The invention relates to a game and apparatus for use in family, pub, café, and outdoor gaming. More specifically, the invention includes a game with an elastic material and frame for bouncing projectiles.
Traditionally, toys and bounce back apparatuses with rebounding or skipping surfaces have been configured with springs or other spring-like mechanisms such as flex poles for bounce back and either placed in horizontal or near vertical positions when in use. These toys are generally played with objects that can be thrown with a large amount of force or include a surface that provides rebounding with springs such as in traditional trampolines.
This need for including springs and/or other spring-like mechanisms makes necessary manufacturing and loading of these devices prior to purchase of the apparatus. Because these apparatuses often need to be pre-loaded (i.e., stretched, deformed, and retained on a frame), these traditional toys need to be packaged and stored in larger storage devices. Thus, there is a need for a bounce back apparatus that can simplify and reduce storage space used while still providing accurate and consistent bounce back results.
In order to reduce the number of parts to both make the rebounding surface simpler, reduce the amount of space taken in storage, and make the rebounding surface easier to setup for gameplay, the invention removes the need for springs or spring-like mechanisms in a bounce back apparatus.
In other words, the games in the background fail to provide a game having features described below where a predetermined stretch of the game elastic material provides the force required to rebound or project a thrown object. That is, the player does not have to use a high amount of personal physical energy to create a bounce-back with consistent and accurate results, i.e., a same or similar throw will result in the same or similar bounce-back. For example, when a projectile is thrown at the bounce back apparatus, the projectile has an expected (i.e., predictable) and consistent return toward the player or cups that are being used. In addition, the specific angles of the game apparatus's surface create opportunities for play while standing or sitting in one location unlike other sports games, where players move significantly in the space around the apparatus to play.
The invention includes a game apparatus that faces players at an angle to return or project objects thrown at it. The stretched surface resembles a trampoline and provides bounce, however, the invention does not use springs or spring-like mechanisms. The frame includes an elastic material that forms the stretched surface. The frame provides control over the angle at which the stretched surface is presented to a player and lifts the surface above playing surfaces such as a playing field, the ground, a tabletop, or a mat.
The elastic material includes textiles and other materials that have a low resistance to recoverable deformation under load. In other words, the elastic material deforms and retains energy when stretched taught onto a frame, and returns to its original shape when removed from the frame. The retained energy provides the energy needed to bounce a projectile when thrown at the stretched elastic material. It is of course preferable that such bounces have expected and consistent bounce-back results and thus have an equal reaction to projectiles thrown from any direction and with the same force.
The elastic material is stretched within the frame and comes packaged separate from the frame so that packaging for the apparatus can be smaller and the material retains its surface tension when stretched. When assembled, the elastic material (e.g., fabric) is stretched on a chassis, which can be placed on a support member (e.g., lower frame portion) of the frame.
The frame may be made of plastics, wood, or other structured material. The fabric secures to the frame's interior or exterior via a channel and post system, tab and hook, or in the case of wood or permeable material, strong staples or stitching.
The support member of the frame has legs and/or a base to support the chassis at specific angles (e.g., approximately 30 degrees, approximately 0 degrees(flat), or another suitable angle to produce the proper trajectory of objects for varied game rule sets. The support members, support legs, and base may be designed as one piece and secured to raised corners of the chassis or an upper frame portion of the apparatus. Cutout slots can be made in the support member, support legs, and/or base to accommodate the frame's raised corners.
In use, the stretched surface is generally at an angle between 25 to 40 degrees, preferably at an angle of 30 degrees (from parallel) with respect to the playing surface. Additionally, the stretched surface may be used when placed flat, with respect to the ground or a tabletop. A player stands or sits close to the stretched surface and tosses a coin or other object at the stretched surface. The height and tension of the stretched surface are generally fixed to produce consistent results. The game apparatus can be a toy for a tabletop space or can be a larger size for floor or lawn use. The toy can be used to work with coins (large or small), lightweight Koosh®-style balls, and receiving vestibules such as cups.
