(1) Field of the Invention
This invention relates to equipment and accessories which promote activities and games in aquatic settings, such as swimming pools, and to a construction Kit capable of configuring its component modules into a multitude of patterns.
(2) Description of Related Art Including Information Disclosed Under 37 CFR 1.97 and 1.98
Summer camps, resorts, cruise lines, country clubs, day care centers, and other businesses, organizations, groups, and clubs enlist volunteers and employ professional staff who are expected to regularly create appealing schedules of interesting games, contests, and activities to entertain their guests. One of the most difficult challenges is to create stimulating activities that encourage inclusive participation of a group that may include members of varying age, gender or athletic ability. It is common that these organized activities include water related games or exercise programs conducted in a pool, lake, or other suitable aquatic setting. Currently, activity directors and coordinators are limited in the tools they have to perform their duties in an aquatic environment. The disclosed invention is directed to providing them with a multitude of patterns which will solve most of their pool-related problems and greatly enhance their productivity, and a Kit for constructing the patterns.
Most commercially available pool-related accessories are bulky, difficult to handle and store, and, worst of all, have only a single function. A pool tic-tac-toe board disclosed in U.S. Pat. No. 5,318,307 to Bouchard et al. (FIGS. 6-7) fits in this category. Basketball, backboards, volleyball nets, water polo goals, golf “greens”, and a variety of targets and nets, any of which are either free-standing alongside the pool, float in the pool, or are stretched across the pool from side to side, are other well known prime examples. While they promote aquatic activities, they tend to attract younger, stronger, more athletic participants. Those less skilled or gifted tend to be pushed aside, watch from the sidelines, or become too discouraged to participate at all. None of these accessories really fulfill the activity director's desire for full, all-inclusive participation.
Other types of smaller accessories, such as beach balls, noodles, pool horseshoes, water “Frisbees”, and underwater hoops are fun to use, but they too are limited to a single use and are difficult to transport and/or store. See U.S. Pat. Nos. 5,971,823 (Sanso) and 7,052,347 (Goldmeier).
The last generic category of pool accessories are floatation devices. Chairs, rafts, and simulated animals or toys are usually inflatable but are also made from foam and foam bars. Again, they are limited to a single use and are difficult to transport and/or store. Representative are the devices shown in U.S. Pat. Nos. 5,120,253 (Gelardi), 5,833,511 (Outman), and 6,843,695 (Jackson et al.).
The concept of a plurality of patterns which can be easily configured for a concomitant plurality of distinctly different aquatic activities is sadly missing from the prior art. There exists a strong need for an activity director and the staff to be able to provide a large number of different patterns for a like number of games, exercises, and activities. A modular pattern-making Kit having the capacity to create those patterns is equally needed.
It is not enough to provide just a pattern-making Kit, however. It must meet a long list of criteria unavailable in the prior art. It must be buoyant so that the game patterns can float. It must be easy to assemble, easy to disassemble and store, and easy to reconfigured into other activity formations. And, at the same time, the connections between modular components must be rugged enough to maintain the pattern's structural integrity during active use by children and adults. Any Kit capable of forming such an array of floating boundaries and formations in and around a swimming pool provides an incomparable level of capability and versatility for organizing innovative group activities, as compared to the options available to the same group that does not have access to such a buoyant, modular pattern-making Kit. The instant invention fulfills that need.
The broad concept of a construction Kit for assembling various structures, simulations, and two- or three-dimensional, geometric frameworks is known, mainly for use by children. Not only do the known children's Kits not meet the definition of “adult-sized,” the trend has been to make them easier to assemble and disassemble, so that they are within the child's capabilities to use the Kit. Representative are the U.S. Pat. Nos. 4,947,527 (Hennig), 5,098,328 (Beerens), 5,120,253 (Gelardi), 5,839,938 (Manthei et al.), 5,928,051 and 5,964,635 (Krog), 6,050,873 (Reisman), and 7,063,587 (Lin). Most do not meet any of the criteria needed for the inventive patterns; none meet them all.
The present invention overcomes the difficulties described above by providing an Olympic Game Kit capable of producing a plurality of game patterns, said Olympic Game Kit comprising a plurality of modular components easily joined together to form a selected pattern defining a playing field for adult-sized activities, said pattern being buoyant enough to float on a body of water, and said pattern having sufficient structural integrity to maintain its configuration even when subjected to rough use by human adults at play, while being capable of being easily disassembled and easily rejoined into any one of a vast multitude of other stable patterns. For the purpose of the disclosure and claims, “adult-sized”, “adult-sized playing fields”, “human scale”, and similar, equivalent terms refer to patterns of such a size, i.e., scale that human beings, children, teens, and adults alike, can comfortably fit within them for play or other functions.
The present invention overcomes the difficulties described above by providing a modular pattern-making “Kit” system of interconnecting plastic, rubber and foam components that may be regularly assembled, disassembled and re-assembled in a plurality of configurations to construct simple and complex shapes, patterns, formations and boundaries that facilitate active in-water participation in a multitude of organizational, educational and entertainment activities, events, sports, games and tournaments. Several of the details of the Kit are also considered inventive, including but not limited to, the rigid and flexible bars with endcaps, the endcaps per se, the various Hubs, and the disconnect tools.
The Olympic Game Kit is a pattern making system, which is specifically designed to simplify and streamline the process of repeated construction of human scale playing fields that are assembled so that players can participate in games and contests that occur within the formation. The half-cube snap fit joinery simplifies the assembly and construction process for repetitive use in the creation of numerous formations. The development of the standardized joinery throughout a variety of modular parts has reduced the number of different components needed so that the components would be manageable for real life use, easy to handle and snap together, yet strong enough to hold together and withstand reasonable play, and still easy to break down. The joinery has advanced capabilities, but its development was all about accomplishing function so that it produced a solution for a comprehensive human scale pattern making system that makes it practical to organize group games and active play.
The foregoing and other objects, aspects, uses, and advantages of the present invention will be more fully appreciated as the same becomes better understood from the following detailed description of the present invention when viewed in conjunction with the accompanying drawings, in which:
The invention comprises a modular pattern-making Kit of interconnecting components for configuring and reconfiguring human scale formations large enough to facilitate active player participation, for adults or children, inside or outside of the assembled formations in a multitude of outdoor games and organized activities primarily in a swimming pool or other suitable aquatic environment.
Turning to
The essential characteristics of beam 14 is its ability to float (due to the closed-cell foam), its ability to maintain a straight, rigid configuration (due to the rigid spine), and its ease of handling, transport, and storage (due to its soft feel, its unbending construction, and its rectangular exterior shape). All of these characteristics render bar 10 ideal as a component for quickly and easily assembling and disassembling multiple configurations of patterns for fields of play.
A tubular, plastic connector 22, also preferably made of ABS, is glued or otherwise bonded into each end of spine 20. Connector 22 is shown more clearly in axial cross-section
in
An exploded view of one end of spine 20 and a connector 22 inserted therein are shown in
Endcap 12 is molded as a one-piece, integral body from a plastic material, preferably a durable polypropylene which is relatively soft and flexible, while maintaining is shape. The softness and flexibility of the endcap provides many advantageous benefits. The material's flexibility results in a much improved impact resistance, as compared to more rigid and brittle materials, when the bars are dropped or bounced on a pool deck, extending the useful life of
bars 10. Its softness is a safety factor. The domed post's protrusions can be squeezed with the fingers and will collapse and, upon release, return to their shape. When coming in contact with children, the domed posts are softer and less likely to harm them, as the plastic parts have give. And, the flexibility to the walls and posts enhances the connectivity of joined endcaps and Hubs. Even the port holes in the half-cube's side walls flex when stressed, which extends their hold on the posts, thereby improving the connection. More importantly, the flexure of the materials of the endcap's side walls, posts, and ports increases the “moment arm” resistance to separating joined components. More details of the technical characteristics of endcap 12 will be given later.
Endcap 12 is cup-shaped with four side walls 40-46 (
Butt-end 48 has two diagonally oriented posts 50 and two diagonally oriented ports 52 formed thereon; the importance of this criss-cross diagonal arrangement of posts and ports will become increasingly clear as the disclosure unfolds. All of the posts and ports in all of the Olympic Game Kit's components and accessories are designed to be identically sized and shaped, within manufacturing tolerances, such that each of said ports 52 can universally receive and hold any of the posts 50 snugly therein.
A centrally located aperture 54 is recessed into butt-end 48 and slidingly receives a screw 56 (
The edges 58 at the intersection of butt end 48 with side walls 40-46 are rounded for safety reasons. Each edge 58 has two recesses 60 formed therein. The recesses of two opposing side walls 40 and 44 of endcap 12 include a pair of indicators 62, each of which is illustrated as a ridge centrally located within its recess 60. The recesses 60 on the other two side walls 42 and 46 are empty, i.e., they do not have a ridge 62 formed therein. Indicator 62 is shown as a ridge, but it could be any type of textured surface area, a color-coded area, a decal, or any other mark which would visually, and preferably factually as well, distinguish one set of opposing sides from the other set. A beveled slot 64 with substantially orthogonal side walls 66 is centrally located in each of the four intersection edges 58. Slots 64 are instrumental in disconnecting joined endcaps as will be described presently.
