|Publication number||US882945 A|
|Publication date||Mar 24, 1908|
|Filing date||Dec 4, 1907|
|Priority date||Dec 4, 1907|
|Publication number||US 882945 A, US 882945A, US-A-882945, US882945 A, US882945A|
|Inventors||Otto E Hurst|
|Original Assignee||Otto E Hurst|
|Export Citation||BiBTeX, EndNote, RefMan|
|Referenced by (11), Classifications (3)|
|External Links: USPTO, USPTO Assignment, Espacenet|
No. 882,945. PATENTED MAR. 24, 1908. E. HURST.
Arrmouxox FILED 13110.14, 1907.
HIGH HIGH HIGH LDW 170,/ l .-0 I. O
Low Low `Vfm /NVENTOH WITNESS S d.. i A'TTOFfA/Efs f OTTO` E. HURST, STATEN ISLAND, NEW YORK.
Specification of Letters Patent.
Patentes March 24, 190s.
Application filed December 4, 190'?. Serial No. M5579.
To all whom it may concern:
B e it known that l, OTTO E. HUnsT, a citi zen of the United States, and a resident of Staten Island, county of lichmond, and State of New York, have inventedv certain new and useful Improvements in Game Apparatus, of which the following is a full, clear, and exact description.
This invention relates more particularly to a gaine of dice.
The primary object of the invention is to provide a sin'iple and attractive game which may be played. with diceor other objects having special marks or characters indicated thereon; which makes the usual game of dice more interesting and capable of greater variations than the gaine as ordinarily played; and. which minimizes the possibility of a tie in the score of the di'lferent players, resulting often in disputes and thereby destroying the pleasure derived from a vgame of this kind.
A further object of the invention is to provide a game of dice which increases the opportunity for judgment during the game, and to provide a gaine in which there is no specified limit tothe score.
The invention will be hereinafter more particularly described with reference to the accompanying drawings, which forni a part of this spccilication, and will then be pointed out in the claims at the ond of the description.` j
In the drawings, Figure 1 represents the six sides and the characters or markings of what l call the ruling or combination die. Fig. 2 re )rcsents the si):l sides of one of the regular dice or objects. Fig. 3 illustrates the progress of the game showing a succession of throws of one olIv the players; and Fig. 4 is a view similar to Fig. 3, showing the result of several throws by a second player.
While l. shall describe a particular form of dice and characters thereon and one way in which the game may be played, the nature of the dice or other. objects employed may be varied and the characters on the objects, and also the method of playing the game may be cl'ianged withoutaltering the nature of the invention.
The gaine as ordh .rily played has a combination die or obj. Hl inarkml on three of its faces with tho` vl o. l "HighI with one to three spots which may be termed High 'l High 2 etc., and on the remaining three faces with the word Low also with one to three spots or characters as shown in Fig. l. The remaining dice 11 may be four in number and each die has a blank face, or may have a zero mark, and the other faces are provided with s ots or charactersfrom one to iive, the blaiik space takin the placel of the usual six spot and these dice or objects may be called blank fives."
The result sought in playing High is to obtain twenty points, and in playing Low to obtain all blanks and therefore count nothing. lVhetheritis to be High or Low is determined by the first throw, that being the only throw in which the combination die 10 is used, the remaining throws or tosses being with the other dice,as shown clearly by Figs. 3 and 4 in which A indicates the one playing UHigh and the other Low indicated by B. It will be seen that the combination die 10 of player A has two spots and the die 10 of player B has one spot, these dice therefore indicating that player A is to seek twenty points, and player B four blanks or nothing. The number of spots on the device 10 govern the play to the extent that the player may have what l call a break for each spot on the combination die and there may be either one, two or three Hbreaks according to which face of the die is uppermost on the first throw. By a break is intended an interruption in the progressief the gaine, it is a part of the gaine to advance progressively at each throw over that of the previous throw. That is in playing High if the aggregate of the first throw as in Fig. 3 is l2, independent of the combination die I0., each succeeding throw must count more than the one previous, otherwise there will be a break, while in playing Low as in Fig. 4, each succeeding throw after the iirstinust aggregate less than the previous one other# wisc there will be a l break, the purpose in the latter as before stated being to secure four blank faces, and in the former four faces with live spots making twenty points.
