Not Applicable
Not Applicable
Reference is made to U.S. Pat. No. 5,791,649, issued to DiSandro and his predecessors (cited within his application) for bringing the game of poker to a game board. Reference is also made to U.S. Pat. No. 7,871,077, issued to Calvert, for its description of efforts to incorporate the use of dice into a poker related board game.
One limitation of poker continues to be that poker players always obtain their cards through chance, not choice. For the same reason, poker players have no influence over their opponents' hands. Thus, one objective and/or advantage of this invention is that it enables players, through strategic movement, to attempt to obtain a hand of their choosing and to block opponents from obtaining a desired hand, giving strategy a greater role in determining the game's outcome.
This invention is a poker-related game which utilizes a game board, playing cards, game pieces (referred to in this application as “markers” and “blockers”), and a die (either six or eight sided) which can be used for entertainment or gambling. The game has many variations and can be played by 2-4 players. It is described below in a physical format, where the game board, cards, die, and pieces can be set down on a table and played, but it can also be digitized and played on an electronic device.
The object of the invention is for the players to “claim” the best poker hand by rolling a die and moving colored “markers” around a game board from a designated starting area to desired “marked spaces”. The marked spaces contain card values, one for each of the 52 cards in a standard deck, which a player claims by landing on them with a marker. When claimed, the marked space becomes a card in that player's hand. In the preferred embodiment of the game, the player must claim four marked spaces (one for each of his four markers), which are combined with a fifth card dealt from the deck, to form a five card poker hand, the value of which is determined in accordance with standard poker rules. Game play ends when any player obtains a “minimum qualifying hand” (“MQH”—i.e., a straight or better). After that, each player has one more turn to complete their hand before the game ends. However, if no player obtains a MQH, game play continues until each player claims four cards. The winner has the best poker hand at the end of the game.
Players can also block opponents from claiming marked spaces with blockers. In one variation of the game, players can move blockers from one of the eight unmarked spaces in the center of the board, to a marked space they anticipate their opponents intend to claim. Doing so blocks that space from being claimed. Blockers also function as geographical barriers since markers and blockers cannot move over them.
As described herein, there are many ways to play this game. For each variation, wagers can be made when a player claims and/or blocks a marked space.
Through the use of markers and blockers on this game board, players can pursue a hand of their choice and block their opponents' efforts to do the same, giving strategy an increased role in obtaining the best hand in a poker game.
As illustrated in
The launch areas at “1a-d”, the unmarked spaces at “2”, and the marked spaces at “3” together constitute the playable area of the board. Each triangle and launch area represents one space. The areas referenced at “4” are non-playable areas of the board, which are decorative only.
The instant invention is a poker related board game for 2-4 players, which has many variations. This section will describe variations of the game, but many others are possible. The players can also make bets at various points in the game. So, this description should not be construed to limit the scope of the invention.
This invention is played on a unique game board (see
The game is played using the equipment shown on
The object of the game is for the players to claim marked spaces on the board by rolling a die and moving one marker per turn until each marker lands on its own marked space. The marked spaces each contain a card value. Once a player claims four marked spaces, these spaces act as cards in the player's hand. They are combined with a fifth card, which can be either a hole card or a community card (similar to Texas Hold 'em), depending on the variation of the game. The five cards together form a poker hand and the winner is the player with the best hand at the end of the game.
Players can also block their opponents from claiming a marked space by moving a blocker to, or (depending on the variation of the game) placing a blocker on, a marked space before it is claimed.
In the preferred embodiment of the game, the markers and blockers are set up on the game board at the start of the game as shown on
The cards are shuffled and two “community cards” are turned over; the white markers are placed on the corresponding spaces on the board for these cards (to prevent players from claiming these spaces). By the end of the game, the players will chose one (and only one) of these two cards as the fifth card in their hand. (This fifth card is automatically in each player's hand.)
The players then roll the die to determine who goes first (as determined by the highest number rolled). Starting with the first player and continuing with the player to the left, each player rolls the die and moves one of his markers or a blocker the number of spaces indicated on the die, toward and ultimately to, a desired marked space. The player claims a marked space by landing on it with a marker (only marked spaces can be claimed); the player blocks anyone from claiming a marked space by landing on it with a blocker.