Bar 10 is assembled by fixedly securing spine 20 in circular channel 18 of beam 14, after ensuring that it extends substantially throughout the length of beam 14. Connector 22 is axially slid into spine 20 until limiting flange 28 abuts the end of spine 20 and is fixedly attached therein, taking care that connector 22 is rotationally oriented such that the rectangular cross-sections of endcap 12 and beam 14 are properly aligned. Receptacle 68 of endcap 12 is snugly fit on the connector end 30 of adaptor 22 and is removably secured in place by screw 56. It is within the scope of the claimed invention that endcap 12 be permanently attached to adaptor 22 by any known means, e.g., gluing or vibration bonding.
The end of beam 14 is stepped-down at 80 from the body of beam 14 an amount equal to the thickness of side walls 40-46, so that when bottom 74 snugly receives the stepped end 80 of beam 14 in the bottom step of peripheral recess 76, all exposed mating surfaces will be substantially flush (see
The environment of use of the foam beam and the plastic endcap, namely, outdoors in the sun and in a chlorinated swimming pool, tends to deteriorate any material. Although the materials selected for the beam and endcap are particularly resistant to sun and chlorine, additives well known in the art can be added to them prior to their formation, in order to extend their life even further. In time, however, all materials will eventually lose their smooth feel, their vibrant colors, and their resiliency. When the foam material of beam 14 ultimately deteriorates due to sun, pool chemicals, and extended use, its endcaps 12 can be removed for recycling onto a new beam 14. Removably attaching endcap 12 to beam 14, instead of permanently fixing it thereto, also allows the endcap to be removed for cleaning, if needed.
As most clearly seen in
The posts and ports are located at the corners of an imaginary square and are thereby spaced equidistant from their neighboring ports and posts, respectively. The sides of the imaginary square are about half the length of the sides of butt-end 48. For example, the adult-sized butt-end 48 is roughly four inches square, and the posts and ports are centered on a diagonal and spaced about one inch from each of their closest adjacent sides and about two inches from their nearest neighbor. While this set of approximate dimensions is the preferred, there is latitude in the specific dimensions.
This configuration comprising the relative positioning of the posts and ports will be referred to as “standard” hereinafter in this specification and the appended claims. That is, the width of the imaginary square is the same fixed dimension, and the posts and ports are centered on the corners thereof. It is irrelevant whether the four corners have alternating posts and ports, as is the case for the butt-end of the rigid bar endcap, or all four corners have posts centered thereon, or all four corners have ports centered thereon, the array is considered “standard.” It is maintained throughout the various arrays of posts and ports on all of the components of the Olympic Game Kit. Being standard assures the interconnectivity of all components.
Each of the four side walls 40-46 have two ports 52 formed therethrough to provide connectivity on all four of the exposed sides of endcap 12. The two ports are spaced apart the standard distance of posts and ports, above, and the array is centered on its side surface. (In order to avoid cluttering the drawings, only representative ports are indicated by reference numerals. Other multiple features will also be sparingly referenced.)
All cover plates fit within the top step of peripheral recess 76 and are secured therein by screws (
Four types of plates are contemplated. Plate 84 (
Hub 90 is shown in
Turning now to
When connecting two bars 10 together bar-to-bar, butt-end to butt-end, they are initially placed on a flat surface, for example resting on the ground or floating on the surface of water, with the butt-ends 48 of two endcaps 12 facing one another. The cubic shapes of beam 14 and endcaps 12 makes handling the rigid bars easy, since the bars rest on the flat surface without rolling or otherwise moving. If both indicators 62 on each confronting endcap 12 are both facing upwardly, or if the coplanar recesses 60 on each confronting endcap 12 are both blank (the blank sides are actually just another type of indicator), the two diagonally oriented posts 50 of each endcap will align with the two diagonally oriented ports 52 (not seen in
Note that when joined together as in
In assembling some of the patterns which follow, spacers are often needed to make the pattern conform to particular design specifications.
It often occurs, however, that two teams of handlers are needed to assemble a particularly large or complex pattern, with each team working on a different segment of the pattern. One team may find it has positioned all indicators 62 facing upwardly, as is always recommended, while the other team may have thoughtlessly positioned all smooth indicators 60 facing upwardly. When the time comes to join the two segments together, the posts and ports will be mismatched.
Assume in
There will often be circumstances in which a Hub cannot be inserted between two mismatched segments of a pattern. Instead, all connections therebetween must be by means of rigid bars. In those situations, one of the endcaps 12 on the connecting rigid bars of one segment which are to be joined to the other segment are simply removed from their bars, rotated ninety degrees, and reattached to their bars. Rotation of only one of the two endcaps on a bar effects the same transmutation of the “10:30” positioning of the posts on one end to the “1:30” position on the other end.
Eight standard types of attachment joints are shown in
When required, the joint formed by snapping two endcaps 12 together can be strengthened considerably by snap-fitting a joint support clip 96 (
Where it is desirable to present a smooth outer surface of the support clip (upwardly as seen in
Three T-joints for three bars 10 are shown in
In
A visual comparison of the joints in
Corner joints are shown in
In
A second corner joint 106 is shown in
A first plus-joint 108 is seen in
In
Thus far, all the connections have been in a single plane, such as would be the case for patterns floating on the surface of a swimming pool. It is readily apparent, however, that 3-dimensional patterns are also easily accomplished.
Further details of the bars, the endcaps, the posts and ports, and accessory components used with them will be provided as the description of the invention unfolds. The above is believed to be a sufficient description to understand the manner of joining the bars and Hubs together. Further descriptions of their connectivity are therefore considered unnecessary and will not be repeated.
The genesis for the invention was to fulfill the need for activity directors of resorts, cruise lines, YMCAs, summer camps, and like environs to provide human sized (adult sized) “playing fields” in aquatic settings, namely, swimming pools, lakes, ponds, etc. The following descriptions are true to the origins of the invention and are in terms of swimming pool activities. While developed primarily for swimming pool use, a setting which imposes stringent requirements for the physical embodiments of the patterns, and thereby the pattern making Kit itself, it is readily apparent many of the patterns disclosed herein can be used with equal benefits on solid surfaces, e.g., gymnasium floors, ball fields, recreation rooms, and the like. Use of the disclosed Kit and the patterns resulting therefrom in non-aquatic settings are within the scope of the claimed invention.
While the number of patterns possible using just rigid bars is enormous, when flexible bars are added in, the possibilities increase exponentially. Rigid bar patterns of necessity must be limited to straight lines, three dimensional ones to be sure but nonetheless, just straight lines. With flexible bars, smoothly curved patterns can be produced, for example, arcs and circles. The prior art includes flexible beams, the popular noodle (also known as a “wacky noodle”) is one example. Like others of its kind, it is without endcaps, and without endcaps, all prior flexible beams are incapable of being joined together with bars, Hubs, and other accessories, unless a separate component capable of grasping both beams is added to the mix. In short, while noodles-type beams have definite utility, they are just beams and not bars as the terms are used herein. The invention of a suitable endcap has transformed the ordinary flexible beam into a useful part of the broader invention.
Circular endcap 140 comprises two components, an adaptor 144 and a collar 146 and is best understood in light of
Adaptor 144 (
Butt-end plate 148 is substantially circular when viewed head-on (
Shaft 150 includes four barbs 164 equally spaced around its perimeter. Barbs 164 allow for easy insertion of shaft 150 into channel 142 of beam 138 but, like fishhooks, resist removal therefrom. Reinforcing ridges 166 slope downwardly from barbs 164 to the base of butt-end plate 148.
Collar 146 (
An internal partition 178 is integrally molded within the interior wall of shell 168 intermediate small end 170 and large end 172; compare
If one attempted to snap-fit two flexible bars 136 together bar-to-bar by holding their beams 138 and pushing their butt-ends together, one would fail, simply because beams 138, being flexible, would bend and/or collapse. Collars 146 are necessary for joining bar 136 to other Olympic Game Kit components. Endcap 140 has been designed with collar 146 in order to provide a hand-hold which is sufficiently solid to permit applying the forces necessary to join two flexible bar endcaps together. The mating of alignment post 162 within alignment notch 186 ensures that indicators 176 are precisely oriented relative to posts 152 such that when an indicator 176 is facing upwardly, one of the diagonal posts 152 will be located at the familiar “10:30” position. Indicators 176 are even more important when connecting flexible bars 136, because bars 136 and their endcaps 140 are circular. Consequently, unlike the four corners of rigid bars 10, they have no natural alignment features. When the endcaps 140 are joined bar- to-bar, indicators 176 will be in alignment and facing in the same direction, e.g., upwardly in the same manner as indicators 62 on rigid bars 10. Aligning the disconnect slots 156 with indicators 176 (
Because bars 136 and their endcaps 140 are circular, it is critical that the endcaps 140 at each end are properly positioned rotationally, so that the indicators 176 at each end of the bar line up, thereby guaranteeing the posts and ports will be properly aligned with the posts and ports of other components, such as the posts and ports of the previously described rigid bars and Hubs. The assembly operation of inserting the round barbed shaft 150 into the cylindrical channel 142 in cylindrical beam 138 requires the use of a jig to ensure the indicators 176 are in the linear alignment shown in
The T-joint shown in
A preferred alternative circular endcap is shown in
A useful Hub is the octagonal Hub 192 shown in
Eight side walls 194 connect top surface 196 to bottom surface 198. Each side wall 194 has a square face the size of the butt-end 48 of endcap 12 and have the standard diagonally arranged pairs of posts 202 and ports 204, including a post in the “10:30” position. Spaced uniformly around each perimeter 200 and centrally located between adjacent posts and ports are eight disconnect slots 206. All disconnect slots disclosed herein have the same configuration described previously relative to
Hub 192 comprises two half-shells 208 and 210 removably attached together by screws 212.
