US20080179834A1
2008-07-31
12/001,113
2007-12-10
The present invention provides a toss game that only uses projectiles as targets. A playing surface is divided into first area and second area. Players stand in the first area and throw projectiles onto the second area. If there are no projectiles on the second area, a player throws a projectile onto the second area, attempting to use the projectile just thrown as target for the next throw. If there is at least one projectile on the second area, a player throws a projectile to target other projectiles on the second area. After a throw, if at least two projectiles on the second area touch each other then the player may gain points. The object is to be the first to win a predetermined target score points. This toss game is very dynamic and challenging yet easy to learn and fun to play.
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A63B67/06 » CPC main
Sporting games or accessories therefor, not provided for in groups - Ring or disc tossing games, e.g. quoits; Throwing or tossing games, e.g. using balls; Games for manually rolling balls, e.g. marbles
This application claims the benefit of U.S. Provisional Application No. 60/897,995, filed on Jan. 29, 2007 and U.S. Provisional Application 60/997,299, filed on Oct. 1, 2007. Some new improvements are also incorporated in this application.
This invention relates to games; more particularly, the present invention relates to multi-target toss games.
Tossing games are well known and have been popular for many years. Basically, the games consist of a player tossing an item, such as a ring, a horse shoe or a bean bag, toward a fixed target and scoring points if the item encircles the target, hits the target or lands near the target. The popular toss games include ring toss game, Horseshoe, Corn Hole, Washer Toss game and Ladder Golf. There are also many patented toss games. All the existing toss games before the present invention have two things in common. They all include at least one projectile and at least one thing used for target. Ring toss game uses rings as projectiles and pegs as targets. Horseshoe uses horse shoes as projectiles and two stakes as targets. Washer Toss game uses washers as projectiles and two box shaped structures as targets. Corn Hole uses bean bags as projectiles and two target boards with a hole on each as targets. Ladder Golf uses bolas as projectiles and a ladder shaped stand with two or more horizontal bars as target. The targets are fixed without changing during playing.
The present invention provides a toss game that does not use anything as a fixed target, and instead uses projectiles as targets. Therefore, this toss game is a multi-target toss game. This game is perfect for playing on backyards, parks, beaches and indoor.
This toss game divides a playing surface into two areas. One of these two areas is referred as a standing area and the other area is referred as target area While playing, players stand on the standing area and throw projectiles onto the target area. This toss game uses âtouched pairsâ to calculate points. A touched pair is two projectiles that touched each other.
In accordance with the present invention First method of playing a toss game for two players comprises, but not necessarily in the order shown below:
In accordance with the present invention Second method of playing a toss game for at least two teams comprises, but not necessarily in the order shown below:
In accordance with the present invention Third method of playing a toss game for at least two teams comprises, but not necessarily in the order shown below:
In accordance with the present invention Fourth method of playing a toss game for at least two teams comprises, but not necessarily in the order shown below:
In accordance with the present invention Fifth method of playing a toss game for at least two teams comprises, but not necessarily in the order shown below:
Each of the methods described above may further provide means for marking the standing area.
After you read the above summary and the following âdescriptionâ section, you can easily see that a big difference between my toss game and the other toss games is that my toss game does not include anything that serves as a fixed target from the beginning to the end of a game. Instead, my toss game uses projectiles as targets. This difference make my toss game an interactive and dynamic multi-target game, and leads to a lot of other differences, and gives my toss game a number of advantages.
Not applicable.
In section âsummary of the inventionâ, if the projectiles in First method of playing a game are rings then I have the following embodiment.
First way of playing a toss game is for two players. The game apparatus comprises M rings with first color and M rings with second color (M>1). All rings have the same size.
Game set up is simple. Mark an area on a playing surface as standing area in some way such as drawing lines or put something such as a ring on the playing surface. The area of the playing surface excluding the standing area is target area.
Each player chooses a color. Determine who plays first in some way such as tossing a coin. The players play alternately. When a player gets his/her turn, if all his/her rings lie on the target area, he/she may take back one or more his/her rings from the target area. If a player has at least one ring in hand when he/she gets his/her turn, then he/she stands on the standing area and throws a ring to the target area. After a throw and when all the rings on the target area become motionless, check if there is any ring that touches or intersects any other ring or other rings. Suppose that the ring just thrown by the player touches or intersects his/her S other rings and his/her opponent's T rings on the target area (S>=0 and T>=0). If S>=1 then the thrower gets PS points, where P1, P2, . . . , and PM are predetermined numbers such as PS=S times 2 minus 1 or P1=1, P2=3, P3=5, P4=7, etc. If T>=1 then the thrower get a prizeâthrowing next ring. All touched or intersected rings must be removed from the target area before next throw. The rings removed can be thrown again. The object of this game is to be first to get predetermined N points (N>=1). The game ends when a player reaches the object or the playing time reaches a predetermined time limit. A player wins the game if he/she first reaches the object or he/she has more points than his/her opponent when the playing time reaches the predetermined time limit.
