as he likes on any of the playing markers in the race and in any amount that he choses. Bets are placed in front of the player making them and identify the horse on which they are made by being covered with a playing marker from the same set as the horse. A player is in no way obligated to wager on the horse that he is jockeying, nor is he obligated to make any bets whatsoever if he does not want to. A race begins with the starting player rolling the die and moving his playing marker or horse according to the standard moving rules. Each player in turn then rolls the die and moves the marker he is responsible for.

The race continues until one of the playing markers reaches a triangular goal bordering the moving field. The starting player of that race then has to perform the duty of paying off in chips from the track bank any wagers on the winning horse." The odds paid are always equal to the number of playing markers in a race. Thus, if four markers are in a race, the odds to be paid for any winning wager are 4 to l. Losing bets are collected by the starting player and turned over to the track bank. At the end of ten races, each player counts up his total winnings, and the player with the most chips wins the game. Number tablet drawings settle ties. A player must remain in the game to jockey his horse through all the races, even though he has lost all of his chips before the end of the game. CASINO (2 to 6 players) At the start of the game each player is given betting chips having some predetermined total value. White chips may be valued at 1, red at 10, blue at 100, and black at 1,000. The remaining chips go into the casino bank for the payment of bets. Each player selects a set of three playing markers to use in the game for bet identification. A game consists of 12 rounds, and numbered tablets are drawn to determine the starting player of the first round. Subsequent rounds are started by the other players in normal turn order.

At the start of a round one of the leftover playing markers is placed in the center square of the moving field by the starting player. Then each player may make up to three different bets of any type found on the playing board and supplementary odds cards and for any amount desired. Bets are made in the same way as in ALL BETS and are identified by being covered by the players marker. A player may refrain from betting in a round if he desires.

A round is played by having each player roll the die in turn and move the playing marker according to the standard moving rules. Before the third roll of the die, the player whose turn it is puts the roll marker on the first roll number square labeled 3. Thereafter before rolling the die for his turn, each player advances the roll marker to the next roll number square to keep track of the current number of rolls used in the round.

collected by him and deposited into the casino bank.

At the end of twelve rounds, each player counts up his total winnings, and the player with the most chips wins the game. Ties are broken by drawing a numbered tablet, the winner being the player drawing the highest number.

EXTENDED CASINO (2 to 6 players) The rules for this game are the same as those for CA- SINO, except that playing continues until either only one player remains with any chips or the casino bank has been broken. In either case the player holding the most chips at the games end is the winner. Ties are broken by drawing a numbered tablet, the winner being the player drawing the highest number.

CASINO SOLITAIRE (1 player) The rules for this game are the same as those for CA- SINO, except that only one player is involved. The lone player wins the game if at the end of twelve rounds his chips total more than the amount originally given him.

With reference now to FIGS. 11 through 13 of the drawings, a second preferred embodiment of the invention will be described. The game board 110 shown in FIG. 11 of the drawings may be of square configuration similarly to the game board shown in FIG. 1. However, the central playing field 112 of game board 110 is of hexagonal outline, having six sides, as indicated at 113.

Position odds indicating means 114, similar to the sections 14 of FIG. 1, are disposed about the playing field 112 with a base of each contiguous with a side 113 of the playing field. Additionally, the embodiment of FIG. 11 is provided with exiting move odds indicating means 116, triangularly shaped combination exiting move odds indicating means 118, even and odd exiting move odds indicating squares 124 at the upper and lower left hand corners of the playing board, make and fail exiting odds indicating squares 126 at the upper and lower right hand corners of the playing board, returning move odds indicating hexagons 125 at the upper and lower left hand corners of the playing board, and returning move odds indicating hexagons 127 at the upper and lower right hand corners of the playing board.

Each of these odds indicating means correspond to their counterparts on the playing board 10 and are used in the same manner, the only distinction being that the range of moves coveredby the odds indicating means 116 and 118 extend from 3 through 26 rather than from 3 through 38 and the triangles 20 and rectangles 22 are omitted in this embodiment of the game.

The central portion of the playing field 112 is divided by a multi-colored honeycomb into a plurality of hexagons 128 surrounding a central, colored hexagon 130. As indicated by the cross-hatching in FIG. 12, each side of each of the hexagons 128 and 130 is colored differently than the other five sides thereof. Additionally, it will be noted that a series of small, colored triangles 132 border the honeycomb.

