BACKGROUND
Tabletop games, such as board games and card games, are generally well known. Many are games of chance, where a player's success rests on luck of dice rolls or hands of cards. Others are games of skill, such as chess. Many games include aspects of both luck and skill, such as poker.
Other tabletop games test players' physical skills. Table shuffleboard involves players sliding weighted pucks along a long and smooth table with the aim of having their pucks stop in designated scoring areas. Such a game, however, has the drawback of requiring specific equipment and a considerable amount of space.
Other games of physical skill have been created with reduced equipment and space needs. For example, a game “Nickels” involves players sliding nickel coins on a table surface. Nickels was a simple gambling game where two players would each place a nickel on a playing surface and take turns trying to slide their respective nickel into their opponent's nickel. Once a player tapped its opponent's nickel three times, that player would take the opponent's nickel. Nickels, however, was not known to have additional rules. As a very simple game, players may quickly lose interest in Nickels.
Slightly more complicated tabletop games of physical skill, such as paper football have grown in popularity. Paper football involves a piece of paper folded into a small triangle that is slid or flicked across a table. Paper football gameplay typically involves rules loosely based on American football, including a kickoff to start the game, rules for advancing the paper football down the table or “field,” and rules for scoring.
A need remains for additional tabletop games of skill and methods of playing tabletop games of skill that offers players challenges, entertainment, and portability without requiring extensive and expensive equipment.
BRIEF DESCRIPTION OF THE DRAWINGS
FIG. 1 illustrates a method of playing an exemplary embodiment of a coin flicking game.
FIG. 2A illustrates exemplary starting positions for a battle in a coin flicking game.
FIG. 2B illustrates exemplary movement of a coin in a coin flicking game.
FIG. 2C illustrates an exemplary successful turn in a coin flicking game.
FIG. 2D illustrates an exemplary unsuccessful turn in a coin flicking game where the coins do not tap.
FIG. 2E illustrates an exemplary unsuccessful turn in a coin flicking game where the coins kiss.
FIG. 2F illustrates an exemplary unsuccessful turn in a coin flicking game where a flick results in a coin leaving the playing surface.
FIG. 3A illustrates an exemplary measuring apparatus used to determine exemplary starting positions for a battle in a coin flicking game.
FIG. 3B illustrates an exemplary flicking motion used by a player during play of a coin flicking game.
FIG. 4 illustrates a method of playing an exemplary embodiment of a coin flicking game where each player starts with multiple coins.
FIG. 5 illustrates an exemplary bracket showing how players advance and win an exemplary embodiment of a coin flicking game.
FIG. 6 illustrates an exemplary coin used to play exemplary embodiments of the coin flicking game.
While embodiments of a coin flicking game and methods for playing a coin flicking game are described herein by way of examples and embodiments, those skilled in the art recognize that the disclosed coin flicking game is not limited to the embodiments or drawings described herein. The drawings and descriptions are not intended to be limited to the particular form disclosed. Rather, the intention is to cover all modifications, equivalents, and alternatives falling within the spirit and scope of the appended claims. Any headings used herein are for organizational purposes only and are not meant to limit the scope of the description or the claims. As used herein, the word “may” is used in a permissive sense (i.e., meaning having the potential to) rather than the mandatory sense (i.e., meaning must). Similarly, the words “include,” “including,” and “includes” mean including, but not limited to.
DETAILED DESCRIPTION
Various embodiments are disclosed herein of a coin flicking game and a method of playing a coin flicking game. Embodiments provide a game of skill in which players take turns flicking a coin so that it slides across a smooth surface toward an opponent's coin. The game involves at least two players, and each player may start with the same number of coins. Players score points by flicking their coin so that it taps against their opponent's coin. Players advance in the game by tapping their opponent's coin multiple times and eventually capturing opponents' coins. The player that captures all opponents' coins ultimately wins the game.
FIG. 1 illustrates an exemplary process 100 of playing an embodiment of a coin flicking game. At step 102, the order of players is selected. Typically the game is played by four or more players, but alternative embodiments may allow for fewer or more players, as discussed below. Each player may start with a single coin. Once the order of players is selected, at step 104 the first two players are up to play against each other. Each turn in which two players play head-to-head may be referred to a “battle.” In each battle, both players start with a score of 0.