First way of playing a game can be easily extended to a game for three or more players.
Second way of playing a toss game is for P players. The game apparatus comprises M rings with color C1, M rings with color C2, . . . , M rings with color CP, where M and P are integers with M>=1 and P>=2.
Game set up is also simple. Mark P âstandingâ spots S1, S2, . . . , and SP in some way on a playing surface. Note that some or all the âstandingâ spots can be the same. The area of the playing surface excluding the areas of the standing spots is target area.
Before each game, each player chooses a color and a standing spot. Determine the playing order in some way such as drawing lots. Playing goes around based on the playing order. When a player gets his/her turn, if all his/her rings lie on the target area, he/she may take back one or more his/her rings from the target area. If a player has at least one ring in hand when he/she gets his/her turn, then he/she stands on his/her standing spot and throws a ring to the target area. After a throw and when all the rings on the target area become motionless, check if there is any ring that touches or intersects other ring or other rings. Suppose that the ring just thrown touches or intersects S other rings with the same color as that of the ring just thrown and T other rings with different colors from that of the ring just thrown (S>=0 and T>=0). If S>=1 then the thrower gets PS points, where P1, P2, . . . , and PM are predetermined numbers such as PS=2 times S minus 1 or P1=1, P2=3, P3=5, P4=7, etc. If T>=1 then the thrower get a prizeâthrowing next ring. All touched or intersected rings must be removed from the target area before next throw. The rings removed can be thrown again. The object of this game is to be first to get predetermined N points (N>=1). The game ends when a player reaches the object or the playing time reaches a predetermined time limit. A player wins the game if he/she first reaches the object or he/she has more points than his/her opponents when the playing time reaches the predetermined time limit.
In section âsummary of the inventionâ, some methods need a predetermined scoring method, a predetermined condition of ending a turn, and a predetermined retrieving rule. The following are some of them.
First scoring method: if the two projectiles of a touched pair belong to different teams then one point is given; if the two projectiles of a touched pair belong to the same team then two points are given. The sum of the points of all touched pairs is the points awarded to the team of the player on current turn.
Second scoring method: if the two projectiles of a touched pair belong to different teams then one point is given; if the two projectiles of a touched pair belong to the same team then two points are given; but if the throw just performed by the player on current turn is the first throw of said current turn and results only one touched pair consisting of two projectiles belonging to different teams then no points are given. The sum of the points of all touched pairs is the points awarded to the team of the player on current turn.
Third scoring method: if there are N touched pairs in the target area then the points is N times 2 minus 1.
Fourth scoring method: if there are N touched pairs in the target area then the points is N times 2 minus 1; but if the throw just performed by the player on current turn is the first throw of said current turn and results only one touched pair consisting of two projectiles belonging to different teams then no points are given.
First condition of ending a turn: current turn ends after one throw.
Second condition of ending a turn: current turn ends only if a throw results no touched pairs.
First retrieving rule: taking back all the next player's team's projectiles from the target area.
Second retrieving rule: taking back all the projectiles from the target area.
In section âsummary of the inventionâ, if each team in Second method of playing a game has only one player, the projectiles are rings, the scoring method is First scoring method, the condition of ending a turn is First condition of ending a turn, and the retrieving rule is First retrieving rule, then I have the following embodiment.
Third way of playing a toss game for at least two players comprises, but not necessarily in the order shown below:
In section âsummary of the inventionâ, if each team in Second method of playing a game has only one player, the projectiles are rings, the scoring method is Second scoring method, the condition of ending a turn is Second condition of ending a turn, and the retrieving rule is First retrieving rule, then I have the following embodiment.
Fourth way of playing a toss game for at least two players comprises, but not necessarily in the order shown below:
In section âsummary of the inventionâ, if each team in Third method of playing a game has only one player, the projectiles are rings, the scoring method is First scoring method, and the condition of ending a turn is First condition of ending a turn, then I have the following embodiment.