Turning to
To assemble octagon Hub 192, bottom half-shell 210 is inverted, either along the horizontal X-axis or vertical Y-axis, screws 212 are inserted through unthreaded, counter-sunk bores 216 in top surface 196 and are threadedly connected to posts 222 inside bottom half-shell 210; in like manner screws 212 are inserted through unthreaded, counter-sunk bores 216 in bottom surface 198 and are threadedly connected to posts 222 inside top half-shell 208. Being threadedly connected together allows half-shells 208 and 210 to be selectively separated to clean octagon Hub 192 and/or to replace a broken half, when necessary.
Because of the symmetry between top and bottom half-shells 208 and 210, they can be matched together in any combination, e.g., two top half-shells 208. When octagon Hub 192 is a part of a pattern designed for use exclusively in an aquatic setting, and when the design includes components extending both upwardly from the pool surface and downwardly into the pool's depths, two top half-shells 208 can be secured together, thereby providing posts and ports on both top and bottom surfaces of Hub 192.
Another useful Hub is the anchor Hub 226 shown in perspective, side, and end views, respectively, in
Anchor Hub 226 is also useful as a curtain rod support for a raised pattern. For example, assume the activities director chooses to cover the sides of the tunnel 128 shown in
Turning now to
Referring to
Tool 260 shown in
Tool 268 (
The tip 256 of blade 250 of the disconnect tool is complementary shaped to a single disconnect slot. Consequently, it is easily inserted into the full depth of a single-wide disconnect slot where it fits snugly. Full insert of the tip 256 into a double-wide disconnection slot will fit more loosely.
Turning to
The cross-sectional depiction in
Note how the location of guard 248 relative to the length of blade 250 allows the blade to penetrate only about halfway through the width of the endcaps 140. As noted above guard 248 limits the amount of insertion of blade 250 between the endcaps to prevent the blade from slicing through the endcaps and protruding beyond on the other side. When the joint being disconnected is lying on a flat surface, like a floor, guard 248 in combination with the short length of the blade 250 will prevent the blade from being forced all the way through the joint so that it would contact the floor. To accomplish a horizontal disconnect to a vertical raised joint, the handler would commonly brace the back side of the joint with an open hand, and insert the disconnect tool from the opposite side. The guard prevents the blade from passing through into the opposing hand. It is recommended that disconnection operations only be done with the plastic disconnect tool 242. A flat bladed screw driver or a flat bar will work if absolutely necessary, but neither have the built-in safeguards of tool 242.
A critical design goal was that the Olympic Game Kit be easy to assemble, have a strong locking connection, and yet be easy to disconnect. That the joints in the patterns (
Olympic Game Kit Patterns
The genesis for the invention was to fulfill the need for activity directors of resorts, cruise lines, YMCAs, summer camps, and like environs to provide adult-sized “playing fields” in aquatic settings, namely, swimming pools, lakes, ponds, etc. The following descriptions are true to the origins of the invention and are in terms of swimming pool activities.
While developed primarily for swimming pool use, a setting which imposes stringent requirements for the physical embodiments of the patterns, and thereby the pattern making Kit itself, it is readily apparent many of the patterns disclosed herein find utility on solid ground, e.g., gymnasium floors, ball fields, and the like. Use of the disclosed Olympic Game Kit and the patterns resulting therefrom in non-aquatic settings are within the scope of the claimed invention.
Assembled playing fields enable activity directors or party coordinators to organize group activities on a regular basis and under the constraints of a tight activity schedule for scores of impatient guests or students. An activity coordinator, a day care supervisor, a camp counselor or a neighborhood mom and dad with a group of children who require a supervisor's attention, must be able to set up and break-down an activity pattern quickly and efficiently. Ease of identifying rigid versus flexible bars, ease of handling and arranging the lightweight bars into the proper position within the formation, ease of aligning the bar's and the Hub's diagonally arranged post and port joinery features, ease of connecting the bars by squeezing them together in a straight-in pre-aligned snap-together operation, ease of dragging an assembled section of a formation into position (without it breaking apart!), ease of connecting multiple sections of a formation that were independently assembled, ease of anchoring a free-floating formation, ease of breakdown of an existing pattern for reconfiguration into another desired pattern or for stacking and storage are all practical matters of considerable importance. The disclosed and claimed Olympic Game Kit satisfies all of these desiderata.
It is of equal importance that the joinery must be capable of functioning in aquatic settings like swimming pool water and in indoor and outdoor environments, like an activity room, a beach, a backyard or a soccer field. The connections must be strong enough to hold assembled shapes in orderly formations that withstand wave action and reasonable impact from the activity and motion of boisterous child and adult players. Assembly of rows or sections of a formation for an in-water activity may be more quickly and easily assembled deck side or on dry land, so the joints must also be strong enough to hold a reasonable number of bar-to-bar connections when dragged into the water and/or floated into position. Assembly of raised gates or elevated framing to produce unobstructed swim lanes or framed enclosures also requires that the snap-together joinery be strong enough to support a cantilevered bar, such as those shown in
The substantial benefit of providing an activity director with a floating playing field intended to generate interest and encourage active participation for a group of players of different ages and ability levels is substantially dependent upon the pattern-making Kit's capability of being efficiently managed for regular and repeated set up and breakdown. The pattern-making Kit's capability to be regularly configured and re-configured to produce and maintain a multitude of playing fields and formations is what enables the benefits of the Olympic Game Kit's modular pattern making components. Illumination of the pattern formations for nighttime activities and decoration is also a part of the Olympic Game Kit's repertoire. Lengths of glow sticks or strands of LED waterproof lights can be permanently or temporarily attached to the foam beams to illuminate a floating water course, target or decorative pattern. Dry land applications include illuminating a pathway or acting as a marker on a beach.
A few playing field patterns are to be used with commercially available swimming pool accessories, such as a floating horseshoe pit (
The addition of a colorful floating formation anchored under and around one of these sport's related pool products immediately improves the level of interest and enthusiasm for an organized group that is being prepared for an in-water activity utilizing the sport's related product. The same group in the same situation with the same sport's related pool product does not have comparable activity options without the use of the colorful floating formations and corresponding games provided by the disclosed and claimed Olympic Game Kit.
The accessory equipment is primarily utilized for competitive athletic contests, such as in-water basketball or volleyball. The entertainment benefit produced by utilizing these popular sport's related pool products is typically determined by the athletic ability of the competing players. The capacity of the equipment to be utilized for organized games and activities involving groups of guests, students or family members that are of varying athletic ability, size, age and gender is limited, and the entertainment value of a sporting competition such as a swimming pool basketball game is substantially diminished when the competing players are of substantially differing levels of athletic ability. If a summer camp counselor has twenty kids of wide ranging abilities at the pool, the pattern-making Kit enables the supervisor to organize a commensurately wide range of entertaining games or activities that cannot be practically accomplished without use of the Olympic Game Kit. The Olympic Game Kit's capability to enable an activities director to organize more inclusive games that are visually stimulating and encourage active participation in the activity for groups of guests of different ages and ability levels is virtually unlimited.
Perimeter Game Fields
Dodge Ball Type Games
Patterns come to life, when activities or games, including their rules of play, are associated with them. Many patterns can support different games with different rules, adding versatility and utility to the inventive patterns. For example, various rules for dodge ball games can be adopted as deemed appropriate by the activity director.
Dodge ball Classic: Players are divided into two equally sized teams, positioned respectively within perimeter 284 on each side of the center dividing partition 286. One or more balls are equally distributed to the teams in each section 288 and 290. Players throw balls at members of the opposite team. If a player is hit on any part of his/her body, he/she is eliminated from the game. The first team to eliminate all of their opponents wins.
Dodge ball Eleven: Another version of the game would assess a negative penalty point for balls that are thrown at the opposition and go outside of the perimeter or the pool. The game is immediately paused once a ball leaves the playing field 282 and the player that threw the ball must retrieve the ball and return to his/her position. Play resumes once the retrieved ball and player are back in position. Points are awarded for each hit of an opposing player. The first team to reach eleven points is declared the winner.
Squirt Gun Classic: Players are divided into two equally sized teams and distributed as before. Squirt guns are equally distributed to the teams in each section 288 and 290. Players squirt at members of the opposite team; if a player is hit on any part of his/her body, he/she is eliminated from the game. The first team to eliminate all of their opponents wins.
Because of the energy displayed by the players, it is possible that a disconnection can be effected by an overly-aggressive player. Players are encouraged to minimize excessive contact with the partitions and floating components and be careful to avoid causing disconnections of joined components. Enjoyment of the group is improved when there are minimal interruptions to continuous play, and interruptions to repair formation breaks caused by excessive contact should be discouraged and penalized. In those cases, a good general rule for the activity director to adopt is the Repair Penalty. Repair Penalties may be included as part of each of the player-active games disclosed herein to encourage players to move appropriately within the formations.
Repair Penalty: If a player causes a disconnection of one of the formation's components during their turn, that player's turn is deleted and all players and props returned to their original positions, and any formation repairs are made. Once everything is repaired and returned to pre-repair penalty positions, the next player starts his turn. Multiple Repair penalties may result in disqualification.