To start a battle, at step 106 each of the first two players puts a coin in the start position. As shown in FIG. 2A, the start positions of a first coin 220 and a second coin 230 may be across a table surface 210 from each other. Table surface may be any flat and smooth playing surface, such as a top of a table or counter. In certain embodiments, each player may simply position its coin relatively close to an edge of table surface 210. For example, first coin 220 may be placed in proximity to edge 212 and second coin 230 may be placed in proximity to edge 214. Alternatively, FIG. 3A illustrates an exemplary embodiment in which players may use a measuring apparatus 310 to consistently space a first coin 320 from a second coin 330 at the start of a battle. Measuring apparatus may be, for example, made of string or twine. Embodiments using measuring apparatus 310 may provide for consistent spacing at the start of each battle and consistent spacing independent of the size or shape of the playing surface.
At step 108, the first player flicks its coin at second player's coin. FIG. 3B illustrates an exemplary flicking motion 344 in which a player uses a finger, such as index finger 342 of hand 340 to flick an edge of a first coin 320 in direction 322 toward a second coin 330. Embodiments may include rules that discourage a player from moving its coin in any fashion other than a flicking motion 344. For example, if a first player uses the top of the coin to drag the coin or if the player slides its finger to bump the coin rather than making a flicking motion 344, then the battle may be started over.
At step 110, the players determine whether the first player's coin successfully tapped the second player's coin. As shown in FIG. 2B, when the first player flicks first coin 220, it slides along table surface 210 in a direction 222. For a successful turn, the first coin 220 must tap the second coin 230 at step 110, and that tap must be hard enough for the first coin 220 and second coin 230 to separate at step 112. FIG. 2C illustrates an example successful turn for the first player where the first coin 220 is flicked in direction 222 such that it contacts the second coin 230 and the second coin 230 separates from the first coin 220 in direction 232. If the first coin 220 taps the second coin when flicked, then step 110 is satisfied and the process 100 proceeds to step 112. If the first coin 220 also separates from the second coin 230, then the second step is satisfied and the process 100 proceeds to step 114.
By successfully having its coin tap and separate from the second player's coin, the first player's score increments by one at step 114. In order to win a battle, a player must successfully flick their coin so that it both taps and separates from their opponent's coin three times. Thus, at step 116 if the first player's score has not been incremented to three, the process returns to step 108 and first player again flicks its coin 220 toward 230 in an attempt to have the coins tap and separate. In a preferred embodiment the first player may flick its coin 220 from where it lies at the end of the prior flick. However, in alternative embodiments the players may reset both coins in the starting positions after a successful turn. If the first player successfully flicks its coin 220 into the second player's coin 230 on three consecutive flicks, then at step 118 the first player wins the battle and at step 120 the first player picks up both the first coin 220 and the second coin 230. At step 122, if the first player has picked up all of the coins from all players, then the first player wins the game at step 128. If at step 122 it is determined that other players still have coins, then at step 124 the next two players are up and at step 106 the next two players each put a coin on the start position.
The first player may also have an unsuccessful flick that results in the second player having a turn. For example, at step 110, if the first coin does not tap the second coin, then at step 126 the score is reset to zero and at step 130 it is the second player's turn to flick its coin toward the first player's coin. FIG. 2D shows an example of a flick in which first coin 220 moved in direction 222 but did not contact second coin 230. Such a turn would result in it being the second player's turn, and the second player would then have an opportunity to flick the second coin 230 at the first coin 220. The first player may also have an unsuccessful flick if, at step 112, the first coin does not separate from the second coin. FIG. 2E shows an example of a flick in which the first coin 220 moved in direction 222 and contacted second coin 230, but the coins remain in contact and do not separate. This may be referred to as a “kiss.” At step 112, if the coins do not contact hard enough to separate, then at step 126 the score is reset, the coins are returned to their starting positions, and at step 130 the second player has a turn to flick its coin.