Fifth way of playing a toss game for at least two players comprises, but not necessarily in the order shown below:
In section âsummary of the inventionâ, if each team in Third method of playing a game has only one player, the projectiles are rings, the scoring method is Second scoring method, and the condition of ending a turn is Second condition of ending a turn, then I have the following embodiment.
Sixth way of playing a toss game for at least two players comprises, but not necessarily in the order shown below:
Note that the scoring method in Third or Fifth way of playing a game can be replaced with Third scoring method, and the scoring method in Fourth or Sixth way of playing a game can be replaced with Fourth scoring method.
In section âsummary of the inventionâ, if each team in Fourth method of playing a game has only one player, the projectiles are rings, the scoring method is Third scoring method, the condition of ending a turn is First condition of ending a turn, and the retrieving rule is Second retrieving rule then I have the following embodiment.
Seventh way of playing a toss game for at least two players comprises, but not necessarily in the order shown below:
In section âsummary of the inventionâ, if each team in Fourth method of playing a game has only one player, the projectiles are rings, the scoring method is Third scoring method, the condition of ending a turn is Second condition of ending a turn, and the retrieving rule is Second retrieving rule then I have the following embodiment.
Eighth way of playing a toss game for at least two players comprises, but not necessarily in the order shown below:
In section âsummary of the inventionâ, if each team in Fifth method of playing a game has only one player, the projectiles are rings, the scoring method is Third scoring method and the condition of ending a turn is First condition of ending a turn then I have the following embodiment.
Ninth way of playing a toss game for at least two players comprises, but not necessarily in the order shown below:
In section âsummary of the inventionâ, if each team in Fifth method of playing a game has only one player, the projectiles are rings, the scoring method is Third scoring method and the condition of ending a turn is Second condition of ending a turn then I have the following embodiment.
Tenth way of playing a toss game for at least two players comprises, but not necessarily in the order shown below:
In each of the ways of playing toss games described above, the rings taken back from the target area can be thrown again.
Each of the ways of playing toss games described above may further provide means for marking the standing area. Said means can be a large enough ring that allows any normal person to put at least one his/her foot inside said large enough ring when this large enough ring lies on the playing surface. A player puts one of his/her foot inside the large enough ring before throwing projectile. The means can be a mat. A player puts one of his/her foot on said mat before throwing projectile. The means can be anything else.
Each of the ways of playing a game described above can apply to teams. For example, there are two teams and each team has two players. Suppose team A has players A1 and A2, and team B has players B2 and B2. They can play in this order: A1, B1, A2, B2, A1, B1, A2, B2, A1, and so on without changing other rules.
The description above should not be treated as limiting the scope of the present invention but as merely providing illustrations of some the presently preferred embodiments of the present invention. The rings described above can be replaced with other projectiles such as discs, triangles, or other objects that can be used as projectiles. The colors are used to distinguish the rings used by different players. The rings can also be distinguished in other ways such as patterns. For Third, Fourth, Fifth or Sixth way of playing a toss game, if the rings are replaced with other projectiles then any projectile in any one of the groups looks different from the projectiles in the other groups. Each of the scoring methods described above can be any scoring method that makes sense. For Third, fourth, Seventh or Eighth way of playing a toss game, it is not necessary to take back all the next player's projectiles or all the projectiles from a target area if all the next player's projectiles or all the projectiles are on the target area without touched pairs, and a rule can be defined to specify how many projectiles may or must be taken back. The 21 points as a target score value in third, fourth, fifth, sixth, seventh, eighth, Ninth or Tenth way of playing a toss game can be any predetermined target score value such as 15 points, 19 points or 25 points. The general description of the present invention is given in section âsummary of the inventionâ and in the following claims.
1. A method of playing a toss game for two players comprises, but not necessarily in the order shown below:
(a) choosing a playing surface,
(b) providing two groups of projectiles, each of said groups contains at least two projectiles; both groups have the same number of projectiles; all projectiles in the same group have the same color and different groups have different colors; all the projectiles have the same shape and size; each player obtains one group of projectiles,
(c) determining who plays first,
(d) marking an area on said playing surface as standing area,
(e) throwing a projectile from said standing area onto the target area that is the area of the playing surface excluding the standing area,
(f) awarding the player on current turn PS points if the projectile just thrown touches or intersects S his other projectiles on the target area, where S is a positive integer and each PS is a predetermined number associated with S,
(g) taking back all touched or intersected projectiles from the target area if any,
(h) if the projectile just thrown by the player on current turn touches or intersects at least one his opponent's projectile on the target area then this player keeps his turn, otherwise passes the turn to his opponent,
(i) if the player who will play next has all his projectiles lying on the target area then take at least one of them back,
(j) repeating (e) through (i) until a player reaches a predetermined target score value or when the playing time reaches a predetermined time limit, the winner is the player who first reaches said predetermined target score value or has more points than his opponent when the playing time reaches the predetermined time limit.