Battleship Games
In each of the various Battleship games which will now be described, the game begins with the ships in the positions shown. To start the game, a Home port is chosen at one corner 310 of the playing field 300 and a flag 312 (or other identifying device) is connected and/or erected on that corner. The object of the game is for the mother ship to navigate from the opposite, furthest away, corner 314 of the playing field 300 and have the Captain of the mother ship 304 touch the Home port flag 312 with one hand. The attack ship 302 will attempt to sink the mother ship 304, before it can accomplish its mission. Once the mother ship is sunk, the game is over. As is becoming recognized as standard procedure by this time, anchor Hubs 226 stabilize perimeter 298 at appropriate locations spaced around the perimeter, and support clips 96 reinforce potential weak joints (only one of each is referenced).
Battleship Noodle attack: One person is chosen to be the Captain of the attack ship. Three people are chosen to be Captains of the convoy ships and one of the convoy Captains is chosen to maneuver the mother ship. The mother ship will have no defensive weapons and relies on the defender ships to shield her for successful passage to her Home port. Standard length, flexible noodle toys, available commercially, are distributed to the personnel of the ships to be used as offensive and defensive weapons. The specific rules of the game, e.g., how the noodles may be used offensively and defensively, how the defenders may defend themselves, what constitutes a “hit,” when is a hit a “mortal” blow, and how a mortal blow affects the players involved, and similar issues, are all left to the discretion of the activity directors. Suffice it to say that the attack team wins if the Captain of the mother ship is hit by an attacker's noodle, and the defending team wins if the Captain of the mother ship touches the Home Port vertical flag.
Submarine Torpedo attack: This version of attack and convoy defender ships is a variation of Battleship Noodle attack. The offensive weapons are commercially available water torpedoes that are used by the attack ship Captain. The attack ship Captain launches his torpedoes which the defender ships try to avoid. Shipmates are eliminated by being struck by a torpedo, and ships are sunk when their Captains are hit.
Incoming Noodle Attack: This variation of Battleship Noodle attack requires two teams with a minimum of two ships per team. Each ship is armed with one defensive noodle for each player and each ship is armed with an equal number of tossing pieces such as commercially available foam balls, noodle pieces or discs. The foam noodles, discs, or balls are launched by the attacking team. Noodle toys would still be included for use by defenders as a defensive weapon to swat away incoming missiles. The team that can land the most of its weapons in the opponent's mother ship is the winner.
Incoming Channel Attack: Another version of the game allows the opponents to launch shots from the pool deck or from outside the pool. The in-water ship or ships attempt to move across the interior of the enclosed perimeter from one opposite corner to the other. The winner is the player that navigates the route and accumulates the least amount of incoming shots in their ship.
Tag Type Games
Pattern 316 (
Classic Tag: One person is chosen to be “IT.” If the game play is a team game, one person from each team may be chosen to be IT for their team. IT cannot enter the end zones. A player is considered to be safe once their head is above water in either end zone. To start the game, IT is positioned in the catching zone and all other players are equally divided and positioned in one of the two end zones. The object of the game is for players to race from one end zone to the other without being tagged in the catching zone by the person who is IT. Once a player has been tagged by IT, he/she is eliminated, becomes an additional IT, or can be counted as a point scored for team scoring games. Each game is continued until a win or tie is declared. The last player, individual or team, remaining in an end zone that has not been caught will be the winner. In team play, the winner may be the first team to have eliminated all the opposing team's players. Or, points may be awarded for each player caught, or for each pass through the catching zone, and a win may be declared when one player or one team reaches a predetermined total of points, e.g., twenty one points.
Other variations of tag are, of course, within the purview of the activity director's discretion.
Toss-into Target Games
A group of games utilizing modular game patterns involves tossing a game piece into a selected pattern. The formation of boundaries and partitions designate a series of target areas where players attempt to throw a game piece such that it lands, i.e., comes to rest, within a given, selected target area. The player may bounce, skim, skip, pitch, or toss the game pieces into the target areas; the manner of throw or the flight path of the game piece is irrelevant, so long as it ends up in the appropriate target area. A Home Position which is outside the pattern's perimeter is designated and could be an in-water spot or a pool-side location. These types of games can easily accommodate a minimum of two players or multiple players for individual or team contests. TOSS-INTO pattern games allows the activity director to tailor a program for people of all ages and differing skill levels, to thus be more inclusive of more guests.
The modular pattern 332 for one target game is shown in
Players attempt to successfully bounce, toss, skip, or skim their game pieces into the desired target area. Choose an in-water or pool-side “Home” spot from which each player will toss. An appropriate selection of tossing pieces, such as plastic or foam discs, inflatable or foam balls, floating and Velcro pool darts, bean bags, basketballs or volleyballs, that can be safely and successfully bounced, skipped, or tossed into the target area, is required.
Target Play: The order of play of the players is determined prior to the contest. The game begins when a player stands on the Home spot and bounces, skips, skims, or tosses his/her piece from the home location toward pattern 332, attempting to land the piece in a target area 336. Play passes sequentially from one player to another, regardless of whether or not a target has been hit. An alternative method of play allows a player to continue tossing his/her pieces each time the piece lands within a target area. The activity director would establish and announce the rules of play before play begins.
According to one manner of play, it is inconsequential in which order the target areas 336 are hit. Once a target area has been hit, however, it is no longer a valid target, and landing in it again is considered a miss. If the piece does not land in any target or in an invalid target, the piece is ruled out of play, and that player loses his/her turn. Play continues until all of the target areas have been hit. The winner is the first person or team to hit all of the target areas.
Another variation has the player progress through sequential steps from one target area 336 in an order that has been pre-determined by the rules. If the piece does not land in the designated target for that turn of play, the piece is ruled out of play, and that player loses his/her turn.
In a third variation, point values are assigned to the target areas, depending upon the difficulty of the piece landing in that area. Rigid bars of different lengths can be assembled into a target grid wherein the target areas are of different sizes and shapes, thereby creating target areas having a different difficulty of a player successfully landing a piece in that area. Using rigid bars of different colors adds interest, as well, since different colored “bulls-eyes” can be selectively located throughout the pattern. Each player is given the same number of pieces. According to one mode of play, the players toss their pieces one at a time in turn, the order of play having been predetermined. If the piece lands in a target area, the player is awarded the point value for that area. If the piece misses the pattern completely, the player receives no points. When all of the pieces have been tossed, the player with the most points wins. Another mode of play rewards each successful toss by allowing the player to continue tossing. The game ends when one player has tossed all of his/her pieces, and the winner is either the first player to run out of pieces or the player with the most number of points when the first player has run out of pieces.
Play is as above relative to Target Play. Players must toss from a Home position, which may or may not be different for each player or team. Points are assigned to each target area according to their difficulty, or the target must be hit in a predetermined sequence, or targets are eliminated when hit.
Under-the-Gate Disc Toss: A variation involves assigning a point value for each target area, e.g., five points for the center target area, two points for the adjacent target areas, and one point for the outermost target areas. The players choose a series of Home spots that are outside the pool and that line up with the entrances 342, 344, 346, and 348 of the four lanes, North, East, South, and West. The object of the game is to accumulate points. The first player positions himself/herself in the first Home spot of a given lane, say the North lane 342, and throws his/her skimming disc attempting to “skim” it under the raised gate 112 and have it land in one of the squares, preferably the center square with the highest point value. If the disc does not pass under the gate or if it skims outside of pattern 338, the player earns no points and loses his/her turn. Each player must rotate through the Home positions facing lanes North 342, East 344, South 346, and West 348 in a clockwise direction, and skim the disc under the associated raised gate 112. Turns are alternated between players or teams. One version declares the first player or team to reach a score of twenty-one as the winner. Another version stipulates that if a team does not accumulate an exact total score of twenty-one and goes over that point total, they lose their turn and have to start again from zero.
Tic-Tac-Toe Games
The Crown Prince of Toss-In games is Tic-Tac-Toe. Everyone knows the rules, it presents challenges everyone can visualize, and the assembly of the playing field is quick, easy, and requires a limited number of Kit components.
Turning to
No support clips 96 are shown in
The games can accommodate two players or four players separated into two, two player teams. The representative games described are illustrative of the many variations from the basic game, allowing activity directors the opportunities to add more interest to this simple but versatile pattern.
The standard Tic-Tac-Toe game starts by choosing the player (or team) that goes first; he/she gets the five red “X” discs. The other player gets the five black “0” discs and goes next. A pool-side “Home” spot that each player will toss from is designated. The winning object of the game is to get three game pieces of the same color inside of three vertical, horizontal or diagonal squares that line up within the grid. The game begins when a Red player throws his/her Red “X” piece from the Home location, attempting to land the tossing piece in a square. If the piece does not land in any square on the grid, the piece is out of play and that player loses his/her turn. If the piece lands in a square that already has a piece in it, the second piece in the square is invalid and that player loses his/her turn. Each game is continued until a win or tie is declared, or until all pieces have been tossed. The game may be continued until one player reaches a target total of points. Points may be awarded to the winning player for a win and to both players or teams for a tie. Tie games are called, when neither player can accomplish the winning object. At the end of a game the pieces are retrieved and the grid is cleared. A winning player must take the black discs for the next game and start second. Many variations of tic-tac-toe games, from easy to expert, are possible.