An advantage of the present apparatus is to provide a game where a player may stand or sit on solid ground and may bounce an object (e.g., a coin) off a (stretched) game surface and send the coin toward a receptacle to earn game rewards.
Another advantage of the game apparatus is its structure and manufacture which works with multiple rule sets. Its components are also adaptable so that players may develop their own rule sets and style of play.
Consequently, the apparatus is well suited and safe for indoor play and can be easily stored in a small box. Still another advantage of the apparatus is to provide a game which directs projectiles with a player's aim but eliminates the need for a player to use a large force to send the projectiles. Still another advantage of the apparatus is its use of soft or light objects, reducing the danger of injury that can occur in similar games like darts or frisbee and further enabling the apparatus' safe use indoors. Still another advantage of the apparatus is to provide a game which can be adjusted for angled or flat play. Another advantage of the apparatus is to provide a game which is inexpensive to produce, portable, and travel friendly.
For a more complete understanding of features and advantages of the game, reference should be made to the following detailed description of preferred embodiments.
A game apparatus including a lower frame, including a rigid angular base and cooperatively joined with the upper frame to form an angle (alpha) between the upper frame and the lower frame; an upper frame, including a surface support border extending about the perimeter of the upper frame and a chassis forming an interior space opening and for supporting an elastic material surface; and the elastic material surface including elastane and that exhibits four-way stretch and recovery properties and that is stretched over the chassis of the upper frame and that provides a game surface to bounce a projectile.
In one embodiment, the game apparatus includes a lower frame with at least two angular L shaped legs that cooperate with the rigid angular base and the upper frame to form the angle (alpha) between the upper frame and the lower frame. In one embodiment, game apparatus includes a lower frame and upper frame with mated protrusions and receiving cavities to connect the lower frame to the upper frame.
In one embodiment, the game apparatus includes an upper frame supporting the elastic material surface at an angle in a range of substantially 25 degrees to substantially 40 degrees. In one embodiment, the game apparatus includes an angle (alpha) that is substantially 30 degrees.
In one embodiment, the game apparatus includes the chassis secured between an upper shell and lower shell of the upper frame. In one embodiment, the game apparatus includes a lower frame with separate legs to raise the elastic material surface off a playing surface. In one embodiment, the game apparatus includes legs with different heights. In one embodiment, the game apparatus includes an elastic material that is loaded by stretching and securing the elastic material in a deformed state over a section of the chassis.
In one embodiment, the game apparatus includes a lower frame with an open position for playing and closed position for storage, wherein the open position is created by extending legs of the lower frame to support the elastic material surface at the angle for playing. In one embodiment, the game apparatus includes lower frame with a leg, including a frame joint extending to the upper frame. In one embodiment, the game apparatus includes an upper frame and base that are connected by a first pivoting joint, and the base is connected to the leg by a second pivoting joint. In one embodiment, the game apparatus includes an upper shell or lower shell with tabs that further stretch the elastic material surface.
In one embodiment, the game apparatus includes an elastic material surface with a range of substantially 15% elastane to substantially 25% elastane. In one embodiment, the game apparatus includes the elastic material surface includes substantially 17% elastane. In one embodiment, the game apparatus includes the elastic material surface is at least 1 inch higher than a playing surface upon which the game apparatus rests.
The game apparatus includes an upper frame portion, a lower frame portion, and an elastic material. The detailed description below describes these game components as well as methods to use them in playing the game
The surface support 131 is open at the center, where center opening 139 allows the elastic material surface 140 to push into the center opening 139 when a projectile is thrown at the elastic material surface 140. In some embodiments, the surface support 131 may represent a single open-sided box (not shown) that allows the elastic material surface 140 to push into the hollow portion of the box.