Markers and blockers are moved in the manner illustrated in
Without exception, markers and blockers may not land on an already occupied space (this includes spaces occupied by white markers). Except for the launch area, only one marker or blocker can occupy a space at a time. They can move over spaces occupied by a marker, but they cannot move over spaces occupied by a blocker. A marker or blocker that lands on a marked space cannot be moved again during the game.
Game play continues until a player obtains a “minimum qualifying hand” (“MQH”—i.e., a straight or better), at which point each of the remaining players has only one more turn to finish claiming marked spaces with their markers before the game ends. However, if no player obtains a MQH, game play continues until each player claims a marked space with each of their markers
The winner is the player with the best five card poker hand at the end of the game. In this variation, a hand is composed of the four claimed marked spaces and one of the two community cards. (As described below, in other variations of the game, a hand is composed of other combinations of claimed marked spaces and cards.) Thus, a player must claim a marked space with each of her markers to win. Poker hand values are determined in accordance with standard five card poker rules.
Game play continues if a player claims four cards but fails to obtain a MQH. Although such a player can no longer move markers, he or she may still move or place blockers, while the other players complete their hands.
Alternatively, instead of community cards, at the beginning of the game each payer is dealt a single “hole card” as the fifth card for their hand. Hole cards are kept secret from other players until the end of the game. The players may not claim the space on the board that matches their hole card; by doing so the player forfeits the game. Otherwise, game play continues in the manner described above.
Another option for the fifth card is for it to be dealt after a player claims four spaces (instead of at the beginning of the game). This option creates two more game variations—one in which each player is dealt his own “hole card” upon claiming their four cards, another in which two community cards are turned over once the first player claims four cards. In the former variation, if the fifth card matches one of the marked spaced claimed by the player wielding it, it becomes a wild card (i.e., has a value determined by the player). In the latter variation, the chosen community card is wild for any player who has claimed it by the end of the game. To incentivize players to be the first to claim four cards in the latter version, the first player to complete their hand is awarded a hole card (which becomes wild if it matches a space the player holding it already claimed), which that player may use as their fifth card instead of the community cards. In both of these options, the game is otherwise played as described in ¶¶0026-0033 above.
Another “fifth card” variation is that instead of dealing a card to complete the player's hand, the players play the game with five markers, which all start from the launch area. In fact, players can play the game as described in ¶¶0026-0033 above using any number of markers between one and five so long as sufficient hole or community cards are provided to enable the players to obtain a five card hand (e.g., five markers and no cards; three markers and two hole cards; three markers and three community cards, out of which two are used to complete the hand).
For each of these variations, there are also many ways to use blockers. One alternative, for example, is for players to be dealt “blocker cards”: 7 in a two player game, 6 in a three player game, and 5 in a four player game, which the players may use throughout the game to block marked spaces. No blockers are on the board at the start of the game. Instead, at the beginning of each turn and before rolling and moving a marker, each player has the option of revealing one of her blocker cards to the other players and placing a blocker on the matching marked space on the board for that card (provided that space is not already occupied). Optionally, the two jokers in the deck can be used as wild cards giving the player holding one the ability to block any marked space on the board. The players may use all of the blocker cards, but only one per turn. Instead of revealing a card, a player may exchange one per turn, by discarding one and drawing another from the top of the deck for use on a later turn. Thus, on each turn, a player may either use or exchange a blocker card for a new one.
As an additional variation on the use of blockers, the players may choose to have 16 cards turned over at the beginning of the game, or, have one card turned over at the beginning of each round for 24 rounds. (Hypothetically, the players can agree to turn over any number of cards during a game.) The spaces shown on those cards would be blocked with a blocker. (The wild cards are removed from the deck for the purposes of this variation.)
Thus, the combinations of fifth card options and the various ways of using blockers and blocker cards give rise to numerous ways to play this game. Each of these variations however, give the players a measure of control over the hand they want to obtain and influence over the intended hands of their opponents, creating a game where players employ strategy to obtain the best poker hand.
U.S. Application No. 61/539,979, Filed Sep. 28, 2011
Number | Date | Country | |
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61539979 | Sep 2011 | US |