The following variations can be used individually or in combination with any or all of the other variations. Regardless of the combination of variations selected, the standard rules for Tic-Tac-Toe apply.
Instead of a pool-side Home location, an in-water home location or area can be designated, either in the shallow end of the pool where all players can stand-up and toss comfortably, or in the deep end of the pool where players must tread water.
If an in-water Home location is chosen in an area of the pool that is deep enough so that the tallest player's head can be tucked under water, all players must submerge their entire body under the water's surface and spring off the bottom of the pool, so that they “breach” the surface of the water. They must toss their game pieces after they breach but before landing back in the pool.
With either a pool-side Home location or an in-water Home location, the players can turn around so that they are not facing and cannot see or look at the game grid as they toss their pieces.
Two variations require that no water anchors be used to secure the Tic-Tac-Toe pattern. In one, an opposing player will be allowed to stand at an outside corner of the pattern and move or shake the grid once the opposing player has thrown their piece in an attempt to make the player miss. Or, a teammate will be allowed to stand at a chosen corner of the Tic-Tac-Toe pattern and move the grid once their teammate has thrown their piece to try to position it such that the piece lands in a valid square.
Prior to each toss, an opposing player can be allowed to choose a square in the grid to defend. The opposing player is not allowed to have his hands break the surface of the water and must stay in the square chosen until the opposition throws his piece. The primary object is for the defending player to use their head or body to deflect the piece thrown so it does not land in the square.
The Tic-Tac-Toe playing field may be arranged to include a built-in handicap, so that players of different skill levels can compete as if on a “level field.” For example, placement of grid 368 closer or further from an edge of the pool affects its difficulty. Multiple Home locations on different sides of the pool allow players that are the closest to the Tic-Tac-Toe pattern to more easily access the Tic-Tac-Toe squares. Specific multiple Home locations are chosen according to the skill level of the players.
A more visually spectacular TOSS-IN pattern is the wheel-shaped pattern 360 shown in
The following games are examples of variations of toss a game piece into the modular wheel-shaped pattern 360. The target game may accommodate individual contestants or teams.
Other configurations can be constructed. For example, the butt-end of a rigid bar 10 (not shown) may be attached to the posts and ports on the top surface 196 (
One TOSS-IN game utilizing wheel 360 attempts to force the opposition to accumulate all of the letters to spell P-I-Z-Z-A, the letters suggested by the simulation by pattern 360 of a pizza pie. The players choose a Home spot, either in the water or pool-side, from which every player must toss his/her pieces into the wheel shaped target. The object of the game is to avoid accumulating letters so that the opponent spells P-I-Z-Z-A first. Team play requires that a sequential order of players be established before the start of the game. To start the game, a coin flip or other method of choice is used to determine the player or team member that gets to go first. The first player positions himself/herself in the Home spot and bounces, tosses or skims his/her tossing piece attempting to land it in one of the pie shaped wedges that will be difficult for the opponent to match. If the first player is unsuccessful and does not land it in one of the pie shaped wedges, turn passes to an opposing player or team member who repeats the process. If a player is successful in landing his piece in a target wedge, the opposing player or team member must land his piece in the same target wedge from the same Home spot. If the second player is unsuccessful and does not land the piece in the same target, he/she is penalized with a sequential letter in the word PIZZA. If the second player is successful and lands his/her piece inside the appropriate target, he/she is rewarded by being able to throw again. The opposing player or team member must now match the shot. This process continues until the one player or team spells P-I-Z-Z-A. The other player or team is declared the winner.
In another game, the players (individual contestants or teams) are given easily distinguishable game pieces to toss into the wedge-shaped sections 368 defined by the spokes and rings of wheel 360. Each wedge section is assigned a point value of one through fourteen, the higher the value, the higher the difficulty in landing the game piece in the corresponding wedge section. The determination of difficulty is based in the size of the target and on its location relative to the Home spot. The point values can be indicated by floating numbered accessory disks positioned inside the wedge areas. Players who successfully land their pieces in a wedge area earn the points associated therewith. The object of the game is to accumulate points as quickly as possible. The first player positions himself/herself in the Home spot and tosses, bounces or skims his/her tossing piece, attempting to land it in a wedge section with the highest point value. Turns are alternated between players or teams.
One version has that the player or team reaches a score of twenty-five first is declared the winner. Another version has that if a team does not accumulate an exact total score of twenty-five and goes over that point total they lose their turn and have to start again from zero.
In the previous game, wedges 368 are randomly targeted. The object of this game is to toss the piece into a number designated wedge in sequential order. Players attempt to successfully toss a foam ball, disk or dart game piece into sequentially numbered targets so that they complete a full rotation starting at the lowest number and ending at the highest numbered. The first time players toss, they must land their piece in the Number One wedge section. If the player is successful, they continue to toss sequentially through wedge Number Sixteen. When players are unsuccessful, they lose their turn and must begin their next turn attempting to target the sequential wedge number they missed on the last turn. The winner is the first player or team to complete a sequential rotation around the wheel.
Many of the game playing applications describe examples of play that incorporate commercially available accessories, and indeed many of the invention's intended game playing applications are specifically designed to accessorize established and new swimming pool products and outdoor game and activity products.
Turning to
The Volleyball Net Serve Game allows players of competing teams to accumulate points by serving a water volleyball over the net and into one of the target areas. Points are awarded depending upon in which target area the volleyball rests. Teams may alternate serves or serve a set number of volleyballs. Whichever team has the most points at the end of the serving session, wins. Or, the teams may continue to serve until the winning team accumulates a certain amount of points. This game can also be used as a practice tool for improving one's volleyball serving and location of serves skills.
Another Volleyball Net Serve Game, like P-I-Z-Z-A, is played by individual contestants or teams that play against each other in an attempt to force the opposition to accumulate all of the letters to spell S-E-R-V-E. This game typically requires swimming pool volleyball net assembly 370 or a modular floating divider and a water volleyball or other appropriate tossing piece. Players choose a Home spot in the shallow end of pool 374 on one side of the volleyball net 376. A modular, three by three, Tic-Tac-Toe pattern 350 is assembled on the far side of the volleyball net. The distance between the Home spot and the floating grid 350 will determine the difficulty of the game.
The object of the game is to avoid accumulating letters so that the opponent spells S-E-R-V-E first. In this game, a player serves the volleyball (or throws a tossing piece over the net), attempting to land it in one of the squares that will be difficult for the opponent to match. If the opponent matches the serve, he/she goes next and attempts to land his/her volleyball in the same square. If the player is unsuccessful and does not land the piece in the same target, he/she is penalized with a sequential letter in the word S-E-R-V-E. Play alternates until the one player or team spells S-E-R-V-E. The other player or team is declared the winner.
Another accessory game, this time a TOSS-FROM game, is shown in
Football target 382 is positioned at one end of the zoned grid 384 outside the pool. The football target 382 comprises a base 392, an enlarged simulated football 394, and a backboard 396. Football 394 has three openings 398 representing, clockwise from the top, a safety, touchdown, and field goal, each of which is assigned commensurate point values. Simulated football 394 is hollow and includes an exit spout 400 for returning the football back into the pool. Backboard 396 reflects errant passes back into the pool. Specially made foam footballs 402 are commercially available.
While Swimming Pool Football can be played by individual contestants, it is more suited to team play. Before the game can begin, flip a coin or choose the team that gets to go on offense first. The other team will start on defense. The offense will get the football and start in the partitioned zone furthest from the target, i.e., the offensive zone 386. The defense will start in the middle zone, the defensive Zone 388. Players are not allowed to leave their zone nor stray into the no man's zone 390.
The offense and defense must line up in a tight group in the center of the offensive and defensive partitions. The defense starts the game by a predetermined signal. Once the “play” has started, the offense and defense are allowed to move freely within their partitioned zones. The offense may attempt to “hide” the ball, and may pass and hand off the ball between players in an attempt to get a clear shot at the target. If the ball is dropped and hits the water, all offensive players must return to the center starting position and re-start their play. The offense is allowed a count of fifteen seconds before they must throw the football at the target.
The defense can move freely in the defensive zone and attempt to block or interfere with the offense's attempt to throw the ball into the target. One variation would be that the defensive players are only allowed to have one hand out of the water to block shots. In the event of an interception by the defense, the player or team is awarded an extra play on their next offensive turn. If the interception occurs on the final possession and the intercepting team does not have a scheduled final offensive possession, they will be granted one overtime offensive possession as reward for the interception.
The offense is allowed three plays to score as many points as possible. Points are awarded for each shot that lands in an opening in the target, and the number of points is determined by the point values associated with each opening in the target.
The offense will turn over possession of the ball at the conclusion of the three plays. Accumulated points will be totaled at the end of a game. A game shall be concluded, when each team has had five offensive possessions. The player or team with the highest total of points is the winner.
When the teams have disparate abilities, e.g., adults v. children, the children's offensive zone would be zone 388, while the adult's offensive zone would remain 386. More zones can be added, so that the adult's offensive zone could be moved further from football 394, in order to increase their handicap.
Smaller children, or handicapped persons, may find throwing the football into the three openings 398 in football 394 to be discouragingly difficult. To allow more people of varying athletic abilities to enjoy the game, a simple net, similar to a water polo net, a lacrosse net, or a soccer net, which has been adjusted in size to fit the swimming pool game and anticipated participants, could replace the football target 382 shown, in order to provide a larger target for easier scoring.
