A lot of board games have been created, and a lot of dice games have been created.
A lot of board games involving dice have been created, but never has a board game involving dice been created where not only the dice number rolled matters but also where the dice lands matters.
When the dice is rolled the higher the number rolled is the preferred outcome, but also the dice landing in the highest marked END ZONE® number at the same time is the object of each roll
There are 5 possible END ZONE® numbers to land in and 6 possible numbers on each die creating 30 possible point outcomes for each roll that stays in play. There are also 2 instant win dots to land on adding to the total possible outcome for each roll that stays in play to 31 possibilities in the present version of END ZONE®.
There are other possible versions of END ZONE® in the contemplation of the present application. Those embodiments are implied and inferred by the specification and claims provided herein
The invention is a board game involving two scoring fields, each called an “End Zone”. The two end zones are placed at the opposite ends of a rectangular playing board constructed from a table or other hard or firm surface, or a reconstructed playing surface with the end zones already in place.
The game involves rolling dice, one, two, or three dice at a time, to land in marked scoring areas. The value on the die is multiplied by the number present in the scoring area landed in, and these scores are recorded on a score card.
Each player starts at the top of the score card and moves down; there are 14×1 dice rolls, 2 bonus points sections included in these 14 rolls, 2×2 dice rolls, 1×3 dice rolls and 4 extra rolls. Once all rolls are complete the player with the highest score wins
A game comes to an end when all rolls have been taken and all possible points have been marked down. Each player then adds all their points together to arrive at their total When all totals are added the player with the highest total wins.
Playing pieces for the invention include one or more dice 104, two end zones 101, a scorecard, and a flat surface on which the playing surface 102 can be laid out or a pre-made board in the same configuration. The playing surface 102 is rectangular, as in
The dice in the preferred embodiment are standard six sided dice 104, but in other embodiments could be 12-sided or even 20-sided dice (not shown). The length of the playing surface 102 is not set by the rules of the invention, but should fit the size of the flat surface on which the game is played or will be pre-made in various sizes.
Each player rolls one die 104 to see who goes first, the player with the lowest dice result goes first. Tie dice roll again until one rolls lower.
Rolling off the flat surface or off of the playing surface counts as a zero. Once the order of player is established, the player's names go on the score card (see
The player whose turn it is stands at the opposite end from the end zone 101 the player is rolling at. The player then rolls or bounces the dice 104 looking to land on the highest number in the opposing end zone 101 layout. while also having the highest dice number showing. The score of the roll is arrived at by multiplying the two numbers, the layout number and the dice result.
When rolling each player must release the dice at or before the 5-point line 111 on the end zone 101 closest to them, this helps keep things fair on rolling distances
There are several different techniques to roll or bounce the dice. Bouncing the dice 104 on the flat surface of the dice 104 is highly recommended
The dice 104 must land in a points zone in the end zone 101 to gain points, any dice that lands beyond the end zone 101 or outside of the border of the playing surface 102 or not past the halfway point 103 is worth zero points.
Once a die 104 lands in a points zone the dice number is multiplied by the points zone number to create a score. For instance a dice showing a 5 and landing in the 3 zone would multiply to a 15 point score, as in
A player is always looking to land in the highest valued zone, therefore the highest zone a die 104 is touching is the zone that is used to multiply from, the players dice 104 would only need to be 1% in a higher zone to use that zone. In
But a die 104 that's even with the line but not protruding over it would use the zone number that it is in. As in
On the 7th roll, if the player is exceeding 100 points a 50 point bonus is added, simply put an x in the box on the 7th line to add 50 points when adding total. Also on the 14th roll if the player is exceeding 250 points a 100 point bonus is added, the 50 point bonus is added if it was reached to see if the 250 points is exceeded, if it is mark an x in the 14th roll box for an additional 100 points at total.
The player rolls 2 dice one at a time and then totals the 2 dice end zone scores, there are 2×2 dice rolls
The player rolls 3 dice one at a time and then totals the 3 dice end zone scores, there is 1×3 dice roll.
There are 4 ways to get extra rolls each of the 4 can only be achieved once per game
Extra roll 3—roll a 3 in the 3 zone to get this extra roll
Extra roll 5—roll a 5 in the 5 zone to get this extra roll
Extra roll 10—roll a 6 in the 10 zone to get this extra roll
Extra roll 20—roll a 6 in the 20 zone to get this extra roll
Whenever the extra roll is achieved mark its box with an x to take its extra roll at the end of the game, maximum of 4 extra rolls per player.
There are 2 dots 110 in each end zone, if the player completely covers a dot 110 with the dice 104 rolled (no part of the dot may be visible) that player instantly wins the game.
Each player rolls 3 dice 104 one at a time and try to get the highest score, the highest score wins. Then start again with the loser from the last game going first.
Normal games using the End Zone score card.
If a group of more than two players want to play, each player rolls one dice 104, the highest 2 dice 104 are the first 2 players up, any ties roll again, once the first 2 players are decided the other players line up on the side while the first 2 roll to see who goes first, lowest dice always goes first. Each player rolls 3 dice 104 the player with the highest score is now king and the other player moves to the back of the line, the player at the start of the line is now the challenger and must roll first with the king rolling second, the highest score wins and repeat this process for as long as you like
Play with as many people as want to play, the winner from each game moves on to play other winners until theres the last winner—the tournament winner. Play tournaments with full games or fast 3 dice games whatever is preferred.
A game comes to an end when all rolls have been taken and all possible points have been marked down. Each player then adds all their points together to arrive at their total. When all totals are added the player with the highest total wins.
While my above description contains many specificities, these should not be construed as limitations on the scope, but rather as an exemplification of one embodiments thereof. Many other variations are possible. Accordingly, the scope should be determined not by the embodiment(s) illustrated, but by the appended claims and their legal equivalents.