The present disclosure relates to a cube-based matching game. More particularly, the present disclosure relates to various score-keeping games using a combination of colored dice, colored cubes and numbered cubes.
Dice have been commonly used for various games. Many game variations require the use of dice with various other game pieces or game boards. Other games use specialized dice and other complicated equipment. Oftentimes the specialized dice and game pieces are only usable for the specific game for which they were designed. Moreover, many games have complicated rules or require formulaic or algorithmic understanding, which may not be suitable for all ages. For example, young children may not be able to add, but may be capable of recognizing patterns and matching colors and/or numbers.
Thus, there is a need for game pieces which may be used for a variety of games, suitable for young children and challenging and engaging to people of all ages.
To minimize the limitations in the cited references, and to minimize other limitations that will become apparent upon reading and understanding the present specification, the dice board game disclosed herein preferably allow a user to play a game using colored cubes, along with variations.
In one embodiment, the dice and board game may comprise: a game board, a set of indicator cubes, and four or more saucers. The game board may comprise: a primary playing surface, a plurality of cubbies, a plurality of colored sections, an inner wall, and an outer wall. The primary playing surface may comprise a marking and may be surrounded and defined by an inner wall. The plurality of cubbies and the plurality of colored sections may be located on an outer perimeter of the game board and may be located in between the inner wall and the outer wall. The plurality of cubbies and the plurality of colored sections may alternate along the outer perimeter of the game board and may be separated by a plurality of partitions. The set of indicator cubes may comprise: a plurality of color indicator cubes, a plurality of number indicator cubes, and five sets of colored dice. Each of the plurality of color indicator cubes may comprise five colored sides and one symbol side. Each of the five color sides may be a different color. Each side of the plurality of number indicator cubes may have a different number between the numbers 1 and 6. Each of the plurality of cubbies may be configured to receive (a) two or more of the four or more saucers, (b) one of the plurality of color indicator cubes, and (c) one of the plurality of number indicator cubes. Each of the plurality of cubbies may comprise two indicator cube cubbies. One of the two indicator cube cubbies may be configured to hold one of the plurality of color indicator cubes, and the other one of the two indicator cube cubbies may be configured to hold one of the plurality of number indicator cubes. Each of the plurality of cubbies may be configured to receive two or more of the four or more saucers. Each of the plurality of colored sections may be approximately the same size as each other and may be larger than each of the plurality of cubbies, which may also be approximately the same size as each other. The primary playing surface may be configured to receive the five sets of colored dice. Each of the five sets of colored dice may comprise two dice of a same color, and each of the five sets of colored dice may be different colors. The four or more saucers may comprise: a rim and one or more notches where the one or more notches may be equidistantly spaced along the rim of the four or more saucers. The game board may be configured to allow two or more players to play a game. The game may starts with each of the two or more players receiving one of the plurality of color indicator cubes, one of the plurality of number indicator cubes, and at least two saucers of the four or more saucers. The game may continue with each of the two or more players rolling one of the plurality of color indicator cubes and one of the plurality of number indicator cubes, and determining which of the two or more players begins playing first, such that there is a first player and at least one subsequent player. The game board may be configured to allow the first player to simultaneously roll five sets of colored dice onto the primary playing surface. The five sets of colored dice may then be divided into a first subset and a second subset, such that the first subset may comprise scored dice and the second subset may comprise unscored dice. If the first subset comprises no scored dice a turn of the first player may be bunked. If the first subset comprises a plurality of scored dice, the first player may have an option to roll the unscored dice or keep a score related to the scored dice. If the player keeps the score related to the scored dice the turn of the first player may be over. If the first player rolls the unscored dice, the unscored dice may be then divided into a third subset and a fourth subset, such that the third subset may comprise scored dice, which may then be combined with the first subset, and the fourth subset may comprise unscored dice, wherein so long as the third subset comprises at least one scored dice, the first player may continues to have the option to roll the unscored dice or keep the score related to the scored dice. If the third subset comprises no scored dice a turn of the first player may be bunked. Once the turn of the player is over or bunked, play may pass to at least one subsequent player, who may play just as the first player did. The two or more players may agree on a predetermined winning score that must be met exactly to win. A victor may be one of the two or more players that first obtains the predetermined winning score. The game board may be configured to allow the first player to continue their turn after being bunked by using one of at least two saucers received by the first player in association with the marking on the game board. If the first player has used all of the at least two saucers received, an additional saucer may be earned if the first player rolls the five sets of colored dice such that one or more of the colored dice randomly lands within one or more of the colored sections, such that one or more stray colored dice may be created, and such that a color of at least one of the one or more stray colored dice matches a color of the one or more colored sections in which the one or more stray colored dice lands.