2. The method of claim 1, wherein PS=2 times S minus 1, and all the projectiles are rings.
3. A method of playing a toss game for at least two teams comprising, but not necessarily in the order shown below:
(a) choosing a playing surface,
(b) providing plurality of groups of projectiles, any projectile in any one of said groups looks different from any projectile in the other groups; each team obtains one group of the projectiles,
(c) determining a playing order,
(d) determining an area on said playing surface as standing area,
(e) throwing a projectile from said standing area onto the target area that is the area of the playing surface excluding the standing area,
(f) scoring points, (1) determining the number of touched pairs on the target area, a projectile can be used S times for counting the number of touched pairs if said projectile touches S other projectiles, where S is a positive integer, (2) using the touched pairs to calculate points according to a predetermined scoring method,
(g) taking back all touched pairs from the target area,
(h) determining whether current turn ends according to a predetermined condition of ending a turn, if current turn ends then passing the turn to the next player according to said playing order, otherwise the player on current turn keeps his turn,
(i) taking back the next player's team's projectiles from the target area according to a predetermined retrieving rule specifying how many projectiles may or must be taken back if all the next player's team's projectiles are on the target area without touched pairs,
(j) repeating (e) through (i) until a team reaches or exceeds a predetermined target score value, the winner is the team who first reaches or exceeds said target score value.
4. The method of claim 3, wherein each of said teams has only one player, said condition of ending a turn is that current turn ends after one throw, and said scoring method includes (1) a touched pair is given one point if the two projectiles of said touched pair are from different groups; a touched pair is given two points if the two projectiles of said touched pair are from the same group; (2) adding the points of all the touched pairs, and said retrieving rule is that all the next player's team's projectiles on the target area must be taken back if all the next player's team's projectiles are on the target area without touched pairs, and the target score value is 21, and all the projectiles are rings; all the rings in the same group have the same color; the rings from different groups have different colors.
5. The method of claim 3, wherein each of said teams has only one player, each of the groups contains at least two projectiles, said condition of ending a turn is that current turn ends only if a throw results no touched pairs, and said scoring method includes (1) a touched pair is given one point if the two projectiles of said touched pair are from different groups; a touched pair is given two points if the two projectiles of said touched pair are from the same group; but if the throw just performed by the player on current turn is the first throw of said current turn and results only one touched pair consisting of two projectiles from different groups then no points are given; (2) adding the points of all the touched pairs, and said retrieving rule is that all the next player's team's projectiles on the target area must be taken back if all the next player's team's projectiles are on the target area without touched pairs, and the target score value is 21, and all the projectiles are rings; all the rings in the same group have the same color; the rings from different groups have different colors.
6. The method of claim 3, further providing marking means for marking the standing area.
7. The method of claim 6, wherein said marking means is a mat, a player puts one of his feet on said mat before throwing a projectile.
8. A method of playing a toss game for at least two teams comprising, but not necessarily in the order shown below:
(a) choosing a playing surface,
(b) providing plurality of groups of projectiles, any projectile in any one of said groups looks different from any projectile in the other groups; each team obtains one group of the projectiles,
(c) determining a playing order,
(d) determining an area on said playing surface as standing area,
(e) throwing a projectile from said standing area onto the target area that is the area of the playing surface excluding the standing area,
(f) scoring points, (1) determining the number of touched pairs on the target area, a projectile can be used S times for counting the number of touched pairs if said projectile touches S other projectiles, where S is a positive integer, (2) using the touched pairs to calculate points according to a predetermined scoring method,
(g) taking back all touched pairs from the target area,
(h) determining whether current turn ends according to a predetermined condition of ending a turn, if current turn ends then passing the turn to the next player according to said playing order, otherwise the player on current turn keeps his turn,
(i) repeating (e) through (h) until a team reaches or exceeds a predetermined target score value or the player on current turn has thrown all his team's projectiles onto the target area without touched pairs, the winner is the team with the highest points.