Another commercially available accessory is a swimming pool basketball stand. They are common in backyard pools and also at venues like summer camps, resort complexes, YMCA's, and public or private facilities where the swimming pools may be regularly used for in-water organized group games and activities.
Trying to simulate traditional team basketball with only a swimming pool basketball stand positioned along the edge of a pool, i.e., without the Olympic Game Kit, is challenging. Typically, only one basket assembly is available in a pool, so the game is played as a half-court game. A change of possession requires that the ball be returned beyond the “key” before further offensive play can be initiated. Inasmuch as there is no visible key, the transition is at best vague, which opens up the opportunity to “bend” the rules. In addition, traditional basketball play includes a three second rule to penalize an offensive player who remains inside of the “key” under the basket for more than three seconds. In a swimming pool with no key, the three-second rule, too, has no clearly enforceable meaning. This type of undefined and unregulated team basketball game in a swimming pool typically becomes a battle of strength between the biggest and most aggressive players. The end result is that the activity director's desires to provide games inclusive of all size and skill levels is doomed. Finally, other than the pool sides, there are no well defined basketball court boundaries to identify out-of-bound zones, a potential source of injuries as players crash into the concrete walls while going for a loose ball. The Olympic Game Kit remedies these problems.
Turning to
By anchoring a floating court and key at the base of the swimming pool basketball stand (
Play is best undertaken observing as many of the traditional basketball rules as will reasonably transfer to an aquatic setting. Out-of-bounds possessions follow the same “last to touch” rule; fouls (preferably called by a pool-side “referee” but, in a pinch, by the players themselves) and their accompanying turnovers or free throws; and “three-second” violations are a few examples of valid applications of conventional rules. Some rules must be adapted to the environment, however.
Mimicking traditional dry-land basketball, players with the ball must “dribble” if they intend to control the ball and move around the court. Traveling without dribbling results in a foul and a change of possession. In in-water basketball “dribbling” is simulated by the basketball floating on the surface of the water and being pushed by the player's body, head, or arms, that is, anything but the hands. Players may enclose and control the floating ball with their arms and body to push or “dribble” the ball, but they cannot grab or hold the ball with any part of their hands while dribbling through the water. Contact by a defender with the ball-handler while attempting to grab the ball is a reaching-in foul and punishable according to normal basketball rules. Once the player with the ball stops the dribble and is stationary, he/she may then grab the ball with one or both hands to pass or shoot. A five second rule (or other pre-selected time limit) may be implemented to promote action. It requires that the stationary player in possession of the ball must pass, shoot or dribble within the allotted time or it is a foul and change of possession occurs. The double dribble foul prohibits a continuation of dribbling a second time after the player has dribbled and stopped.
The activity director is empowered to promulgate other rules to determine other aspects of the game, for example, the rules for a complete game can be one of the following: a predetermined time allowance for quarters, halves or the total length of the game, time limits for each team's possession, or the first team to reach a predetermined total number of points scored.
It is to be expected that the most vigorous action will take place in and around the key. The activity director may find it prudent to reinforce the key, especially if it is an enlarged key 422, such as the one shown in
An expanded key 432 is shown in
The multi-segmented pattern 432 shown in
One game option allows each player to individually complete one or more sequences and accumulate a total number of points either individually or for the team. Another option allows each team to strategically position one player in each position of the formation. Each team member accumulates as many points as possible from their designated position to add to their team's total.
Any of the basketball courts shown in
Another variation of a basketball free throw shooting contest in a swimming pool is to eliminate the reward for successful fouls shots with continued possession, and structure the game so that alternating players or team members take a predetermined number of foul shots to complete a round of play. The total number of points accumulated by successful shots in a round determines the winner. A tie score is resolved via a sudden death format. The loser of a coin toss must go first, since the first player or rotating team member to miss a foul shot loses.
The HORSE pattern 438 in
H-O-R-S-E is the well-known, traditional shot elimination game where individual or team contestants attempt to eliminate the opposition by making them be the first to accumulate all of the letters to spell HORSE. Team play requires that a sequential order of players be established before the start of the game, and a coin toss or other selection method determines the player or team member that takes initial possession of the ball and gets to go first. The ball possession player chooses a position inside one of the partitioned pattern enclosures and attempts to shoot the basketball and successfully make the shot. If the possession player is unsuccessful and does not make the basket, an opposing player or team member takes possession of the ball, becomes the new possession player, chooses a position of his/her choice, and repeats the process. If a possession player is successful and makes his/her shot, the opposing player or team member must complete the same shot from inside of the same enclosure. If the opposing player misses the required shot, he/she is penalized with a sequential letter in HORSE. If the opposing player makes the possession player's shot, the original possession player or their team mate retains possession of the ball and starts the process over again. The first player or team to accumulate all of the letters to spell HORSE is eliminated.
The addition of modular floating configurations under and around a swimming pool basketball stand provides the necessary framework to create and organize these types of games. The buoyant pattern-making system provides an incomparable level of capability and versatility to create a multitude of defined formations for innovative group activities related to a swimming pool basketball stand, as compared to the options available to the same group with a swimming pool basketball stand that do not have access to a buoyant modular pattern-making system.
Another popular dry-land sport which has been adapted to pool play by commercially available accessories is horseshoes. Representative of the products available is the Pool Horseshoes Game Dby Seahorse Shoes, shown in
The rules of traditional horseshoes apply as practicable.
A game is divided into innings and each inning constitutes the pitching of two shoes by each contestant. Games can be played on a singles, doubles, or team basis. A regulation game consists of the pitching of fifty shoes in all contests. Choice of first pitch shall be determined by the toss of a coin or shoe; in successive games between the same players, the loser shall have the choice. The player to pitch first may pitch both shoes prior to the other player pitching or players may alternate pitches, at the discretion of the activity director. In delivering the shoe the pitcher must remain within the pitchers' box 454. It is preferable that the pitchers' box be situated in the shallow end of the pool, in order for the player to have a more firm footing. Placing it in the deep end, where players must tread while pitching, adds difficulty and interest to the contest. A player, when not pitching, must remain to the rear of the pitchers' box 454. In delivering a shoe, the pitcher must remain within the pitchers' box until the shoe has left his/her hand. A shoe landing outside the horseshoe court pattern 446 is a foul shoe. The usual rule holding a shoe foul for striking any boundary of the horseshoe court, in this instance any rigid bar 10, may or may not be enforced at the discretion of the activity director. A foul shoe shall not be scored or credited except in the score sheet column headed “shoes pitched.” All fair shoes will be counted where they lay, even though they may have been hit by a foul or a fair shoe. No contestant shall approach the stake or be informed of the position of shoes prior to the completion of an inning.
Scoring shall be according to the traditional rules of horseshoes, where applicable. Any horseshoe that completely surrounds the stake is a “ringer.” If there is some doubt as to whether or not a horseshoe qualifies as a ringer, a straight edge should be placed against the open end of the horseshoe; if the straight edge does not touch the stake, a ringer is scored. If a player achieves two ringers and the other player manages none, six points are scored. Should both players score two ringers each, they cancel each other out and no points are scored. If one player pitches two ringers, and the other player manages but one ringer, three points are scored. If both players throw a single ringer each, the ringers are cancelled out and the nearest of the other two horseshoes scores one point. If a single ringer has been scored that player wins three points plus an extra point if that player's other horseshoe is the closest of the remaining three. If no ringers are thrown, the nearest horseshoe to the stake counts one point. □ Shoes that lean against the stake are not counted nearer than any other shoe that touches the stake. It is optional as to whether a leaner or toucher is scored as two points. The first player to reach 21 points wins the game.
An alternative scoring system is simply to score three points for every ringer, two points for each horseshoe that lands on the Astroturf, and one point for a horseshoe that is floating in the horseshoe pit.
The availability of horseshoe court 446 opens the opportunity for activity directors to construct a set of horseshoe courts in a single swimming pool allowing the holding of horseshoe tournaments, either as part of daily activities or on special events week-ends. The introduction of adult sized game fields by the Olympic Game Kit provides activity directors with unheard of possibilities they never had before.
Another swimming pool game pattern made possible by the Olympic Game Kit is aquatic golf hole 458. As shown in
Modular Kit components are joined to assemble the out-of-bounds lines 470 around floating green 460 as shown in
Individual, multiple or team arrangements of players tee off from driving mat 464, attempting to land their ball on the green in less strokes than the opponents. The adventurous may choose to drive straight for the floating green 460. Others might play it safe and shoot for the fairway 474 or lay up in the approach 476. Balls that land outside of the floating fairway boundaries are considered out of play and the player whose ball lands out of bounds is assessed a penalty stroke and must hit again from the same tee box when his turn come up in rotation. Whenever the ball 468 lands in play, the player moves to the driving mat adjacent it. That is, if the ball is in fairway 474, the player's next shot is from driving mat 480; if the ball is in the approach 476, the player's next shot is from driving mat 482; and if the ball is on the fringe 478 or in the sand trap 462, the player's next shot is from driving mat 484. It is discretionary with the activity director whether or not a penalty stroke attaches to balls in the sand trap.
The determination of what constitutes the ball in the cup is optional. One manner of play has it that once a player hits a ball onto the green, he is considered to have sunk his putt, and the total number of strokes for that hole is totaled.