In another embodiment, the dice and board game system may comprise: providing a game board, a set of indicator cubes, and four or more saucers. The game board may comprise: a primary playing surface, a plurality of cubbies, a plurality of colored sections, an inner wall, and an outerwall. The primary playing surface may comprise a marking and may be surrounded and defined by the inner wall. The plurality of cubbies and the plurality of colored sections may be located on an outer perimeter of the game board and may be located in between the inner wall and the outer wall. The plurality of cubbies and the plurality of colored sections may alternate along outer perimeter of the game board and may be separated by a plurality of partitions. The set of indicator cubes may comprise: a plurality of color indicator cubes, a plurality of number indicator cubes, and five sets of colored dice. Each of the plurality of color indicator cubes may comprise five colored sides and one symbol side. Each of the five color sides may be a different color. Each side of the plurality of number indicator cubes may have a different number between the numbers 1 and 6. Two or more players may determine a predetermined winning score. Each of the two or more players may receive: one of the plurality of color indicator cubes, one of the plurality of number indicator cubes, and at least two saucers of the four or more saucers, such that each of the two or more players has one of the plurality of color indicator cubes and one of the plurality of number indicator cubes. Each of the two or more players may roll one of the plurality of color indicator cubes and one of the plurality of number indicator cubes, and may determine which of the two or more players begins playing first, such that there may be a first player and at least one subsequent player. The first player may simultaneously roll the five sets of colored dice onto the primary playing surface. The rolled five sets of colored dice may be divided into a first subset and a second subset, such that the first subset comprises scored dice and the second subset comprises unscored dice. If the first subset comprises no scored dice a turn of the first player may be bunked. If the first subset comprises a plurality of scored dice, the first player may have an option to roll the unscored dice or keep a score related to the scored dice. If the player keeps the score related to the scored dice the turn of the first player may be over. If the first player rolls the unscored dice, the unscored dice may then be divided into a third subset and a fourth subset, such that the third subset may comprise scored dice, which may be then combined with the first subset, and the fourth subset may comprise unscored dice, wherein so long as the third subset comprises at least one scored dice, the first player may continue to have the option to roll the unscored dice or keep the score related to the scored dice. If the third subset comprises no scored dice a turn of the first player may be bunked. Once the turn of the player is over, the play may pass to at least one subsequent player, who may roll the five sets of colored dice just as the first player did. The play may continue to pass between the two or more players until one of the two or more players obtains the predetermined winning score and ends the game. The board and dice game system may further comprise: allowing the first player to continue the turn after being bunked by using one of the at least two saucers received by the first player in association with the marking on the game board. Additionally, the board and dice game system may further comprise: earning an additional saucer by the first player if the first player has used all of the at least two saucers received when the first player rolls the five sets of colored dice such that one or more of the colored dice may land within one or more of the colored sections, such that one or more stray colored dice may be created, and such that a color of at least one of the one or more stray colored dice may match a color of the one or more colored sections in which the one or more stray colored dice lands. The scored dice may comprise one or more triple links. The scored dice may further comprise one or more single hooks. The scored dice may further comprise at least one scoring combination selected from the group of scoring combinations consisting of one or more sparks, a toledo, a holy toledo, a brooklyn, a wild push dice match, and a greshem. The wild push dice match may occur when at least one of the scored dice matches both one of the plurality of color indicator cubes and one of the plurality of number indicator cubes. The rolling of a greshem may win and may end the game. Each of the two or more players may score a minimum opening score in order to begin scoring. After each roll of the unscored dice and after each roll of the complete five sets of colored dice, the scored dice may be scored.
It is an object of the present dice and board game to overcome limitations of the prior art.
Other features and advantages inherent in the dice board game claimed and disclosed will become apparent to those skilled in the art from the following detailed description and its accompanying drawings.
The features, obstacles, and advantages of the present application will become more apparent from the detailed description set forth below when taken in conjunction with the drawings, wherein:
In the following detailed description, numerous specific details are set forth in order to provide a thorough understanding of various aspects of one or more embodiments. However, the one or more embodiments may be practiced without some or all of these specific details. In other instances, well-known methods, procedures, and/or components have not been described in detail so as not to unnecessarily obscure aspects of embodiments.