The upper frame portion 130 also includes tabs 133 for lining up the framed center opening 139 to the legs 125. In some embodiments, the legs 125 are a single (integrated) piece with the surface support 131, although these embodiments lose the small form factor for packaging, these embodiments retain the ease of manufacturing and strength of the upper frame portion 130 as advantages. In other embodiments, the legs 125 interface with the surface support 131 through other connections such as a pin joint or other removable connections.
The snaps 135 secure the surface support 131 of the upper frame portion 130 to the distal edge 129 of the legs 125 of the lower frame portion 120. As seen in
When in use, the elastic material surface 140 is generally at an angle between substantially 25 to 40 degrees, preferably at an angle of substantially 30 degrees (from parallel) with respect to the playing surface (e.g., ground, tabletop, or a mat). These predetermined angles generally provide a consistent and expected bounce back toward a player from the game apparatus 100 when on a level playing surface. A player stands or sits close to the elastic material surface 140 and tosses a projectile at the elastic material surface 140. The height and tension of the elastic material surface 140 are generally fixed to produce consistent and accurate/expected bounce-back results from the projectile being thrown to bouncing back toward a set of cups (not shown) or toward a marked playing surface (not shown) for tracking values of throws.
In some embodiments, the array of cups 300 may be set up in other shapes, such as a line, triangle, circle, or other non-geometric shapes. The other configurations may include height differences among the cups 300 such as a pyramid shape that would make sending a projectile into the cups 300 more difficult. The array of cups 300 may include various diameters and heights for the cups 300 rather than a single size as shown, and in some embodiments, may include cups 300 with non-circular cross sections.
The tray 400 retains the cups 300 in a shape defined by the array and may include a lip to hold the cups 300 in place. The tray 400 prevents the cups 300 from tipping when a projectile used to play the game hits the cups 300. In some embodiments, the tray 400 may include multiple parts which may hold some of the cups 300 away from one another creating different sections of cups 300 on a table, mat, or other playing surface. The multiple parts of the tray 400 may also be used to stack different levels of cups 300 upon one another. In some embodiments, the cups 300 can be weighted and may not require a tray 400. The weighted cups 300 may also be placed in a diamond formation or other configuration for a game. In other embodiments, the cups 300 may be held on the tray with protrusions (e.g., dowels) in the tray 400 that mate with holes in the cups 300 and prevent movement of the cups 300 when the cups are hit with the projectiles. In some embodiments, no cups 300 are used, and the tray 400 or playing surface may be marked with values to target by a player.
However, in some embodiments, the upper frame portion 130 may include a protrusion 145 and the chassis 143 may include the cavity. In some embodiments, the protrusion 145 and cavity 221 may be a different shape that prevent movement of the chassis 143 when mated with the upper frame portion 130. In some embodiments, the mating portions (e.g., the protrusion 145 and cavity 221) may be located at different sections of the chassis 143 and lower frame portion 120, for example, along a side 131a-131d rather than at the corner, and may include a plurality of mated portions.
The joints 737A and 737B and 733 may be pin joints or other joints allowing the legs 735 to fold into a closed and an open position. This folding capability provides the apparatus with a smaller form factor when stored, and may allow disassembly of parts (top frame 730, legs 735, and bases 739) of the lower frame portion 700. In some embodiments, the legs 735 may be connected to the top frame 730 and rest on the playing surface (e.g., ground, tabletop, or mat) or base 739 when in an open position.
The legs 930 are sized to support the elastic material surface 140. In some embodiments, the legs 930 may include varying heights to adapt to cup 300 size, to playing surface height differences (such as playing on a hill), or to provide a predetermined angle for play. The surface height is also provided to act as a backboard to prevent overthrows that miss the elastic material surface 140 completely. In some embodiments, the surface height of the front 143a of the elastic material surface 140 is at least one inch from the tabletop/play surface, and is based on the height of the cups 300 provided, arc of return and throwing of a projectile by a player, and comfort for the player in throwing projectiles at the bounce board 100 due to average height for a player throwing projectiles at the bounce board 100 when seated as well as due to cup 300 height.