Another variation includes a pool side putting turf mat (not shown) that would require a player to putt a real golf ball into a putting practice cup to complete a hole. Once a Whiffle golf ball has landed on the floating green, the distance of the on-land putting turf putt would be approximately based on how close the Whiffle golf ball on the floating green is to the cup, such as, within one foot of the floating flag equals a 3 foot putting mat putt, within 2 foot of the flag equals a 4 foot putt and so on.
Depending upon the size of the pool and how much of it the activity director can afford to use at any one time, a plurality of golf holes of differing lengths and configurations can be constructed for tournament play.
Other Olympic Game Kit patterns can be drafted into use as golf game fields or simply for practice. For example, expanded key 432 (
Another set of adult-sized playing fields are patterns designed to guide swimmers from one place to another.
Adding a row of three raised gates 112 (not shown) at the start and finish to replace the end rows 496 would usually be sufficient to maintain the relative spacings of the lane under most circumstances, but there could be a lot of wave action, when three adults race in three parallel swim lanes. In those cases, it is preferable to include a surface level, reinforcing bar at the beginning and end of all of the lanes as shown by end rows 496 in
To start the race, the swimmers would either (1) dive into the lane from an elevated pool deck, (2) enter each lane from an under water starting position outside the beginning of the lane or via an underwater hoop, or (3) start the race from inside the lane, touching the end bar.
At the finish line, players either (1) touch the end bar or (2) swim under the end bar (via an underwater hoop if required) and surface outside of the swim lane.
The swim lanes could be organized for individual sprint races, team relay, raft or medley races where each lap is a different stroke. For relay races, each player lines up outside their. lane and once the in-motion player touches the end bar or hands off the baton, the other teammate enters the lane from under water to avoid two players being in the same lane at the same time.
Traditional prior art lane separators are ropes anchored to fixtures at each end of the pool and caused to remain on the surface of the pool by means of floating balls threaded onto the lane separating ropes. This manner of establishing competitive swim lanes has many disadvantages including the necessity for ugly, potentially dangerous fixtures permanently attached to the edges of the pool, the distracting, and possibly constricting, momentary oscillatory movements of the balls and ropes due to wave motion, the difficulty of stringing the lanes in the first place, and the limitations imposed by only one pool position being available for the lanes. The inventive Olympic Game Kit provides lanes arranged into a rigid racing field 486 which is easy to assemble, easy to install in the pool, easily positioned anywhere in the pool, easily moved to any other position, and does not require permanently marring the pool in any way.
The lane separators are preferably of the double-row construction as shown in
The swim lanes in
Turning to
Competitions using the convoluted race courses are best designed such that individual contestants or teams race against the clock in an attempt to complete the race course from the starting line to the finish line in the least amount of time. A timer is usually required.
Players can start a race in or out of the water, from a stationary position, or by jumping or diving into the course once the race is activated by a defined starting process, such as someone counting backwards from three. Players race through the course in an agreed upon order while taking note of the elapsed times. Scoring may be individual, i.e., the person with the fastest time is the winner, or team, e.g., the lowest total of the times of all team members indicates the winning team. It is recommended that the players be require to keep their heads above water when rounding corners to avoid cutting the corner short by going underneath the surface grid.
There are innumerable variations to a single timed pass through the course which an activity director may implement. The contest may involve multiple trips through the course by the same person, each trip using a different swim stroke. When multiple trips are involved, reversing the swim path with each alternating trip is in order. And, it is further recommended that multiple trip races limit the number of players in the course at a time to one.
Team relay events are always entertaining. They can require the customary passing of a baton, such as a noodle, to the next swimmer at the end of each passage of swim path, or the transfer of a pool raft or tube which must be pushed or pulled through the course. Raft or tube races may be with or without a passenger that must be navigated through the race course without the passenger falling off. As is becoming readily apparent, the variations are limited only by the imagination of the activity director.
For those who would rather not actually be in the pool, labyrinth race courses lends themselves to other types of races, such as those utilizing remote controlled boats, indicated by the boat icon 514. Swim lanes 486 (
The complexity of race courses which are possible with the Olympic Game Kit is hinted at in
Another type of race course is shown in
Obstacle course contests can accommodate a minimum of 1 player and can accommodate multiple individual players, or team contests. As with the race lane games, the contest may be described as one trip through the course or may require multiple trips as an individual or team contestant. A starting and finish line are determined, and contest rules such as number of laps, swimming strokes, relay race hand-offs and defining the start of the race countdown are determined.
In a representative obstacle course such as the example shown in
Any of the race course patterns shown in
Human sized board games are another type of activities made available by the Olympic Game Kit. The activity simulates a human scale version of a table top “board game” where human players actively assume the role of a conventional board game's “game pieces.” The players enter the in-water formation, move from space to space, accomplish tasks, face consequences and physically participate in the motion and strategy of playing a human scale board game. Human scale board games promote inclusive participation which was not at all possible before, adding new interest and excitement to in-water and poolside activities.
One such board game 538 is shown in
Many games and variations thereof are possible with this one pattern.
Captain Dicer: Two equal teams, designated as the Sand Bar team and the Whirlpool team, are selected comprising four or more players. One player from each team becomes their Captain Dicer and is positioned in his respective Home Base 550, Sand Bar or Whirlpool. Commercially available accessories such as foam or inflatable dice, a timer, a spinner, pool rafts, discs and tubes, weighted underwater hoops, or pool retrieval and tossing pieces may be incorporated into the game. At least two water dice are required, with each Captain Dicer taking one die with him into his Home Base.
A Starting Zone outside of Station One is selected, and the clockwise direction of rotation is affirmed. The two teams line up in the Starting Zone in any order decided upon by their Captain Dicer; the sequence of each player's turn is determined by the starting position and is maintained throughout the game. Players prepare to enter the game pattern one at a time. The first player positions himself in the Starting Zone so that he is ready to enter the formation once the game starts. The remaining players line up behind the first player, alternating players for each team, and move into the Starting Zone as soon as it becomes unoccupied.
To determine which team goes first, each Dicer flips his die in the air and the Dicer's team with the highest number goes first. The manner in which the die must flip is determined by the activity director. For example, the foam or inflatable die must rotate at least three times in the air, in a tumbling fashion, and land inside the space it was flipped in. If the die lands outside the space, or doesn't rotate as per the pre-designated agreement, that player or team loses their turn.
The game starts when the winning Dicer flips his die and announces the number of spaces shown on the landed die to his teammate which is first in line. The teammate enters the game board 538 and begins moving through the appropriate number of announced spaces. Motion through the sequentially partitioned spaces is described as submerge, surface and announce. As players move through the perimeter spaces, they must submerge and move under each floating partition, then fully elevate their head out of the water inside of each and every Station that they travel through. As they surface in each space, they must announce the appropriate number for that space as they count off their progress. They would then submerge again and repeat the process until they have reached the final space. Kiddy pools may accommodate players being lifted or stepping over partitions, versus going underwater, and dry land games would allow players to step over the partitions.
Once the first player has successfully completed his turn, their Captain Dicer announces it, and the opposing Captain Dicer then flips his die and announces the number of spaces to his teammate who is now in the first in line position. The opposing Dicer's enters the pattern and counts down his move.
When a player's turn ends within Station Three, that player announces Channel Call and must “cross the channel” with his head above water, bypassing Stations Four through Ten to be re-positioned in Station Eleven. On his next turn, he will proceed from this new position. Conversely, when a player lands in Station Eleven, he must announce Channel Call and “cross the channel” in the opposite direction, returning past Station Ten through Four to be repositioned in Station Three. On his next turn he will proceed from this new position.
Play continues in this fashion, each human board piece making his move in rotation with the other players, until all contestants have completed a pre-announced number of trips around the perimeter to the starting point. Once a player has completed the pre-determined number of cycles, he must vacate the formation into the Starting Zone. The object of the game is to be the first team to vacate all of the team members (except for the Dicer) from game board 538.
Many variations in rules of play are possible and the selection of which to include is at the discretion of the activity director. Some suggested variants follow:
(1) Landing in an Occupied Station:
Occupied by the opponents: When a player's turn ends in a space occupied by one opponent, the opposing player must relocate and move in reverse two spaces. When a player's turn ends in a space occupied by two opponents, the player in motion continues to move forward one additional space.
Occupied by a teammate: When a player's turn ends in a space that is already occupied by one teammate, no relocation moves are activated and play continues normally. When a player's turn ends in a space that is already occupied by two or more teammates, the in-motion player continues to move one space forward. No more than two players can occupy one space. All relocation moves are announced by the player who occupies a space.
One of the options employs a commercially available floating disk placed in an arbitrarily chosen space as a “protection” piece. If a player lands in that space, he may take possession of the disk, carry it with him, and use it one time to protect himself from a player landing in his space and requiring him to retreat two spaces. If the occupying player with the protection piece chooses, he may make the player that landed in the space retreat the two spaces. Once a player uses a “protection” piece, it must be left in the space where it was used.
Relocation in Reverse into Opponent Occupied Spaces: When relocated players are moving through spaces in reverse, if they land in a space occupied by a teammate, their move is completed. If the relocation move lands them in a space occupied by one or more opponents, they must continue to move in reverse, space by space, until they land in an unoccupied or teammate occupied space.