While multiple embodiments are disclosed, still other embodiments will become apparent to those skilled in the art from the following detailed description. As will be realized, these embodiments are capable of modifications in various obvious aspects, all without departing from the spirit and scope of protection. Accordingly, the screen shots, figures, and the detailed descriptions thereof, are to be regarded as illustrative in nature and not restrictive. Also, the reference or non-reference to a particular embodiment of the invention shall not be interpreted to limit the scope of protection.
The game pieces described above may be used in dice games, which may be called Greshem Dice© games. In certain implementations, the game pieces described above may be virtual, or represented as images, such as in online implementations. The rules and variations on the rules are described below. Special terms used in the rules are defined in the following glossary.
“Brooklyn”: Rolling two of the same number chains with a full CupTin 206. A number chain includes 5 color dice 100 having consecutive values, either 1-5 or 2-6.
“Bunk”: When the color dice 100 stop scoring, the accumulated total of that roll only is lost, or when the dice score passes the Goal. It is also known as “Bunkie,” “Bunker,” “Bunked,” “Bunk-A-Roonie,” etc.
“Cool Grand”: Scoring 1,000 points.
“CupTin”: The container 206 with all 10 color dice 100 in it, named for a “cup of ten.”
“Goal”: Scoring the exact mark for the game without going over, to win, or to roll a Greshem.
“Greshem”: Rolling ten of the same number, which instantly wins the game.
“Holy Toledo!”: From a full CupTin 206, three Links rolled at the same time, with the tenth color dice 100 matching one of the triple link numbers.
“Hooks”: A single dice number matching the Link dice numbers.
“Links”: Three of the same number.
“Mark”: To add your roll total to your score.
“Park”: To stop rolling and mark down your score, often called “Park and Mark.”
“Post”: The minimum amount needed to start scoring in the selected game.
“The Rainbow”: A Brooklyn that Sparks.
“The Red Six”: Wild red six dice (the red die 101 showing 6), which scores an optional 100 points per R6 die in the Purist Game only.
“Saucers”: Game chips (the saucers 310) tossed onto the game board 420 for de-bunking purposes. De-bunking only allows the player to re-roll the color dice 100 that Bunked the player, i.e. the dice that did not score. To add variation to the game, optional rules may be used. When a player is out of saucers 310, and a color dice 100 randomly lands on a partitioned matching color section of the game board 420, the player may have a free de-bunk or an additional saucer 310. Online implementations may have additional options. In the Short Trip and Long Journey games, when a player is out of saucers 310, each player gets one spin of the marking 429 (i.e. the “G” circle) for a chance to win an additional saucer 310 to de-bunk.
Greshem House Rules
“Mitchell”: Any time Sparks are possible on the next roll, and one Link and one Hook are rolled, and there are four different colors, the player must designate which colors are in the Triple Link and which color is set aside as a Single Hook. The player cannot change the Link colors on subsequent rolls. Players may also need to Mitchell when two Links are rolled.
Score keeping: Beginners are encouraged to keep track of their own (cumulative) score to better understand the tempo of the selected game, when to toss saucers, and the end game. When a scorekeeper is used, the scorekeeper is not responsible for seeing Sparks or tallying up a player's rolled total.
“Spark'n Toledo”: Add Sparks total first, then double all three Links for the total score.
“Toss'n Saucers”: When tossing in a Saucer, the player's hand should not cross the outer rim 433 of the game board 420. If the saucer 310 lands on the “G” of the marking 429, the player may keep that saucer 310 for another toss. All Saucers are returned to the Greshem Gold Bag 335 when the game ends.
Tiebreaker: When there is a WPD tie at the start of a game, there are various tiebreakers. Color order is used, in decreasing value, first red, then yellow, green, blue, and purple. If still tied, then one CupTin 206 high roll is used. If still tied, the player having a birthday closes to February 27 is used. If still tied, then any other suitable tiebreaker is used.
“Dice Off the Table”: A die may fly off the game board 420 and onto a player's playing surface or the floor. If the player shouts “Greshem” before it lands and shows its number, the player may keep the number. Otherwise, that one die is re-rolled.
Greshem Gold Coin: The game coin 530 may be gold in color. When a Purist (i.e. a player in a Purist rules game) wins the Greshem Gold Coin, the player owns it for as many games until: (a) the player chooses to Toss-A Coin to de-bunk, usually Going for Greshem with “G” board rules in effect; or (b) another Purist rolls a Greshem and the player must relinquish the coin.