Each of the small triangles 132 is colored as shown in FIG. 12 to correspond to a large position odds indicating triangle 114 and is positioned to correspond to a particular base triangle within each of the large trian gles 114 as indicated by the dotted lines interconnecting these members along two sides of the board. For purposes of clarity, the interconnecting dotted lines are shown at only two sides, but it will be apparent that the same scheme is followed at each of the six sides of the playing field.

The die 142 shown in FIGS. 13A and 138 has each of its faces differently colored to correspond to one of the six colors used for distinguishing the six sides of each of the hexagons 128.

As in the embodiment shown in FIGS. 1 through 10, it will be apparent that the present embodiment will also utilize roll markers 48, playing markers 50, chips 51, roll number tablets 52, and supplemental odds cards similar to supplemental odds cards 36. The difference between the supplemental odds cards used with the embodiment of FIGS. 11 through 13 and the supplemental odds cards 36 is merely in the odds displayed at each of the positions on the supplemental odds card.

Again, as in the case of the embodiment of FIGS. 1 through 10, for purposes of simplification and to reduce the number of drawings, the position-move odds for the present embodiment are shown in tabular form below keyed to the lettered spaces shown in FIG. 4 of the drawings and this chart in the same manner as described above in connection with the embodiment of FIGS. 1 through 10.

FIG. 4 Position Roll The rules for moving the playing pieces across the playing field are substantially the same as in the previous embodiment, the exception being that in moving the playing pieces from one hexagon 128 to the next the direction of move is controlled by the color of the upper face of the die and the colors along the sides of the hexagon. Additionally, the odds controlling the movement of a playing piece from the playing field through a particular triangle 132 are keyed by means of the color of the triangle and its position with relation to the base subsections of the position odds triangle 114.

All of the games described in connection with the embodiment of FIGS. 1 through can be played on the game board 110 except that the rules for starting additional markers in said games are modified to assign to some color on the die the function held by the blank side of the die in the embodiment of FIGS. 1 through 10. Of course, if desired, the color coding used with the game board 110 and die 142 could be replaced by a set of symbols with the direction of movement from hexagon to hexagon and out of the playing field being controlled by the positions of the symbols about the playing board.

From the above it will be seen that the present invention provides a game and apparatus for playing it which provides a variety of games using the same basic rules and game accessories and of interest to a wide range of intellectual levels.

While the form of apparatus herein described constitutes a preferred embodiment of the invention, it is to be understood that the invention is not limited to this precise form of apparatus, and that changes may be made therein without departing from the scope of the invention.

What is claimed is:

1. Game apparatus comprising:

a. a board having designated thereon a playing field having a central portion and a periphery,

b. means dividing said central portion into a plurality of playing positions,

c. means identifying a central playing position of said central portion,

d. indicia identifying the sections of said periphery adjacent each side of said central portion and distinguishing them from each other,

e. chance means having a plurality of different indicia thereon,

f. each of said chance means indicia matching a different one of said central playing position identifying means or said peripheral section identifying means whereby operation of said chance means will cause selection of a specific one of said peripheral sections or said central playing position,

g. playing markers movable over said playing field in accordance with preselected game rules, and

h. position odds indicating means associated with those of said playing positions at the periphery of said playing field including indicia indicating the approximate odds of one of said playing markers exiting from said playing field at that position when said playing markers are moved over said playing field in accordance with said game rules and in response to operation of said chance means.

2. The apparatus of claim 1 wherein said position odds indicating means further include:

a. means for indicating the odds of one of said playing markers exiting said playing field at any one of a combination of the peripheral playing positions.

3. The apparatus of claim 2 wherein:

a. said position odds indicating means are substantially triangular in shape,

b. said playing field is substantially rectangular in outline, and

c. a base of each of said position odds indicating means is contiguous with one side of said rectangular outline of said playing field.

4. The apparatus of claim 3 wherein:

a. said triangularly shaped position odds indicating means are sub-divided into a plurality of spaces,

b. each of the spaces along said base of each of said triangularly shaped position odds indicating means correspond to one of said peripheral playing positions,

c. the approximate odds of a playing marker exiting said playing field at a particular one of said playing positions is indicated in the space along the base of said triangularly shaped odds indicating means corresponding thereto,

d. a space at the apex of each of said triangularly shaped position odds indicating means indicates the approximate odds of a playing marker exiting said playing field at any one of the peripheral playing positions associated with the base spaces of the triangularly shaped position odds indicating means in which a particular apex space is located, and

e. the remainder of said spaces in each of said position odds indicating means indicate the approximate odds of a playing marker exiting said playing field at some combination of peripheral playing positions between:

i. all of the peripheral playing'positions associated with the base of said triangularly shaped odds indicating means, and

ii. one of the playing positions associated with a space along the base of a particular triangularly shaped odds indicating means.

