The present invention is directed to a board game simulating the sport of basketball. The currently disclosed board game comprises: a board, wherein the board comprises a top playing surface, the top playing surface comprising two halves, a centerline and a plurality of marker player positions, wherein each half includes a basket position located at opposite ends of the board, wherein the plurality of marker player positions includes bench positions, initiating positions, and shooting positions, and wherein each shooting position is associated with at least one qualifying dice roll number. The shooting positions include positions located throughout each half of the top playing surface. Further, the shooting positions include shooting positions located on the centerline and a free throw position on each half-court. The board game further comprises a plurality of markers, wherein the plurality of markers comprises individual markers player, for example a marble; and a pair of dice.
The board game may be played by two individuals or players, wherein each player has a team comprising of 10 marker players. The teams may be divided in an offense team with 10 marker players and a defense team with 10 marker players. At the start of the game, each team places their marker players on the board as follow: five marker players each on a bench position and five marker players each on an initiating position. The bench positions are located on either side of the top playing surface. The initiating positions are located at opposite ends of the board on either side of the basket position.
The board game is played in alternating turns. On each turn, a player has three opportunities to move his/her marker players to shooting positions. A move may include moving a marker player one space forward, backwards, side-to-side or diagonally. A single marker player may be moved three times. Alternatively, the three opportunities to move may be divided between different marker players. No marker player may be moved by jumping another marker player located in an occupied marker player position. If the offensive player cannot make three moves, then the defender player is awarded a foul shot and possession changes.
A player may choose to take a shot at the basket position on their third move. A shot may only be taken on the last move of their turn. Additionally, a shot may be taken from shooting positions located on the centerline and on the opposite team half-court. Further, a shot may be taken from the shooter's own half-court. In order to take a shot, the offensive player indicates which marker player is shooting. Then, to make the shot, the player must roll one of the qualifying dice roll number listed for the shooting position where the marker player is located. If the marker player makes the shot, said marker player is removed from the board.
On the next turn, the offense team moves a marker player from a bench position to an initiating position. Moving a marker player from a bench position to an initiating position does not count as part of the three opportunities to move. Each team must have five marker players on the board until the team is down to the final four marker players. If a team plays a turn with less than five marker players on the board and said team had marker players in any bench position, then the opponent team may call a foul and move their closest marker player to the free throw line to the line to take a free throw. If the free throw position is occupied, the marker player occupying the free throw position may be moved to the nearest open space to either side of the shooter marker player.
The board game may further comprise a defense die, said defense die may be used by the defense team to defend a shot attempt by the offense team. The defense die comprises a die, wherein each side of the die is identified with a symbol indicating a possible defense shot outcome. Said symbols may include the letter “B,” the word “BLOCK,” the letter “F,” the word “FOUL,” a check mark symbol “✓”, and the words “SHOT OK.”
The defense team may defend a shot if they have a marker player directly in front of, diagonal to or directly next to the offense team's shooter marker player. The defense team may not defend a shot from behind the shooter marker player.
To defend a shot, the defense team must inform the offense team they are defending the shot. The defense team rolls the defense die at the same time the offense team rolls the pair of dice. If the defense team rolls a “B” or “BLOCK,” then the shot has been blocked and it is the defense team's turn to move.
The board game may be played in two modes: “quick-play” mode or “basketball-style” mode. The goal in quick-play mode is for a player to move all of his/her team 10 marker players across and off the board before the opponent player. The first player to move all their marker players off the board wins the game.
In basketball-style mode, the goal is to score more points. The player who has the highest score after playing two-halves wins the game. A half is completed once one of the teams has gotten all of their marker players off the board, as previously described. Once a half is completed, then the board is reset and the second half begins. Shots made behind the three-point line have a value of 3 points. Shots made from within the three-point line have a value of 2 points.
In basketball-style mode, if a marker player is fouled, the marker player is moved to the free throw line and rolls the dice one time for each free throw. Thus, if the marker player is fouled while attempting a three-point shot and misses the shot, then the marker player would take three shots.
These and other features of the subject matter of the present application, as well as details of illustrated embodiments thereof, will be more fully understood from the following description and drawings.
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The board 10 comprises a top playing surface 20 and an optional bottom base or storage unit 22. As illustrated in
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Each shooting position 36 is associated and identified with one or more qualifying rolls of dice totals 38. A marker player may shoot and score from a shooting position if a roll of dice results in the qualifying roll total as identified in the occupied shooting position.
On each turn, a player may make up to three moves on the board, including moving to another shooting position on the board. On the third move, a player may opt for a marker player to take a shot on the basket by rolling the dice. If the roll of dice results in a qualifying roll total, then the marker player scores.