Basic Strategy and Notes
Slow and steady: The average roll is usually between 600 and 900. Rolling for big totals every time tends to be a losing strategy.
The End Game: As you approach the Goal, try to leave between 500 and 1000 to hit your Mark. Scoring 700 is easier than scoring 100. A player may want to Bunk on purpose so as not to get too close to the Goal.
Timing: Knowing other players scores may assist in the use of the saucers 310 for de-bunking. If using a scorekeeper, the scorekeeper must let players know all current totals when requested. If scoring separately, each player must reveal their current total when asked. Mid-game tossing of the saucer 310 and late-game tossing of the saucer 310 can change things quickly.
Chatter: Seasoned players may try to convince novice players to Toss-A-Saucer unwisely.
Dice 100 tossing: Seasoned players, when out of saucers 310, may try the “wild roll” when a CupTin 206 gets low, for a possible extra roll. Too many consecutive “Dice Off the Table” rolls and the player should lose their turn. Game players may decide.
Selling Saucers: This may be available in online versions only. Selling a saucer 310 for points is a strategy move between online players. A player (X) may “tap” another player (y) to see if they will sell a saucer 310 for 1000 points. Player (X) loses 1000 points but gains the other player's (y) saucer 310, and the player (y) gains 1000 points but loses that one saucer 310. The exchange must be completed before the player's (X) next roll. A player may not sell a saucer 310 to post, or reach the Goal. Players may also sell their one “G” Circle Spin (i.e. the marking 429) in the same manner for the cost of 500 points.
Note to R6 Purists: If a Purist player's WPD is the R6, that Purist has the option to score all or half of it (i.e. 100), or push it back into the CupTin 206 to re-roll.
Note to scorekeepers: A Greshem tradition involves using a player's initials with the WPD abbreviation.
Greshem Games
“The Short Trip”
A first variation, suitable for beginners, has a Post of 700 and a Goal of 10,000 (without going over). Game play starts with each player rolling for their own WPD, using one color cube 640 and one number cube 750. Each player receives 2 saucers 310. The highest WPD starts, and play continues clockwise.
On a player's turn the player rolls the 10 color dice 100, using the container 206, onto the game board 420. The Post is 700, meaning the player must score at least 700 to start.
Triple Links, which are 3 of the same number, scores with the dice number ×100. For example, three 2's is a score of 200.
Single Hook, which is a single die matching a Link, adds an extra 100. Matching Hooks also score on any subsequent roll until all 10 dice have scored, or the player chooses to Park and Mark. Hooks do not carry over to the next CupTin 206 roll.
WPD is an optional +100 score; the player may push it into the player's tally or push it back into the CupTin 206 and re-roll.
Sparks, when two Links match the same color pattern, the Link score doubles.
Toledo, when three Links are rolled at the same time, the Link score doubles.
Holy Toledo, when the 10th die of a Toledo Hooks, add an extra 200. The Holy Toledo score is unbunkable, even if the player Bunks on the next CupTin 206 roll.
Brooklyn, two chains from a full CupTin 206. The score is unbunkable. If a Brooklyn Sparks, the score is doubled and is also unbunkable.
Toss-A-Saucer, to debunk and roll the dice that did not score. If the saucer 310 lands on the center G of the marking 429, the player keeps the saucer 310. Otherwise, the saucer 310 is used, and returns to the Greshem Gold Bag.
Go for Greshem, when every Link and Hook ultimately rolls the same number. A Greshem wins the game instantly.
As the color dice 100 score, the player must keep the scoring dice. If all 10 color dice 100 score, the player may roll the CupTin over again, but risk the chance of bunking. The player chooses when to Park and Mark. The WPD is worth an optional 100 points, the player may add it to his score or push it back into the CupTin for re-rolling.
“The Long Journey”
A second variation, suitable for more experienced players, has a Post of 900 and a Goal of 20,000. Journey players may decide if the goal is higher than 20,000. Each player starts with 5 saucers 310. Otherwise, the rules for The Long Journey are the same as The Short Trip.
