1. Field of the Invention
The present invention generally relates to a magnetic element stacking game, and more specifically to a magnetic element stacking game played on one or more shafts attached to a base and exploiting the phenomena of magnetic attraction or repulsion.
2. Description of the Related Art
There are many science kits that aim to demonstrate properties of magnets and magnetism using either passive magnetized items or items that are temporarily magnetized by an electrified coil.
In a game called Jishaku, each player tries to place all of his magnetic “stones” on a board with other stones. The players determine where to place a particular stone by judging the magnetic attraction or repulsion between the playing piece and those already on the board. The game, made by RSV productions, is suitable for players 14 and older.
In a game called Yikerz, players also attempt to move their magnetic playing pieces around the board by repelling or attracting other magnetic pieces, and even using magnetism to push competitors' pieces off the board. The winner is the first player who has no pieces left. Players can alter the board layout and the initial placement of the pieces to change the skill level of the game. AB Games produces Yikerz, and the game is suitable for players 14 and older.
There are not however any games that use passively magnetized elements placed on a shaft that attract or repulse each other to make them apparently “hover”.
According to one aspect of certain embodiments of the invention, a multi-player magnetic element stacking game is disclosed which may be played on one or more shafts attached to a base and exploiting the phenomena of magnetic attraction or repulsion.
The foregoing Summary of the Invention is not intended to limit the scope of the disclosure contained herein nor limit the scope of the appended claims. To the contrary, as will be appreciated by those persons skilled in the art, variations of the foregoing described embodiments may be implemented without departing from the claimed invention.
The method and apparatus of the present invention will be better understood by reference to the following detailed discussion of specific embodiments and the attached figures which illustrate and exemplify such embodiments.
The objects and features of the invention may be understood with reference to the following detailed description of an illustrative embodiment of the present invention taken together in conjunction with the accompanying drawings in which:
The following preferred embodiment as exemplified by the drawings is illustrative of the invention and is not intended to limit the invention as encompassed by the claims of this application.
Referring first to
The playing pieces 101 of
As depicted in
Shafts 205 may be any spindle, tower, rod, pole, stem or other elongated member of any shape onto which a playing piece may be laced, spiked or threaded. Alternatively, instead of shafts, members may be employed to create a pathway, channel, chute, conduit, or like structure into which playing pieces may be placed, for example, by providing instead of each shaft multiple vertical members that define a channel between them into which playing pieces may be placed.
The baseboard may be manufactured from a variety of solid materials such as plastic, metal wood or glass or it may be a combination of materials.
The baseboard may be magnetized, for example, by incorporating magnets therein, such that a magnetic pole is present at the base of each shaft inserted into the baseboard. In this manner, each shaft has a starting polarity that will attract or repel the first playing pieces laced thereon. In embodiments lacking a baseboard (e.g., those with free-standing shafts), the shafts may have a magnetized base in the same manner as just described for the baseboard, with certain bases exhibiting positive polarity and others exhibiting negative polarity (i.e., as seen by a first playing piece slid down on the shaft). In either embodiment, there may be an absence of any indication of the polarity of the base at any particular shaft.
The shafts can be randomly moved before the game play to randomize the polarity of the board.
Certain embodiments of the present invention may include a game-play command generator, as described further herein, to generate directions for player action during players' turns. One such game-play command generator, depicted in
The die of the preferred embodiment depicted in
The foregoing embodiments may be utilized to implement one or more specific methods of game play of the present invention. Such methods of game play may provide varying levels of complexity and may include a multiplicity of players or may be played as a game of solitaire (i.e., for one player). The following discussion of game play considers certain embodiments of game play. It will be understood that the scope of the present invention is not limited to the following methods of game-play, other methods being within the scope of the instant invention.
At the simplest level, players first setup the game for play. To do this, each player secures a shaft to the baseboard (or selects a previously secured shaft), such shaft becoming that player's shaft for duration of the game (or until game-play dictates that one or more players change shafts, such as through a game-play command instructing players to swap shafts). The game then starts by deciding the first person to play and the direction of play (clockwise or counterclockwise), or by youngest to oldest, or any other method by mutual agreement.
The players then each take one playing piece and drop it to the base of their shaft.