The board game may be played in two modes: “quick-play” mode or “basketball-style” mode. The goal of the board game played in quick-play mode is for a player to move all of his/her team 10 marker players across and off the board before the opponent player. The first player to move all of the team marker players off the board wins the game. The goal of the board game played in basketball-style mode is to score more points. The player who has the highest score after playing two-halves wins the game.
In quick-play mode, five marker players are each placed in separate initiating positions. The other five marker players are placed in the bench positions. To start a game, each player rolls one die. The player with the higher score goes first.
On a turn, a player may make up to three moves. Each move may comprise moving a marker player one space forward, one space backwards, one space diagonally, or one space side-to-side. The three moves may be used on a single marker player. Alternatively, the three moves may be split between two or more marker players. A marker player may not move by jumping another marker player in an occupied position.
On the third move, a player or shooter may choose to take a shot from a shooting position. A shot can only be taken on the last move of the turn. Additionally, a shot can be taken from the centerline or from the opposite team's half of the board. Further, a shot may be taken from the player's or shooter's own half-court.
Each shooting position is identified by one or more roll of dice totals. To make a shot from the centerline or from the opposite team's half court, the player must roll one of the qualifying totals listed for the shooting position where the shooting marker player is located. To make a shot from the player's own half-court or half board, the player must roll a total of 2.
If the roll of dice results in a qualifying roll total, then the marker player scores by dropping through the basket position, off the board and into the bottom storage unit, or by simply removing the marker player from the board. On the next turn, the player may bring a marker player from a bench position into the board. The goal is to move all 10 marker players across and off the board. A marker player may be brought in to play by moving it to the initiating position 46 next to the bench positions.
If the player (“shooter”) decides to take a shot, then the opponent player (“defender”) may choose to defend the shot. The opponent player must inform the player said opponent player is defending the shot. The opponent player may defend a shot if said opponent player has a marker player in a shooting position either directly in front of, diagonally to, or directly next to the shooter's marker player shooting position. The opponent player or defender may not defend a shot from a shooting position behind the shooter's marker player shooting position.
To defend a shot, the opponent player rolls a defense die at the same time as the shooter. The defense die comprises a die, wherein each side of the die is identified with a symbol indicating a possible defense shot outcome. Said symbols may include the letter “B,” the word “BLOCK,” the letter “F,” the word “FOUL,” a check mark symbol “✓”, and the words “SHOT OK”.
Table I illustrates the possible outcomes for defending a shot in a game played in quick-play mode. For example, if the player rolls a qualifying total and the opponent player rolls a “B” or “BLOCK,” then the shot is blocked. If the shot is blocked, then it is the opponent player's or defender's turn. If the player rolls a qualifying total and the opponent player rolls a “✓” or “SHOT OK,” then the player or shooter has made the shot and the shooter scores by dropping the marker player through the basket position to the, off the board and into the bottom storage unit, or by removing the marker player from the board.
If the player rolls a qualifying total and the opponent player or defender rolls an “F” or “FOUL,” then the marker player has both scored and has been fouled. The marker player scores by dropping through the basket position and/or off the board. Additionally, the player or shooter gets to move his/her closest marker player to the free throw position and attempt to shoot by rolling the dice. If the player rolls the free throw qualifying roll total, then the marker player scores by dropping the marker player through the basket position to the, off the board and into the bottom storage unit, or by removing the marker player from the board.
If the player fails to roll a qualifying total and the opponent player rolls a “B” or “BLOCK,” then the shot is blocked. If the shot is blocked, then it is the opponent player's or defender's turn to move. If the player fails to roll a qualifying total and the opponent player rolls a “✓” or “SHOT OK,” then the shot was blocked, but it did not go in. Thus, it is the opponent player's turn to move.
If the player fails to roll a qualifying total and the opponent player rolls an “F” or “FOUL,” then the marker player has been fouled. The marker player is moved to the free throw position and the player attempts a free throw by rolling the dice. If the player rolls the free throw qualifying roll total, then the marker player scores by dropping the marker player through the basket position to the, off the board and into the bottom storage unit, or by removing the marker player from the board. If the free throw line is occupied by another marker player, then said marker player is moved to the nearest open shooting position located at either side of the shooter marker player.
After making a shot, a player may bring or move a marker player from the bench position into an initiating position. If the nearest initiating position is occupied, then the new marker player may be moved to said initiating position by moving the marker player in the initiating position to the next available right-side position. Moving a marker player from a bench position to an initiating position does not count towards the three total moves allowed per turn.
A player must have five marker players on the playing surface until said player is down to four marker players. If a player plays a turn with less than five marker players on the board and said player still has marker players on the bench, then the opponent player may call a foul. If said foul is called, then the opponent player may move their closest marker player to the free throw position to said position and attempt a shot by rolling the dice. If the opponent player rolls the free throw qualifying roll total, then the marker player scores by dropping the marker player through the basket position to the, off the board and into the bottom storage unit, or by removing the marker player from the board.