If the first player does not win the battle on its first turn, then the second player has a turn as set forth in steps 130 through 148. The players will continue to take turns until one of the players wins the battle by successfully flicking its coin so that it contacts the opponent's coin and the coins separate three times in a row. As each player wins a battle, that player collects the opponent's coin. Players continue to battle each other in order until a single player has all of its opponents' coins.
At times during the game, a flick may result in a coin leaving the playing surface. For example, FIG. 2F illustrates an example turn in which a player flicks first coin 220 in direction 222 causing first coin 220 to tap second coin 230 in direction 232 and off of the table surface 210. If either player flicks one or more coins off the table, the players place their coins in the starting position, as shown in FIG. 2A, and the battle starts over. Thus, while FIG. 2F illustrates the opponent's coin leaving the playing surface after the coins tap, the battle will also start over if the first player's coin misses its opponent's coin and leaves the playing surface off any side.
FIG. 4 illustrates an exemplary process 400 similar to process 100 described above, however in process 400 each player starts with multiple coins and each pair of players battle each other repeatedly until one of the players captures all of the other player's coins. Players may each start with the same number of coins. In such embodiments, if a first player wins a battle but at step 424 the first player does not have all of the second player's coins, then at step 426 the same two players start another battle. However, if at step 424 the first player has all of the second player's coins (or at step 452 the second player has all of the first player's coins), then at step 430 (or step 456) the next two players are up for the next battle.
FIG. 5 illustrates an exemplary bracket showing how players advance and win an exemplary embodiment of a coin flicking game. In a preferred embodiment, a coin flicking game starts with eight coins divided evenly across four players. A first player and a second player compete in a first battle. The first two players may continue to battle until either the first player or the second player has picked up all of its opponent's coins. The winner of the first set of battles will advance to the third set of battles. The next two players may compete in a second set of battles. In other words, the third and fourth players over all in the game may be the first and second players in the second set of battles. The player that eventually picks up all of its opponent's coins will win the second set of battles and advance to the third set of battles. In the third set of battles, the winners of the first two sets of battles (i.e., the winner of the battle between the first two players and the winner of the battle between the second two players) may compete, and the game will continue until one of the players picks up all of its opponents' coins. Alternative embodiments may allow players to advance differently. For example, embodiments may provide round-robin stage before the player play in an elimination tournament as illustrated in FIG. 5.
Embodiments of coin flicking games may be played with coins configured to slide well on a smooth playing surface, such as coin 600 shown in FIG. 6. For example, coins used to play the coin flicking game may be aluminum and may have a smooth surface 602 (the underside not sown in FIG. 6) on at least one side to reduce friction when sliding along a playing surface. The side 604 not configured to slide over a playing surface may include a logo 606. The coins may be substantially cylindrical in shape with a diameter of about 0.75 inches and thickness of less than 0.1 inch. Embodiments of a coin flicking game may alternatively be played with currency, such as United States pennies, nickels, or quarters.
Embodiments of a coin flicking game disclosed herein are described as requiring a player to tap another player's coin three consecutive times in order to win a battle. Alternative embodiments, however, may have other requirements. For example, embodiments may only require two consecutive taps to win a battle to speed up a game or three or more consecutive taps to win a battle to make the game more challenging. Still other embodiments may not require taps to be consecutive.
Further, embodiments of a coin flicking game disclosed herein describe, for example in steps 112 and 126 of FIG. 1 and in FIG. 2E, that when a player's coin taps another player's coin but without sufficient force for the coins to separate after the tap (i.e., the player's coin “kisses” the other player's coin), the score is reset and the coins are returned to the start position. In alternative embodiments, if a first player's coin kisses the second player's coin, it may be the second player's turn and the second player may flick the coins from the kissing position. In such an alternative embodiment, that second player's first flick may count as a score because the coins initially are touching and the flick will result in the coins being separated. The second player then would only need two more successful turns to win the battle.
Embodiments have been disclosed herein. However, various modifications can be made without departing from the scope of the embodiments as defined by the appended claims and legal equivalents.