The invention will be more easily understood by reference to Figs. 3 and 4, and each.
of these `hgures will be described separately as they illustrate a possible game between two players. Theiirst throw and in which the die 1G used indicates that the player is entitled to two breaks and must seek to obtain twenty points b y each die indicating five points. The lirst throw aggregates twelve, and each throw must progress by making a higher count. lin the second throw CAD dice 12, 13 and 14 are used again, the obect is to turn up a face having live spots, and
the result of this throw makes seventeen, which is greater' than the previous throw, so that the game continues. On the third throw dice 1.5 and 16 are used again, and as the total is only twelve and less than the former throw there 4is a break. The player has one more break besides the linal one which terminates the game, so he makes a fourth throw using dice 17 and 18, and as this results in twelve also and being a tie, and therefore not counting, the game continues using dice 19 and 20. On this throw the total is eighteen, andy die 21 is used again in making the sixth throw, and as this totals twenty the player has 1n ade one run The player. starts over again. using all four dico, and on the seventh throw, or iirst of the second Hrun, makes a total of twelve, and as the next throw is less than the preceding one a .second break occurs. The next throw totals iil'teen, but as the tenth throw only totals thirteen, beingpless than the preceding one, a iinal break7 occurs. The die 10 indicates that the player is entitled to two breaks so 'thethird or final break completes the game so far as this player is concerned.
- ln countingthe score made by A the total ci 'the final break is deducted from twenty or 'number sought, which leaves seven. To the seven is added the number on the combination die 10 making nine, and putting the two of the combination as an ailix makes ninety-two the score of A. The run in the sixth throw makes theexact score or one run ninety-two.
The number on the combination is in the nature of a tine and is always added to the sc ore, for theplayer who makes the greatest numbers of runs and the lowest score always wins.
Player B proceeds exactly the saine as A, but in this case the die 10 indicates Low and the player is only entitled to one break l. Here the total is nine and the score must decrease progressively and the player seeks to secure four blanks. As already explained the 'player in each throw uses the dice not blanks of the preceding throw, and in the second throw can use die 22 or not as prelerred. As the .result ot the second throw is greater than the first, a break occurs, and
more break Yis the `inal one. l The and fourth throws tie and therefore do not count, and as the lilth and sixth throw are each less than the one preceding, the game continues to the seventh, and as the total is in excess of the preceding throw, a final break occurs.
The score lor B is two with the 'combination added making three, and with the aiiix of the combination, which is one, added the score is thirty-one. Had B scored one run the score then would have been one run thirty-one, which would beat the score of A vantage of all of the breaks allowed by the combination die 10, he need not do so, as he might stop after the first break or even after the first throw should'the count prove satisfactory. 'In either of these cases the number indicated on the combination die must be added in the way ol' a penalty.
While the possibility of one player tieing another is remote, still no player can stop and score and make such score tie the score of a previous player. The only chance there is to tie the score of a previous player is after the final break, and this is not likely to happen. in other words a player must not tie anothers score, if the combination die permits him to continue, but if a tie should happen alter the final break it will have to stand. lf the score of a third player (there may be any number of players) does not beat the score ot' those who have made the same score, then the latter have one more throw each with all live dice, and the score is figured as already explained. After one player wins, then the remaining ones start all over again, and after a second game is won, then those remaining continue the game.
From the foregoing it will be seen that a simple and interesting game of dice is provided; that the possibility of a tie occurring is reduced to a minimum; that a ame ca able of many variations is provide and t at the opportunity for using judgment is greater and thereforethe gaine made more attractive, than is the case with the usual game of dice.
Having thus described my invention, I claim as new and desire to secure by Letters Patent :wf
1. A game apparatus comprising a plurality of objects each having a plurality of sides differently marked and provided with a blank side, and a ruling combination object also having a plurality of sides and differently marked from the other objects and serving to govern the progress of the game.
2. A game apparatus comprising a-plurality of dice each having sides progressively marked up to Ylive and having a single blank side, and a combination die also having six sides and di'ilierently marked from the other dice and serving to govern the progress of theA game.
A game apparatus comprising a plurality of objects each having six sides five of which are differently marked, and a combi- -nation die also having six slides and diiferently marked irom the other objects and three sides dii'lerentlv marked from the other of which sides are markedj 4. A game apparatus comprising four dice eaeh having six sides, certain of the sides being progressively marked up to five, and a combination die also havin' six sides, three "High and characters fromr one to three, and the other sides with the word ILow 10 also progressively marked with characters from one to three.
5. A game apparatus comprising four objects each havlng aplurality of sides differently marked, and a combination object also progressively marked .with characters :from one to three.
7. A game apparatus comprising a plural- With the `word ity of objects each having a plurality ef sides differently and progressively marked, and a combination object having a` plurality of sides marked with certain characters and other sides marked with characters di'erent from the characters on the first mentioned objects..
8. Agame ap aratus comprising a luralm ity of dice each aving sides different y and progressively marked up to rive and a lsixth side, and a combination die having six sides marked with'characters diiierent from the characters on the rst mentioned dice.
9. In a game apparatus, a plurality of objects each. having live sides differently and -pro ressively marked, and each having a sing e blank side.
10. In a game apparatus, a plurality of dice eaoh having slx sides certain. of saidv sides being progressively marked up to iive and each having a single blank side.
This specification signed and witnessed this 2d day of December-A. D. 1907.
OTTO E. HUBS@
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