“The Purist Game”
A third variation, suitable for seasoned players and “Purists,” has a post of 800 and a Goal of 15,000. Each player blindly chooses 1 color die 100 from the CupTin 206 and rolls it for their WPD of the game. Certain Purist players may choose to keep their WPD forever, not re-rolling for subsequent Purist games. The Purist game utilizes the game coin 530, which is won by scoring a Greshem only. Purist players Go for Greshem whenever possible. The player with the lowest WPD starts, and play continues counter-clockwise. Saucers 310 are not used. Rather, the Greshem gold coin 530 is used, as described above in the Greshem House Rules.
The scoring is similar to The Short Trip and The Long Journey with a few differences.
The Red Six, are wild for all players and score an extra 100 each, but scoring is optional.
Toss-A-Coin, as explained above, the Greshem Gold Coin 530 may be used when available to de-bunk.
Extra Game Variations
“Clip'N”
As described above, the saucers 310 can be linked together. Very young children may link together various saucers 310 to create various structures. Young children may also wish for their creations to remain assembled. The Clip'N game allows any saucer creation to stay assembled for 5 days or until the next Greshem game is played.
“Cube'N”
Younger players may not wish to play the Greshem games, which have more complicated rules, or may have trouble with the addition involved in scoring. The color cubes 640 may be used for the Cube'N game, which is a game of matching color. Each player gets 3 rolls to try to get all five color cubes 640 to match, or roll the same color. White stars 646 may be re-rolled, even on the last roll, but may not be substituted as a color. After the first roll, the player chooses which specified color to continue to roll for, and rolls the color cubes 640 which did not roll that color. On the second roll, the color cubes 640 which match remain, and the remaining color cubes 640 are re-rolled. On the third roll, if all the color cubes 640 do not match, the next player plays. However, if the white star lands on the third roll, the player may re-roll the white star die 646 again. A player may choose to go for “ALL STARS” if at least one star appears in the first roll, but they are no longer wild and that player only gets three rolls. Any five matching cubes win.
“Cubers”
Young players may have difficulty with arithmetic, but may still know colors and simple math. Cubers is a game of matching pairs, played with the color cubes 640 and the number cubes 750. The colors of the color cubes 640 correspond to numbers: red=1, yellow=2, green=3, blue=4, purple=5 and star=6. The winning Goal number is set by the players each game. Cubers use some Greshem rules, except you “score” or set aside matching number pairs, with the number being the score. The matching pairs are set aside, and the remaining cubes are re-rolled. Players choose when to Park and Mark.
Unless otherwise stated, all measurements, values, ratings, positions, magnitudes, sizes, locations, and other specifications, which set forth in this specification, including in the claims that follow, are approximate, not exact. They are intended to have a reasonable range, which is consistent with the functions to which they relate and with what is customary in the art to which they pertain.
The foregoing description of the preferred embodiment has been presented for the purposes of illustration and description. While multiple embodiments are disclosed, still other embodiments will become apparent to those skilled in the art from the above detailed description, which shows and describes the illustrative embodiments. As will be realized, these embodiments are capable of modifications in various obvious aspects, all without departing from the spirit and scope of the present disclosure. Accordingly, the detailed description is to be regarded as illustrative in nature and not restrictive. Also, although not explicitly recited, one or more additional embodiments may be practiced in combination or conjunction with one another. Furthermore, the reference or non-reference to a particular embodiment shall not be interpreted to limit the scope of protection. It is intended that the scope of protection not be limited by this detailed description, but by the claims and the equivalents to the claims that are appended hereto.
Except as stated immediately above, nothing which has been stated or illustrated is intended or should be interpreted to cause a dedication of any component, step, feature, object, benefit, advantage, or equivalent to the public, regardless of whether it is or is not recited in the claims.
This Application is a Continuation-in-Part of U.S. Non-Provisional patent application Ser. No. 14/101,906, filed on Dec. 10, 2013, titled “Greshem Dice/Board Game,” by sole inventor Dianne Elizabeth MacIntyre-Melody, the contents of which are expressly incorporated herein by this reference as though set forth in their entirety and to which priority is claimed. U.S. Non-Provisional patent application Ser. No. 14/101,906 also claims the benefit of U.S. Provisional Patent Application No. 61/735,464, filed on Dec. 10, 2012, titled “Gresham Dice/Board Game,” by sole inventor Dianne Elizabeth Melody, the same inventor as in U.S. Non-Provisional patent application Ser. No. 14/101,906, and in this Continuation-in-Part Application.
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Number | Date | Country | |
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Parent | 14101906 | Dec 2013 | US |
Child | 14994777 | US |