The present invention relates to dice, and more particularly, relates to dice with magnets therein and games which utilize magnetic dice.
Dice have long been used in games of chance and in a wide range of games and other activities. Although typically a die, or dice will have 6 sides of equal and identically shaped surfaces (generally squares, or slightly rounded squares) with generally straight or slightly rounded edges, it is also common to have dice with non-square surfaces (for example, an eight sided die, each side of which is an equilateral triangle), and although less common, other dice in which some of the surfaces are of a different shape or size than other of the surfaces on the dice. In some games, two or more dice are thrown simultaneously, the outcome of the game depending on, for example, the number, image or information presented on those surfaces of the thrown dice when all movement of the dice has stopped. While there may be some physical interaction between the two or more dice after they are thrown (for example, two die may collide with, and thereby affect one another), these physical interactions are limited as they depend upon an actual collision between the two or more dice, which may or may not occur on any particular throw. Additionally, some games have been developed in which the dice, rather than presenting numbers or letters to the game players, instead present images, and for example, instructions.
It is desirable to have dice that will interact with each other whether or not there is an actual physical collision between the dice. It is also desirable to have dice games in which the magnetic interaction of the dice will have an impact on the progress or outcome of the game. It is also desirable to have magnetic dice which, as a result of the magnetic attraction between magnets in two dice, may magnetically engage with one another, the engagement surfaces of the two dice providing game information from which a game of dice may progress or be determined. It is also desirable to have a battle game using magnetic dice which have a predetermined initial number of lives, and which, during the progression of the game, lose lives until one die has no more lives, thereby determining the outcome of the game.
Accordingly, one object of the present invention is to provide dice which can, after they are thrown, interact with one another, whether or not there are any physical collisions therebetween.
Accordingly, another object of the present invention is to provide dice games in which the magnetic interaction of the dice will have an impact on the progress or outcome of the game.
Accordingly, another object of the present invention is to provide magnetic dice which, as a result of the magnetic attraction between magnets in the dice, may magnetically engage with one another, the engagement surfaces of the two dice providing game information from which a game of dice may progress or be determined.
Accordingly, another object of the present invention is to provide a battle game using magnetic dice which have a predetermined initial number of lives, and which, during the progression of the game, lose lives until one die has no more lives, thereby determining the outcome of the game.
According to one aspect of the present invention, there is provided a die comprising, at least four surfaces, and at least one magnet, wherein the at least one magnet is in secure engagement with the die and having magnetic effect which extends beyond a surface of the die.
According to another aspect of the present invention, there is provided a game of dice for multiple players comprising, at least two multi-surfaced dice, each of the at least two multi-surfaced dice having game information on at least one surface thereof relating to the initial number of lives for each of the at least two multi-surfaced dice, and having game information on at least one surface thereof for determining the number of lives to be deducted from the then current number of lives on at least one other die, the dice being flicked or thrown by the players to determine the reduction of lives of at least one other die until at least one die no longer has any lives.
The advantage of the present invention is that it provides dice which can, after they are thrown, interact with one another, whether or not there are any physical collisions therebetween.
Another advantage of the present invention is that it provides dice games in which the magnetic interaction of the dice will have an impact on the progress or outcome of the game.
Another advantage of the present invention is that it provides magnetic dice which, as a result of the magnetic attraction between magnets in the dice, may magnetically engage with one another, the engagement surfaces of the two dice providing game information from which a game of dice may progress or be determined.
Another advantage of the present invention is that it provides a battle game using magnetic dice which have a predetermined initial number of lives, and which, during the progression of the game, lose lives until one die has no more lives, thereby determining the outcome of the game.
A preferred embodiment of the present invention is described below with reference to the accompanying drawings, in which:
In a preferred embodiment of the present invention, dice are provided which have permanent magnets (hereinafter “magnets”) securely positioned therewithin, such as, for example as illustrated in the embodiment shown in
Within a particular die, the north-south orientation of the magnets may be varied, from all magnets oriented to expose outwardly a north pole, to all magnets oriented to expose outwardly a south pole, or any combination of pole orientations within that range. Furthermore, each die in a set of dice may either have the same combination of pole orientations as the other dice within the set, or it may also vary across a wide range of possible combinations of orientations. In this way, depending upon the orientation of the poles of the magnets within the dice, the dice (or any surface thereof) may attract or repel each other (or any surface thereof), depending upon the proximity and orientation of the dice relative to each other, and of the orientation of the poles of the magnets within one die which are proximate to the other dice.
In the preferred embodiment, relatively strong magnets are used, the magnets being in disk form, with a diameter of 12.7 mm and a thickness of 3.2 mm. In an alternative embodiment, less strong magnets are used, the magnets also being in disk form, with a diameter of 20 mm and a thickness of 5 mm it being understood that differently shaped and differently sized magnets may used in different embodiments of the invention.
In a preferred embodiment of the present invention, magnetic dice of the present invention have preferably painted or printed on or otherwise affixed to one or more surfaces thereof, graphical information and/or game information and/or game data and/or game instruction for use by the game users.