9. The method of claim 8, wherein each of said teams has only one player, said condition of ending a turn is that current turn ends after one throw, and said scoring method includes (1) a touched pair is given one point if the two projectiles of said touched pair are from different groups; a touched pair is given two points if the two projectiles of said touched pair are from the same group; (2) adding the points of all the touched pairs, and the target score value is 21, and all the projectiles are rings; all the rings in the same group have the same color; the rings from different groups have different colors.
10. The method of claim 8, wherein each of said teams has only one player, each of the groups contains at least two projectiles, said condition of ending a turn is that current turn ends only if a throw results no touched pairs, and said scoring method includes (1) a touched pair is given one point if the two projectiles of said touched pair are from different groups; a touched pair is given two points if the two projectiles of said touched pair are from the same group; but if the throw just performed by the player on current turn is the first throw of said current turn and results only one touched pair consisting of two projectiles from different groups then no points are given; (2) adding the points of all the touched pairs, and the target score value is 21, and all the projectiles are rings; all the rings in the same group have the same color; the rings from different groups have different colors.
11. The method of claim 8, further providing marking means for marking the standing area.
12. The method of claim 11, wherein said marking means is a mat, a player puts one of his feet on said mat before throwing a projectile.
13. A method of playing a toss game for at least two teams comprising, but not necessarily in the order shown below:
(a) choosing a playing surface,
(b) providing plurality of projectiles, all players share said projectiles,
(c) determining a playing order,
(d) determining an area on said playing surface as standing area,
(e) throwing a projectile from said standing area onto the target area that is the area of the playing surface excluding said standing area,
(f) scoring points, (1) determining the number of touched pairs on the target area, a projectile can be used S times for counting the number of touched pairs if said projectile touches S other projectiles, where S is a positive integer, (2) using the touched pairs to calculate points according to a predetermined scoring method,
(g) taking back all touched pairs from the target area if any,
(h) determining whether current turn ends according to a predetermined condition of ending a turn, if current turn ends then passing the turn to the next player according to said playing order, otherwise the player on current turn keeps his turn,
(i) taking back projectiles from the target area according to a predetermined retrieving rule specifying how many projectiles may or must be taken back if all the projectiles are on the target area without touched pairs,
(j) repeating (e) through (i) until a team reaches or exceeds a predetermined target score value, the winner is the team who first reaches or exceeds said target score value.
14. The method of claim 13, wherein each of said teams has only one player, said condition of ending a turn is that current turn ends after one throw, and said scoring method is that using formula: the number of touched pairs times 2 minus 1 to calculate points, and the target score value is 21, and all the projectiles are rings.
15. The method of claim 13, wherein each of said teams has only one player, said condition of ending a turn is that current turn ends only if a throw results no touched pairs, and said scoring method is that using formula: the number of touched pairs times 2 minus 1 to calculate points, and the target score value is 21, and all the projectiles are rings.
16. The method of claim 13, further providing marking means for marking the standing area.
17. A method of playing a toss game for at least two teams comprising, but not necessarily in the order shown below:
(a) choosing a playing surface,
(b) providing plurality of projectiles, all players share said projectiles,
(c) determining a playing order,
(d) determining an area on said playing surface as standing area,
(e) throwing a projectile from said standing area onto the target area that is the area of the playing surface excluding the standing area,
(f) scoring points, (1) determining the number of touched pairs on the target area, a projectile can be used S times for counting the number of touched pairs if said projectile touches S other projectiles, where S is a positive integer, (2) using the touched pairs to calculate points according to a predetermined scoring method,
(g) taking back all touched pairs from the target area if any,
(h) determining whether current turn ends according to a predetermined condition of ending a turn, if current turn ends then passing the turn to the next player according to said playing order, otherwise the player on current turn keeps his turn,
(i) repeating (e) through (h) until a team reaches or exceeds a predetermined target score value or all the projectiles are on the target area without touched pairs, the winner is the team with the highest points.
18. The method of claim 17, wherein each of said teams has only one player, said condition of ending a turn is that current turn ends after one throw, and said scoring method is that using formula: the number of touched pairs times 2 minus 1 to calculate points, and the target score value is 21, and all the projectiles are rings.
19. The method of claim 17, wherein each of said teams has only one player, said condition of ending a turn is that current turn ends only if a throw results no touched pairs, and said scoring method is that using formula: the number of touched pairs times 2 minus 1 to calculate points, and the target score value is 21, and all the projectiles are rings.
20. The method of claim 17, further providing marking means for marking the standing area.