5. The apparatus of claim 1 further comprising:

. means for indicating the approximate odds on one of said playing markers exiting said playing field on a particular move when said playing markers are moved over said playing field in accordance with said rules and in response to operation of said chance means.

6. The apparatus of claim 5 wherein said move odds indicating means further comprise:

a. means for indicating the odds on a playing marker exiting said playing field on one of a combination of move numbers.

7. The apparatus of claim 6 wherein:

a. the means for indicating the odds on one of said playing markers exiting said playing field on a particular move is substantially rectangular in shape,

b. said means for indicating combinations of moves on which a playing marker will exit said playing field are substantially triangular in shape, and

c. said last named means are positioned with the bases thereof contiguous to a side of said rectangularly shaped odds indicating means.

8. The apparatus of claim 1 further comprising:

a. means for indicating the odds on one of said playing markers exiting said playing field on: i. an even number of moves within a range of numbers of moves, and ii. an odd number of moves within a range of a number of moves. 9. The apparatus of claim 1 further comprising: a. means for indicating the odds on one of said playing markers exiting said playing field on: i. an even numbered move, and ii. an odd numbered move. 10. The apparatus of claim 1 further comprising: a. means for indicating the odds on a playing marker:

i. exiting said playing field within a preselected number of moves, and

ii. failing to exit said playing field within a preselected number of moves.

11. The apparatus of claim 1 further comprising:

a. means for indicating the odds of one of said playing pieces exiting said playing field on a combination of:

i. a preselected move, and ii. a preselected one of the peripheral playing positions.

12. The apparatus of claim 11 wherein said movepositions odds indicating means further includes:

a. means for indicating the odds of one of said playing markers exiting said playing field on a particular move from one of a combination of positions.

13. The apparatus of claim 1 wherein:

a. said chance means comprises a die having said indicia imprinted on the faces thereof.

14. Game apparatus comprising:

a. a playing board,

b. means defining a substantially rectangular playing field on said playing board,

0. grid means dividing said playing field into a plurality of playing positions including a central playing position and an equal number of peripheral playing positions at each side of said playing field,

d. a plurality of playing markers movable over said playing field initially from said central playing position thereof toward said peripheral playing positions thereof in accordance with preselected game rules,

e. indicium in said central playing position distinguishing it from other of said playing positions,

f. indicia on said playing board distinguishing each side of said rectangular playing field from the other sides thereof,

g. a die having a plurality of different indicia on the faces thereof each matching said central playing position indicium or a different one of said playing field side identifying indicia,

h. a plurality of consecutively numbered roll number tablets,

j. substantially triangularly shaped position odds indicating means positioned at each side of said playing field with the base of said triangularly shaped odds indicating means contiguous with an edge of said playing field,

k. means dividing said triangularly shaped position odds indicating means into a plurality of spaces including a space at the apex thereof and a plurality of spaces along said base thereof corresponding to peripheral playing positions at that side of said playing field,

. indicia in each of said base spaces of said position odds indicating means indicating the odds of a playing marker exiting said playing field as it moves over said playing field in accordance with said rules at a peripheral playing position opposite that base space,

m. indicia in said apex spaces indicating the odds of a playing marker exiting said playing field when moved in accordance with said rules at any one of the peripheral playing positions associated with the base of the position odds indicating means in which said apex space is located,

11. rectangularly shaped move odds indicating means divided into a plurality of spaces with each space corresponding to a particular move on which a playing marker may exit said playing field in accordance with said rules and all of the spaces within one of said position odds indicating means correpsonding to the moves within a range of moves,

0. means indicating the odds of a playing marker exiting said playing field on a particular move in the one of said move odds indicating means spaces indicating that move,

p. triangularly shaped move odds indicating means associated with each of said rectangularly shaped move odds indicating means for indicating the approximate odds of a playing marker exiting said playing field in accordance with said rules within Combinations of ranges of moves,

q. means on said playing board for indicating the approximate odds of a playing marker exiting said playing field in accordance with said rules on:

i. an even numbered move within a range of moves,

and ii. an odd numbered move within a range of moves,

r. means on said playing board for indicating the approximate odds of a playing marker exiting said playing field in accordance with said rules on:

i. an odd numbered move, and ii. an even numbered move,

. means on said playing board for indicating the approximate odds of a playing marker exiting said playing field in accordance with said rules within a preselected number of moves,

t. means on said playing board indicating the approximate odds of a playing marker failing to exit said playing field in accordnace with said rules with a preselected number of moves, and

u. supplemental odds cards for indicating:

i. the approximate odds of a playing marker exiting said playing field in accordance with said rules on a particular move and at a particular position, and

ii. the odds of a playing marker exiting said playing field on a particular move on any one of a combination of peripheral playing positions.