The elastic material 141 includes textiles and other materials that have a low resistance to recoverable deformation under load. In other words, the elastic material 141 deforms and retains energy when stretched taught onto a frame, and returns to its original shape when removed from the frame. The retained energy provides the energy needed to bounce a projectile when thrown at the stretched elastic material 141. It is of course preferable that such bounces have expected and consistent bounce-back results and thus have an equal reaction to projectiles thrown from any direction and with the same force.
For example, in some embodiments, the elastic material 141 has at least a 2-way stretch (in either the x or y-axis direction) and has preferably a 4-way stretch (in both the x and y-axis directions) material. In most embodiments, 4-way stretch provides a more consistent and accurate (i.e., expected) return of the projectile used with the game apparatus 100. In some embodiments, the material composition includes between substantially 15 and 25% elastane. In one embodiment, the material composition includes 83% polyester and 17% elastane with a 4-way stretch. In other embodiments, the material composition of the elastic material 141 may include around 40% elastane, e.g., in a material composition including a 59% microfiber and 41% elastane.
The elastic material 141 creates a surface for a projectile to bounce off and into a cup 300 of the game without use of a spring or spring-like mechanism. The elastic material 141 also allows a projectile, e.g., a coin, to be flopped or flicked onto the elastic material surface 1000 rather than thrown or tossed and still provide enough bounce to reach cups 300. In some embodiments, where the game apparatus 100 is a tabletop game, that bouncing force is enough to allow a four to five gram coin to bounce back 8-14 inches from the elastic material surface 1000. In some embodiments, the elastic material 141 is a flexible and stretchable material with interwoven strands. In some embodiments, the elastic material 141 has a texture which provides enough friction to return the projectiles with predictability and accuracy.
In some embodiments, the elastic material 141 is made of various compositions of material that stretch and provide the bounce when loaded onto the chassis 143. In some embodiments, the elastic material 141 may include rubber, plastic, or other stretchable textiles that are capable of this loading and provide the bounce necessary for consistent and accurate bounce of projectiles. The inventor considered many different elastic materials 141 were considered including wide elastic bands, rubber, plastic netting, tennis racket and woven elastic strings, fish-net mesh, silicone, sportswear textiles, and canvas and other cloth textiles. All of these had their own issues, whether resulting in too much/little bounce, bouncing with no consistency and accuracy, being too brittle, being too hard to secure to the chassis 143, or other issues. For example, wide elastic bands were too stiff and only provided 2-way stretch; rubber was prone to becoming brittle over time, difficult to secure, and would provide too much bounce-back force on occasion; plastic netting required too much strength to load and did not provide enough bounce-back force; tennis rackets and woven elastic strings had erratic bounce-backs and did not have an even enough bounce from all positions along the surface; fish-net mesh included holes that were too large and affected the bounce-back of the projectiles; silicone was too expensive and provided too little bounce-back force; and canvas and other cloth textiles either provided too much or too little bounce-back force.
The elastic material 141 can include a sleeve or pocket 1003 along an edge of the elastic material 141 for the internal frame 149 to slide into and define the shape of the elastic material support 140. The sleeve or pocket 1003 may include a plurality of sections, but is capable of evenly loading the elastic material 141 along the x and y-axes. In other words, the sleeve or pockets 1003 extend regularly along every edge of the elastic material 141 to provide even stretch of the elastic material 141 along the x and y-axes (i.e., materials with 4-way stretch).