If the player cannot make the required three move on a turn, then the opponent player is awarded a foul shot and it becomes the opponent player's turn to move. This scenario does not apply if the player may win the game with less than three moves in a turn.
As indicated above, the board game may also be played in basketball-style mode, wherein the goal is to score more points than the opponent player in two halves of gameplay. Once one of the two players has gotten all 10 of his/her marker players off the board, a half of the gameplay is completed. Once this is completed, the board is reset and the second half begins.
Similar to quick-play mode, in basketball-style mode, five marker players are each placed in separate initiating positions. The other five marker players are placed in the bench positions. To start a game, each player rolls one die. The player with the higher score goes first.
On a turn, a player may make up to three moves. Each move may comprise moving a marker player one space forward, one space backwards, one space diagonally, or one space side-to-side. The three moves may be used on a single marker player. Alternatively, the three moves may be split between two or more marker players. A marker player may not move by jumping another marker player in an occupied position.
On the third move, a player may choose to take a shot from a shooting position. A shot can only be taken on the last move of the turn. Additionally, a shot can be taken from the centerline or from the opposite team's half of the board. Further, a shot may be taken from the player's or shooter's own half-court.
Each shooting position is identified by one or more qualifying roll totals. To make a shot from the opposite team's half court or half board, the player must roll one of the qualifying totals listed for the shooting position where the shooting marker player is located. To make a shot from the player's own half-court or half board, the player must roll a total of 2.
If the roll of dice results in a qualifying score, then the marker player scores by dropping through the basket position, off the board and into the bottom storage unit, or simply by removing the marker player off the board. The scored points of said shot will depend on the shooting position of the shooter's marker player. If the shooter's marker player is located in a shooting position behind the three-point line 42, then the shot is worth 3 points. If the shooter marker player is located in a shooting position within the three-point line 44, then the shot is worth 2 points.
If a player decides to take a shot, then the opponent player may choose to defend the shot. The opponent player must inform the player said opponent player is defending the shot. An opponent player may defend a shot if said opponent player has a marker player in a shooting position either directly in front of, diagonally to or directly next to the marker player shooter shooting position. An opponent player may not defend a shot from a shooting position behind the marker player shooter shooting position.
Similar to quick-play mode, to defend a shot, the opponent player rolls a defense die at the same time as the player. The defense die comprises a die, wherein each side of the die is identified with a symbol indicating a possible defense shot outcome. Said symbols may include the letter “B,” the word “BLOCK,” the letter “F,” the word “FOUL,” a check mark symbol “✓”, and the words “SHOT OK.”
Table II illustrates the possible outcomes for defending a shot in a game played in “basketball style” mode For example, if the player rolls a qualifying total and the opponent player rolls a “B” or “BLOCK,” then the shot is blocked. If the shot is blocked, then it is the opponent player's turn. If the player rolls a qualifying total and the opponent player rolls a “✓” or “SHOT OK,” then the player makes the shot and the marker player scores 2 or 3 points depending on the shooting position. The shooter's marker player scores by dropping through the basket position, off the board and into the bottom storage unit, or by simply removing the marker player off the board.
If the player rolls a qualifying total and the opponent player rolls an “F” or “FOUL,” then the marker player has been fouled. The marker player scores 2 or 3 points depending on the shooting position. Then, the marker player is moved to the free throw line and the player gets to roll dice one more time. If the player rolls the free throw qualifying roll total, then the marker player scores 1 point. The marker player may be then moved to another shooting position. Optionally, the marker player is dropped through the basket position and off the board, or is simply removed off the board.
If the player fails to roll a qualifying total and the opponent player rolls a “B” or “BLOCK,” then the shot is blocked. If the shot is blocked, then it is the opponent player's turn to move. If the player fails to roll a qualifying total and the opponent player rolls a “✓” or “SHOT OK,” then the shot was not made and it is the opponent player's turn to move.
If the player fails to roll a qualifying total and the opponent player rolls an “F” or “FOUL,” then the marker player has been fouled. The marker player is moved to the free throw position. The player may attempt a free throw shot by rolling the dice. The player has two or three free throw attempts depending on which shooting position the shooter marker player was located when the foul occurred. The player may roll the dice depending on the amount of available free throw attempts. If the player rolls the free throw qualifying roll total, then the marker player scores. One point is awarded per qualifying roll total. The marker player may be then moved to another shooting position. Optionally, the marker player is dropped through the basket position and off the board, or is simply removed off the board.
This non-provisional application claims priority to and the benefit of US Provisional Application No. 62/770,650, filed on Nov. 21, 2018, herein incorporated in its entirety by reference.
Number | Date | Country | |
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62770650 | Nov 2018 | US |