15. Game apparatus comprising:

a. a game board having a centrally located, rectangular playing field,

b. a grid dividing said playing field into a plurality of squares with an equal, odd number of spaces along each side of said playing field,

c. a triangularly shaped, position odds section extending outwardly from each of said sides of said playing field with a base of each of said position odds sections contiguous with one of said sides of said playing field,

d. means dividing each of said triangularly shaped position odds sections into a plurality of subsections, including subsections along said base corresponding in number and position to the playing field squares along that side thereof and a subsection at the apex of each of said position odds sections,

. a plurlaity of rectangular move odds sections posia pair of diagonal, combination move odds blocks positioned at an adjacent pair of corners of each of said rectangularly shaped, move odds sections,

a substantially rectangularly shaped odd-even move odds block associated with each of said move odds sections, an odd move odds block positioned on said board,

an even move odds block positioned on said board,

a make odds block positioned on said board, a fail odds block positioned on said board,

m. a plurality of supplemental odds cards corresponding in number to the total number of squares in said move odds sections and each including a triangular section divided into subsections corresponding to said position odds subsections,

playing markers movable across said playing field,

distinguishing indicia, in a central one of said squares of said playing field and distinguishing it from the other of said squares,

. distinguishing indicia associated with each of said sides of said playing field and distinguishing it from the other sides thereof,

chance means having a plurality of different indicia thereon each matching said distinguishing indicium in said central square or a different one of said distinguishing indicia associated with said sides of said playing field whereby operation of said chance means may cause a particular one of said sides or said central square to be selected,

. a plurality of sequentially numbered, move number tablets corresponding in number to the total number of said move odds squares,

. said:

i. position odds indicating means base subsections,

ii. position odds indicating means apex subsection,

iii. move odds sections squares,

iv. triangularly shaped, combination move odds subsections,

v. substantially rectangularly shaped odd-even move odds blocks associated with each of said move odds blocks,

vi. odd and even move odds blocks,

vii. make odds block,

viii. said fail odds block and ix. supplemental odds cards, respectively, containing indicia giving the approximate odds of a playing marker progressing across said playing field in accordance with preselected rules and in response to operation of said chance means from a center one of said playing field squares and exiting said playing field at one of said sides thereof, respectively:

i. at a particular position along said sides of said playing field,

ii. at any one of several positions along said sides of said playing field,

iii. on a particular move,

iv. on any one of several moves,

v. on an odd or even numbered move within a preselected range of moves,

vi. on an odd or even numbered move,

vii. within a preselected number of moves,

viii. in excess of said preselected number of moves,

and

ix. at both a particular position along said sides of said playing field on a particular move and at any one of several positions along said side of said playing field on a particular move.

16. Game apparatus comprising:

a. a board having designated thereon a playing field having a central portion and a periphery,

b. means dividing said central portion into a plurality of playing positions,

0. means identifying the central playing position of said central portion,

(1. means dividing the periphery of said playing field into sections,

e. means identifying each of said peripheral sections and distinguishing them from each other,

f. chance means having a plurality of different indicia thereon each matching a different one of said peripheral section identifying means whereby operation of said chance means may cause selection of specific ones of said peripheral sections,

g. playing markers movable over said playing field in accordance with preselected game rules, and

h. position odds indicating means associated with those of said playing positions at the periphery of said playing field including indicia indicating the approximate odds of one of said playing markers exiting said playing field at that position when said playing markers are moved over said playing field in accordance with said game rules and in response to operation of said chance means.

17. The apparatus of claim 16 wherein said position odds indicating means further include:

a. means for indicating the odds of one of said playing markers exiting said playing field at any one of a combination of the peripheral playing positions.

18. The apparatus of claim 17 wherein:

a. said position odds indicating means are substantially triangular in shape,

b. said playing field is substantially hexagonal in outline, and

c. a base of each of said position odds indicating means is contiguous with one side of said hexagonal outline of said playing field.