The internal frame 149 may include one or more parts that interlock to create a single solid chassis for the now loaded elastic material 141. In some embodiments, the interlock(s) between the parts of the internal frame 149 may, through leverage, load the elastic material 141 with less force generated by the player. For example, the one or more parts may be combined by placing the parts at an angle (non-parallel) to one another and locked together when the parts are folded into a plane (parallel). In some embodiments, the internal frame 149 may snap together once placed in the elastic material 141. In some embodiments, the edge of the elastic material 141 may include clasps or hook and loop closures (e.g., Velcro®) that are capable of being wrapped around the internal frame 149. However, such a connection requires more force from a player to load the elastic material 141 from pulling the elastic material 141 to connect the hook and loop closures. The internal frame 149 may be made of a plastic that elastically deforms when connected (e.g., snapped) together to load/stretch the elastic material 141.
The upper and lower shells 147 latch together with snaps or other closure mechanisms. The upper and lower shells 147 may also include protrusions which further stretch the elastic materials when enclosing the elastic material 141 and internal frame 149.
The following game setups are methods of using the above-described game apparatuses. Initially, for most of these game setups, a first player identifies an easy-to-access edge of a table 500. This will determine the Player's Notch 501 (see
Items that may be Included with the Apparatus
Coins, coin cases to dampen roll and sound of the coins, Koosh®-style balls, chips, cups 300, and a cup holder or tray 400 are included with the game apparatus.
How to Toss Projectiles
The first player stands at the Player's Notch 501 facing the bounce board 100 front which displays the BUNGEE™ logo. The first player holds an encased coin in between her fingers, with the flat side aimed at the bounce board's 100 fabric. The first player aims for the section of the bounce board 100 fabric at the angle likely to return her coin into the cup 300 of their choice.
Game 1—Human Timer: Blitz—Set Up
Difficulty Level 1 out of 5 for 2 players or 2 teams of players ages 8 plus.
The first player sets up the cups 300 as shown in
To play this game, choose one team to “time” and one team to take the first turn “tossing” at the bounce board 100. A player from the timing team must have a full drink ready in hand. At the same time, a player from the tossing team must have three coins ready in hand. The timing team counts down, 3-2-1.
On 1, one of the players from the timing team begins to quickly drink his/her drink. Meanwhile, the tossing team hurries to take coin tosses at the bounce board 100, attempting to return each coin into any cup 300. Every cup 300 in which a coin lands counts as one point. The tossing team may collect the coins and continue to toss for points until the timing team's drink (or drinks in the case of a relay—see Relay Variation below) is empty.
When the timing team has placed down their last empty cup 300, the tossing team records their turn score. Then the teams switch “timing” and “tossing” roles. For example, the first tossing team becomes the timing team, and the timing team becomes the active tossing team. The next countdown begins, and the new tossing team attempts to score by throwing coins at the bounce board 100 to bounce the coins into any cups 300 in the setup.
Gameplay ends when each team has had a turn as the tossing team. At least end of the one or more rounds (where each team has had a turn as the tossing team), the team with the most points wins. A relay variation includes timing team members may drink in a relay sequence. One at a time, each player on the timing team would drink and set their cup 300 down, until all timing team players are done with their drinks. If a player or players on the timing team prefer not to drink quickly, they can do 10 jumping jacks instead. If a coin balances on the top edge of a cup, it is called a “miracle” and counts as 2 points.
Game 2—Push Your Luck: Pig—Set Up
Difficulty Level 2 out of 5 for 2 to 4 players of ages 8 plus.
The first player follows the official bounce board, tray 400 and cup 300 set up as seen in
The game begins with the youngest player going first. That player takes coin tosses at the bounce board 100, attempting to return each coin into high-value cups 300. The active player scores points for each cup 300 the coins land in (excluding the center cup). Players should mentally tally their running score as they toss. The player's turn ends either when he/she says “hold” OR when he/she has 2 outs.
An out is a complete miss of all cups 300 or a coin landing in the center “1” cup. A player may continue tossing and accumulating points or say “hold” before 2 outs. If the player says hold before 2 outs, he/she keeps the points that round.