The first player then selects any playing piece from the unplayed playing pieces (i.e., those not already disposed on any player's shaft) and drops it onto their shaft. The playing piece falls under the effect of gravity and then, depending on the orientation of the magnetic field of it and of the playing piece or pieces below it, will be repelled or attracted to the playing piece immediately below it. If the dropped playing piece is attracted to the playing piece directly below it, the two will “click” together and the player must remove the recently-played playing piece and return it to the center of the base. If the dropped playing piece is repelled away from the playing piece directly below it, the dropped playing piece will “hover” above the base at a height determined by the strength of the pieces' magnetic fields. It will be understood that as used herein, including in the appended claims, references to “dropping” playing pieces or playing pieces which may “fall” encompasses playing pieces which are actively slid or otherwise positioned as if they had dropped or fallen (e.g., where a playing piece is actively slid down a shaft to a position it would have occupied had it been permitted to fall down the shaft under the force of gravity after having been dropped on the shaft).
Alternatively, the foregoing rules may be reversed such that play may be based on the playing pieces attracting and clicking together and the player removing the playing piece that is repelled and returning it to the center of the base.
The winner of the simplest method of the game play is the first player to achieve a predetermined number of hovering playing pieces or alternatively, number of attracted playing pieces, depending on what game method is chosen
In another embodiment, a slightly more advanced level of the game, players only select playing pieces of a particular color chosen by them upon starting the game. For example, Player 1 could select only yellow playing pieces and must complete a predetermined number of yellow hovering playing pieces to win.
In a further embodiment, a yet more advanced method of play uses the polyhedral die wherein, upon each player's turn, he/she rolls the die and executes the game-play command revealed upon it. The commands may include “take a turn”, “miss a turn”, “steal a piece from another player's shaft”, “remove a playing piece from your own shaft” or any other instruction designed to introduce an element of chance into the game. The number of faces of the polyhedral die may be determined by the number of game-play instructions available, although certain game-play commands may have a higher probability of occurring than others, for example, by appearing on multiple faces of the polyhedral die.
The object of the more-advanced game is to achieve either a predefined number of hovering playing pieces of the same color or a predefined height of hovering playing pieces of the same color. If preferred, an alternative game can be played by determining the number of game pieces that are attracted and “click” together as opposed to game pieces that are repelled.
As another embodiment, the game may also use cards or a spinner having various instructions. For example, the cards or spinner could include instructions such as “remove a playing piece from an opponent”, “choose a new disk”, “return a playing piece to base”, “skip a turn”, “remove a playing piece and add to an opponent's shaft”, etc. The game may be played with just the cards, just the spinner or a combination of both or it may also include the use of a polyhedral die. A person of ordinary skill in the art would understand that the game can be played with various combinations of playing pieces, cards, die and spinners and would still remain within the scope of the present invention.
In another embodiment, the game is played using colored playing pieces and the players complete a shaft by adding playing pieces in a specific color sequence. This sequence can be based on instructions from cards, a spinner or a polyhedral die. For example, the sequence could be yellow/red/blue/green or red/green/yellow/blue, or any other combination. The game could also use playing pieces with symbols, images or logos, and played in a similar manner where a player bases which logo, image or symbol to place on the shaft next, according to the instructions provided. As an alternative, the instruction provided may be used to add playing pieces to a neighboring opponent.
As an alternative embodiment, the game may be implemented in software and played upon one or more electronic and/or electronic computing devices that have a display screen, including but not limited to computers, tablets, phones, smartphones, smartTV™, Xbox™, Playstation™ and Wii™. The electronic version of the game could use virtual playing piece playing pieces having virtual polarities that mimic the physical game pieces. The software could randomly decide the polarity of the playing pieces and the game would function in the same manner as the physical game described above. The game may be played by a single player playing against a virtual adversary or electronic and/or electronic computing devices may optionally be linked using a network interface to any network such as Internet, LAN, Bluetooth, WIFI, cellular networks, or similar so that game adversaries may compete against each other. The game may also be implemented in social media environments such as Facebook.
Although the particular embodiments shown and described above will prove to be useful in many applications in the gaming art to which the present invention pertains, further modifications of the present invention will occur to persons skilled in the art. All such modifications are deemed to be within the scope and spirit of the present invention as defined by the appended claims.
The present application claims the benefit of U.S. Provisional Application 61/751,316, filed Jan. 11, 2013, incorporated herein by reference.
Number | Date | Country | |
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61751316 | Jan 2013 | US |