A wide variety of different games may be played utilizing the dice of the present invention. In one game, hereinafter referred to as the “Battle Game”, each surface of each of the dice used in the Battle Game preferably has graphical information and/or game information and/or game data and/or game instruction thereon specifically related to the Battle Game such as is illustrated in
In this embodiment of the present invention, the Battle Game is played on a playing surface 201 made of cardboard or plastic or other suitable material such as is illustrated in
In normal play, in the preferred embodiment of the Battle Game, the two players chose their Attack Line and position themselves behind their respective Attack Lines, and roll their block to determine which player will start the game in Attack Mode and which player will start the game in Defense Mode, the player (hereinafter the “First Player”) rolling the highest Attack Number (as that term is more fully described herein) starts first in Attack Mode and the other player (hereinafter the “Second Player”) starts first in Defense Mode, the players subsequently alternating between being in Attack Mode and Defense Mode as more fully described herein. The Second Player positions his/her block (hereinafter the “Second Player's Block”) on the Defense Line, and the First Player thereafter flicks his/her block (hereinafter the “First Player's Block”) (a flick of a block in the preferred embodiment of the game of the present invention being the act of positioning the block on the game surface on or behind the flicker's Attack Line, the flicker cocking his/her index or middle finger with his/her thumb behind the block and thereafter releasing the cocked finger in the direction of, and to impact with the block to thereby move the block away from the flicker's hand) in the direction of the Defense Line. In the event that after the flick of the First Player's Block, the First Player's Block and the Second Player's Block are not in magnetic engagement with one another, the Second Player's Block is removed from the playing surface, and the First Player's Block is positioned on the Defense Line in the same orientation as that Block came to rest after the flick. The First Player switches to Defense Mode, and Second Player switches to switches to Attack Mode, the Second Player thereafter flicking his/her Block in the manner as described above. This flicking and alternating process repeats until such time as the First Player's Block and Second Player's Block are in magnetic engagement with one another.
In the event that a flick results in the First Player's Block and Second Player's Block being in magnetic engagement with one another, an examination is made of the two surfaces of the Blocks which became magneticly engaged with one another. In the event that there is no “Reverse Attack” 116 indicated on the engaged surface of the Block of the player then in Defense Mode, then if the Attack Number on the engaged surface of the Block of the player then in Attack Mode (or in the event that a Special Attack Number appears on the engaged surface of the Block of the player in Attack Mode, the “Special Attack Number”) exceeds the Defense Number on the engaged surface of the Block of the player then in Defense Mode, the number of lives corresponding to the difference between these values is removed from the current number of lives on the Block of the player then in Defense Mode. If this does not result in that Block having zero or fewer lives, the players switch modes (unless the Special Attack directs the player then in Attack Mode to “Roll Again” 35 such as is illustrated on the surface of the Block illustrated in
In the event that the Attack Number on the surface of the Block of the player then in Attack Mode does not exceed the Defense Number on the surface of the Block of the player then in Defense Mode, then no lives are removed from the current number of lives on the Block of the player then in Defense Mode, the Block of the player then in Attack Mode is then positioned on the Defense Line in the same orientation as that Block came to rest after the flick, the players switch modes, and the game continues as described above.
If at any time during the game, a Block comes to have zero or fewer lives, the game is over, and the player whose Block still has lives is victorious in the game.
In one embodiment of the Battle Game of the present invention, in the event that the attacking Block comes to rest on top of the defending Block, the defending Block automatically loses all of its lives, and the game is over, the player then having the attacking Block being victorious in the game.
It is understood that in various embodiments of the present invention, a wide range of game information and graphical information may be displayed in various forms and styles on the surfaces of the blocks, several examples of which are illustrated in
In one embodiment of the present invention, using a scoresheet such as illustrated in
In an alternative embodiment of the present invention, an electronic battle surface is provided, in which embodiment the battle surface will electronically keep track of the current number of lives of the blocks. In one embodiment of the present invention, sensors are positioned to determine whether one block comes into contact with the other block, which sensors will trigger a pre-determined sound to be played to provide auditory emphasis to the contact between the blocks.
In an alternative embodiment of the present invention, each block has a power supply, such as a battery or other similar device embedded therewithin, and each side of each of the blocks has a button thereon used to connect to an electronic circuit, which button will be temporarily depressed as a result of two blocks becoming magnetically engaged with one another, and which button, when depressed, will activate the electronic circuit, which circuit will electronically communicate the Attack Number, Defense Number and other data and information to an electronic score/life tracking display, thereby permitting the current number of lives of each block to be recorded and displayed electronically. In a further alternative embodiment, a Light Emitting Diode or other light source is embedded in each corner of the block, a micro processor also embedded within the block providing control to the Light Emitting Diodes to thereby provide various lighting effects for the block. It is understood that a wide range of different electronic score/life recording and displaying and appearance altering mechanisms can be provided in accordance with the present invention.
It is understood that the dice of the present invention may be varied and utilized in the context of playing a wide variety of different games as would be known to a person skilled in the art.
The present invention has been described herein with regard to preferred embodiments. However, it will be obvious to persons skilled in the art that a number of variations and modifications can be made without departing from the scope of the invention as described herein.
Number | Date | Country | Kind |
---|---|---|---|
2590755 | Jun 2007 | CA | national |