If the player gets 2 outs before saying “hold”, his/her turn ends AND he/she loses any points tallied that turn. Any accumulated points from former rounds are unaffected. The tum rotates through the remaining players. The game ends when a player reaches 21 (or more) points. The player reaching 21 or more point first is the winner. Continue playing to determine 2nd, 3rd, & 4th place. It is noted, if a coin balances on the top edge of a cup, it is called a “miracle” and counts as 5 points. When playing no cups 300 should be removed from the tray 400.
Game 3—Lucky Shot: Pong—Set Up
Difficulty Level 1 out of 5 for 2 players or 2 teams of players ages 8 plus (each team with at most 3 players).
The first player follows the official bounce board, tray 400 and cup 300 set up from
The game begins with a player from the first team taking 3 coin tosses at the bounce board 100, attempting to return each coin into a unique cup. The player should leave coins in cups 300 landed until after the third and final toss. From the cups 300 in which the team player successfully landed coins, the team must find the matching drink(s) in the flight of beverages to the side, and decide/assign which team must drink the drinks. Some drinks may taste good, some may taste bad. Variation in the beverages you choose to include in the flight can add excitement to the game.
After the first team's tossing turn is complete and the drinks are assigned, a player from the opposing team then gets a tossing turn (3 coin tosses). For successfully landed coins, this team can now assign the corresponding drink(s) to a team. Teams will alternate taking tossing turns.
The game ends when all drinks are assigned. If players prefer, a matching set of dares, candy or other items may be placed in the flight matching the cups 300 instead of drinks. It is never necessary to remove cups 300 from the tray 400. You may remove the matching cups 300 from the side flight when assigned, of course cups 300 remain on the tray 400 at all times. This makes it more difficult to land coins in unique cups 300 and may help to land coins in more difficult cups 300. If a coin balances on the top edge of a cup, it is called a “miracle” and counts as an extra drink, dare or treat from the flight.
Game 4—Let it Ride: Bets—Set Up
Difficulty Level 3 out of 5 for 2 to 5 players of ages 8 plus.
The first player follows the official bounce board 100, tray 400 and cup 300 set up in
To begin with, before each round, each player “antes” (i.e, places 1 chip in the bet cup). The chips in the bet cup 300 are the Pot. A player is selected as the first player. On your turn you take 3 coin tosses at the bounce board 100, attempting to return each coin into a Long (L), a Short (S) or a Wing (W) cup. Only coins landing in those cups 300 count as 1 point toward your turn total. Coins landing in Core or Center cups 300 do not score. After your turn, remember your score, and rotate turns through the remaining players, each player takes 3 tosses and tracks only the points for each coin that lands in the Long, Short or Wings (LSWs) cups 300. A round ends when each player has had a tossing turn.
Round outcomes include, if no players landed in the LSW cups 300 OR any tied players then the pot is a Let the Pot ride (stays as is). Players continue to ante a new chip to the pot to play in the next round. If one player landed the most coins in LSW cups 300, then this player takes all chips currently in the Pot. After 3 rounds, if the Pot is empty, the player with the most chips wins. If the Pot still has chips after the 3rd round, players each take a turn of 3 tosses. A coin in any cup, a Core, Center or LSW cup 300 counts equally. The most cups 300 landed wins the remaining pot. If a coin balances on the top edge of a cup, it is called a “miracle”. Any “Miracle” counts as 2 points. Cups 300 should not be removed and remain on the tray 400.
Game 5—Cup Heist—Set Up
Difficulty Level 3 out of 5 for 2 to 4 players of ages 8 plus.