19. The apparatus of claim 18 wherein:

a. said triangularly shaped position odds indicating means are sub-divided into a plurality of spaces,

b. each of the spaces along said base of each of said triangularly shaped position odds indicating means correspond to one of said peripheral playing positions,

c. the approximate odds of a playing marker exiting said playing field at a particular one of said playing positions is indicated in the space along the base of said triangularly shaped odds indicating means corresponding thereto, I

d. a space at the apex of each of said triangularly shaped position odds indicating means indicates the approximate odds of a playing marker exiting said playing field at any one of the peripheral playing positions associated with the base spaces of the triangularly shaped positions odds indicating means in which a particular apex space is located, and

e. the remainder of said spaces in each of said position odds indicating means indicate the approximate odds of a playing marker exiting said playing field at some combination of peripheral playing positions between:

i. all of the peripheral playing positions associated with the base of said triangularly shaped odds indicating means, and

ii. one of the playing positions associated with a space along the base of a particular triangularly shaped odds indicating means.

20. The apparatus of claim 16 further comprising:

a. means for indicating the approximate odds on one of said playing markers exiting said playing field on a particular move when said playing markers are moved over said playing field in accordance with said rules and in response to operation of said chance means.

21. The apparatus of claim 20 wherein said move odds indicating means further comprise:

a. means for indicating the odds on a playing marker exiting said playing field on one of a combination of move numbers.

22. The apparatus of claim 21 wherein:

a. the means for indicating the odds on one of said playing markers exiting said playing field on a particular move is substantially rectangular in shape,

b. said means for indicating combinations of moves on which a playing marker will exit said playing field are substantially triangular in shape, and

c. said last named means are positioned with the bases thereof contiguous to a side of said rectangularly shaped odds indicating means.

23. The apparatus of claim 16 further comprising:

a. means for indicating the odds on one of said playing markers exiting said playing field on:

i. one of an even number of moves within a range of numbers of moves, and ii. an odd numbered move within a range of a number of moves.

24. The apparatus of claim 16 further comprising:

a. means for indicating the odds on one of said playingmarkers exiting said playing field on:

i. an even numbered move, and

ii. an odd numbered move. 25. The apparatus of claim 16 further comprising: a. means for indicating the odds on a playing marker:

i. exiting said playing field within a preselected number of moves, and ii. failing to exit said playing field within a preselected number of moves. 26. The apparatus of claim 16 further comprising: a. means for indicating the odds of one of said playing markers exiting said playing field on a combination of: i. a preselected move, and ii. a preselected one of the peripheral playing positions. 27. The apparatus of claim 16 wherein said moveposition odds indicating means further includes:

a. means for indicating the odds of one of said playing markers exiting said playing field on a particular move from one of a combination of positions.

28. The apparatus of claim 16 wherein:

a. said chance means comprises a die having said different indicia imprinted on the faces thereof.

29. Game apparatus comprising:

a. a playing board,

b. means defining a substantially hexagonal playing field on said playing board,

c. a multi-colored honeycomb dividing said playing field into a plurality of playing positions including a central playing positionand an equal number of peripheral playing positions, adjacent each side of said playing field,

d. a plurality of playing markers movable over said playing field initially from said central playing position thereof toward said peripheral playing positions thereof in accordance with preselected game rules,

e. colored lines on the sides of said playing positions distinguishing each side of a playing position from the other sides thereof,

f. a die having color indicia on the faces thereof matching the colors of said playing position side identifying lines,

g. a plurality of consecutively numbered roll number tablets,

h. a plurality of chips of various denominations,

i. substantially triangularly shaped position odds indicating means positioned at each side of said playing field with the base of said triangularly shaped odds indicating means contiguous with an edge of said playing field,

3'. means dividing said triangularly shaped position odds indicating means into a plurality of spaces including a spaceat the apex thereof and a plurality of spaces along said base thereof corresponding to certain of said peripheral playing positions,

k. indicia ineach of said base spaces of said position odds indicating means indicating the odds of a playing marker exiting said playing field in accordance with said rules at a peripheral playing position corresponding to that base space,

1. indicia in said apex spaces indicating the odds of a playing marker exiting said playing field when moved in accordance with said rules at any one of the peripheral playing positions associated with the base of the position odds indicating means in which said apex space is located,

m. rectangularly shaped move odds indicating means divided into a plurality of spaces with each space corresponding to a particular move on which a playing marker may exit said playing field in accor-

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Classifications
U.S. Classification273/249, 273/248, 273/261, 273/274
International ClassificationA63F3/00
Cooperative ClassificationA63F3/00157
European ClassificationA63F3/00A32