The first player follows the official bounce board, tray 400 and cup 300 set up in
In this game, the players are bank robbers and the cups 300 are the banks. The players select a first player to take a turn. On each player's turn the player takes 1 coin toss at the bounce board 100, attempting to return your coin into a cup. When coin lands in a Core or Center cup, you have successfully robbed that bank. Remove the cup 300 from the tray 400 and save it in a personal stack. The Long, Short and Wing cups 300 represent bank “chains,” and are worth more. The first player to land a coin in either a Long (L), a Short (S) or a Wing (W) cup 300 will also get the L, S, or W partner cup. For example, landing a coin in either Wing cup 300 means you add both Wing cups 300 to your stack. Also, landing a coin in the Long or the Short cup 300 means both the Long and Short cups 300 are removed from the tray 400 and added to your stack. Landing a coin in any cup 300 ends your turn. Take any cups 300 earned for your personal stack. Play rotates to the next player and continue alternating turns between players.
When the last cup 300 is removed from the tray 400, the game is over. Count the cups 300 in your stack to determine the winner. The player with the most cups 300 wins. It may be necessary to “restack the cups 300”—grouping them toward the center. If all players miss for 2 rounds, restack the cups 300. If a coin balances on the top edge of a cup, it is called a “miracle”. Remove any 2 cups 300 to add to your stack when you land a “Miracle”.
Game 6—5-Chip Poker
Difficulty Level 3 out of 5 for 2 players or 2 teams of ages 8 plus.
The 9s The first player follows the official bounce board 100, tray 400 and cup 300 set up in
A game is a set of 6 rounds. During each round, each team will earn exactly 1 poker chip—either a poker chip representing a playing card, or a blank. A round consists of one tossing-turn per team. A team's tossing turn is 3 coin tosses at the bounce board 100. The first player decides on which team/player goes first. On your team's turn, take three coin tosses at the bounce board 100, attempting to land your coins into cups 300. If your team coins land in a cup, take only the chip from the coin landed cup. Place the team's selected chip in your team tray 400. Place a blank chip in the team tray 400 if all of the team's coin tosses that tum missed all the cups 300. The next team takes a tossing turn, and follows the same three steps. The round ends when all teams have had a tossing turn. Begin the next round with the first team and play 6 rounds.
After 6 rounds, the team with the best 5-chip poker hand wins. Teams that earned 6 chips must choose one chip that does not count toward their hand. Teams that earned less than 5 chips must make the best hand they can. In this case, only 4-of-a-Kind; 3-of-a-Kind; Two Pair; Pair, and High Card are acceptable hands. If a coin balances on the top edge of a cup, it is called a “miracle”. Choose a chip from any cup 300 when you land a “Miracle”. No cups 300 should be removed from the tray 400. This helps thrown coins land in the harder to hit cups 300.
Poker-Hand Rankings
Royal Flush
A-K-Q-J-10 all the same suit.
Straight Flush
Five cards in a sequence, all in the same suit: 9-10-J-Q-K
Four of a Kind
All four cards of the same rank: 10-10-10-10
Full House
Three of a kind with a pair: Q-Q-Q-9-9
Flush
Any five cards of the same suit, but not in a sequence: A-Q-J-10-9
Straight
Five cards in a sequence, but not of the same suit: K-Q-J-10-9
Three of a Kind
Three cards of the same rank: 9-9-9-K-J
Two Pair
Two different pairs: 10-10-Q-Q-9
Pair
Two cards of the same rank. A-A-K-J-10
High Card
When you haven't made any of the hands above, the highest card plays. In the example below, the ace plays as the highest card: A-9-10-Q-K
Teams that earned 6 chips must choose one chip that does not count toward their hand. Teams that earned less than 5 chips must make the best hand they can. In this case, only 4-of-a-Kind; 3-of-a-Kind; Two Pair; Pair, and High Card are acceptable.
The apparatus and methods of use of the invention provide a game apparatus for playing various games with a projectile on a tabletop or field of play. The apparatus includes both a frame and an elastic material to bounce the projectile with consistency and accuracy without the use of spring or spring-like mechanisms other than the elastic material itself.
The present application claims benefit of priority from U.S. provisional application No. 63/072,408 filed on Aug. 31, 2020, the entire contents of which are incorporated by reference.
Number | Date | Country | |
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63072408 | Aug 2020 | US |