Channel Relocation: No player can be relocated into Station Three or Station Eleven. When a relocated player is scheduled to land in either of these spaces, they will add one extra space to the number of spaces required by the relocation move.
Relocation in Reverse to Station One and Starting Zone: When a relocation move results in the relocated player moving in reverse past Station One, the relocated player will move out of the formation into the Starting Zone. When players are sent to the Starting Zone, they must make their way to the zone outside of the perimeter. Once a player has been returned to the Starting Zone, they will re-enter the formation at Station One and continue play, when it becomes their turn.
Relocation moves occur simultaneously with the action of normal moves. One relocation move may cause another relocation move to be activated, and all relocated players must complete their relocation moves before play continues.
Right of Way is always given to the forward moving players. All players who occupy a space in the path of the in-motion player must allow unrestricted access to the space and may be required to move to the outside of the their occupied space in the formation, until the in-motion player has completed his turn. The same is true for any relocation moves.
Multiple Players in the Channel: Players who are in the channel are not considered occupants and do not trigger relocation rules. When a player is located in the channel and is not in play, they must provide clearance and not interfere in any way with Channel activity. Some variations require that they vacate the channel until it is their turn.
(2) Channel Ferry:
In this variation, in order to cross the channel, the player must ride on a Channel Ferry, i.e., an inflatable raft, kick-board, tube or floating disc that may support a player, to maneuver through the channel. The Channel Ferry is originally docked at either Station Three or Station Eleven, at the call of the activity director, and remains there until a player rides it to the opposite end of the channel, where it is then docked. When a player lands in Station Three or Station Eleven, the single Channel Ferry must be anchored in the Channel space in which he lands to activate their Channel Call move. In the event that the Channel Ferry is anchored at their end of the channel when they land in the space, then they follow the standard rules of announcing Channel Call and crossing to the other end. In the event that the Channel Ferry is anchored at the opposite end of the channel, then they do not announce Channel Call, and simply remain in the space until their next turn, where they must continue to move forward through the Stations. Another option would require the player to return one space (which could cause a series of relocation moves). This option may cause more activity and does help keep the Channel as clear as possible.
A variation within Channel Ferry includes Dinghies and Dockers that can help teammates move around the game board more rapidly.
Dinghies: A limited number of Channel Dinghies (small floating foam pieces, dice or disks) are floated in the Channel when the game starts. To gather the Dinghies, a player who is maneuvering through the Channel may grab one Dinghy per Channel Move and hand it off to his team's Captain Dicer, who keeps it within his Home Base. When a player's Dicer has possession of a Dinghy, he can hand it off to a teammate who lands in Station Three when the Channel Ferry is at the opposite end, and the Dinghy allows that teammate to advance through the channel without use of the Channel Ferry. Once a Dinghy is used one time, it is removed from play.
Dockers: Similar to Dinghies, a limited number of Dockers (small floating foam pieces, dice or disks) are floated in the channel when the game starts. They are gathered in the same way, and can be used by the Dicer to hand off to a teammate who lands in Station Eleven. A Docker allows a teammate to remain in Station Eleven, without having to return through the Channel to Station Three. That player will simply continue to move forward on their next turn. If the Channel Ferry is positioned in Station Eleven, and a Docker is used to avoid a player having to return to Station Three, the opposing Dicer has the option to choose to leave the Channel Ferry in Station Eleven or relocate it to Station Three.
(3) Treasure Hunt:
A defined number of Treasure pieces can include floating pool toys, foam beams or discs floated inside of the channel or Sunken Treasure comprising weighted pool toys or bean bags that are placed underwater for retrieval. The channel can have weighted underwater hoops located therein that a player must swim through before he can gather treasure sunken treasure. When a player enters the Channel at Station Three or Station Eleven, they are allowed to gather one piece of treasure and physically lay it (they cannot throw it) inside their team's Treasure Cove (Home Base). The Channel Crossing player may be required to float a Cargo Raft through the Channel and to place the retrieved piece of treasure on the raft for transport to the Treasure Cove. The object of this game is to be the first team to collect and stash the most treasure into their teams Treasure Cove. This may be accomplished by the first team to gather all of the Treasure or just the majority of the defined number of Treasure pieces.
(4) Piracy:
The object is to capture either the opponents treasure or the opposing players themselves and imprison them until they are released, thereby slowing down the opponent's traversing around the game board in the required number of trips. The rules defining capturing an opposing player can be arbitrarily determined by the activity director to suit the group playing the game. Suggested rules include: A player is captured when landing in a corner space occupied by an opposing player, or when landing in a space occupied by two opponents, or when relocated backwards into a channel Station. Captured players are confined in their own team's Home Base. Captured players maintain their position in the team's rotation, but must lose their turn, if it arises while they are imprisoned.
The rules for releasing players from captivity are as arbitrary as for capturing them. For instance, these actions can cause the release of one or all of the captured teammates: The two Captain Dicers can agree to a prisoner exchange. The capture of an opponent landing in a corner space releases one captured teammate. When a captured player's turn comes up in the rotation, that player's Captain Dicer flips the die and the prisoner is released if he successfully calls the number. And, when a teammate lands in another single teammate occupied space, their longest held teammate is released. Released players may re-enter the formation via an unoccupied space, or a space occupied by no more than one teammate, but it must be a space that borders their Home Base (other than the Channel). If there are no spaces available, they are still considered released but must wait until their next turn in the rotation to reenter. If one team has all of it's players captured and imprisoned, the opposing team claims victory, and the Game is over.
(5) Fair Wind: A Player Crossing the Channel Must Push a Beach Ball Therethrough without Using their Hands.
Time Limits: At the activity director's option, time limits for each team to complete each player's turn can be agreed to and should be strictly enforced. The faster the pace of the game, the more exciting. Tight time limits should challenge the ability of players to complete submerge, surface and announce moves, and allow extra time for relocation moves. Tight time limits help keep players focused on the game activity and encourage them to be ready to go when it's their turn. Teammates are encouraged to communicate with each other, watch the opponent's moves for penalties, and also prepare their teammates for the next move. Tight timing is intended to keep players involved in rapid rotations and help minimize a group's down time. When large groups are involved, or groups with young children, it is optional to link two players together so that each move is accomplished in tandem.
Penalties: If a player has not correctly completed their turn within the allotted time, or if the player did not advance the correct number of spaces, or if a player did not correctly accomplish a designated task, or if a player causes a disconnection of one of the formation's components (Repair Penalty) during their turn, that player's turn is deleted (lost) and all players and props return to their original positions, and any formation repairs are made before play resumes.
A supervisor or the opposing Dicer is in charge of timers or countdowns, and is responsible to confirm the opponent's completion of each task to ensure that the task was accomplished correctly. Penalties must be called immediately by Dicers, and if a Dicer incorrectly calls a penalty their team loses a full turn. After a penalty is called, play stops until everything is repaired or returned to the proper position. Repositioning players and props, or making repairs after a penalty is not a timed event, but should be accomplished as quickly as possible. No players may start forward movement until play is resumed.
Depending on the age of the players, an activity director may assign a supervisor to assume the responsibility for all timing, rule oversight, coaching and refereeing duties.
Although the framework enclosure simulates a playhouse or fort, on which children can lavish their imagination when at play, it has many other utilitarian functions, both in water and on dry land. For instance, parents or pre-school teachers may designate the open framed enclosure as a non-threatening time-out area. When used as a game field for aquatic games, it can be attached to many playing field formations (
Three in-pool activities are especially worthy of note: (1) The assembly of the enclosed framework may be used as an educational building activity to teach Olympic Game Kit construction techniques, e.g., how to make bar-to-bar connections and how to choose the most appropriate Hub connector for the task at hand. (2) Teams can compete in assembling the enclosure in Construction Races. And, (3) the enclosure can become a Treasure stash for a Treasure Hunt.
Inasmuch as the assembly steps applicable for teaching the construction of enclosure 552 are the same as those applicable in Construction Races, only one need be described. The difference between the two is that for teaching purposes only one set is needed to teach Olympic Game Kit assembly techniques, whereas a complete set of materials necessary for building the enclosure will be supplied to each team. They may include door and window openings, decorative nylon sheeting, sheet foam siding and flooring planks grooved to within friction fit tolerances so that they slip on over exposed framework, and may be described in step-by-step instructions. In Construction Races, the teams try to see who can construct it first. Penalties will be assessed for incorrect assembly.
The four exterior wall sections 554 of the
The assembly of the two side walls 562 and 564 begins with identical bottom and top plates, 572 and 574, respectively. Each of the bottom and top plates 572 and 574 use the same number of rigid foam bars 10 which are snapped together bar-to-bar; the exact number is dependent on the depth desired of enclosure 552. Each wall's bottom and top plates 572 and 574 are assembled when laying parallel, side by side; although the assembly can be performed pool-side, requiring the assembly be done in the pool adds an interesting challenge for the players. Half-cube Hubs 90 (or 92) are attached at both opposing ends of each bottom and top plate end walls to create a full cube connector (
The fully assembled four wall sections are then stood up and positioned to be connected into each other. When the endcaps of the back and front walls 566-568 are snap-fit into the Hub-endcap combination at the ends of the side walls, the four walls share a corner post. Once the four wall sections are all connected, rectangular grids 560 are added, and the structure becomes self-supporting in water. A series of arches made up of flexible foam bars 136 can be added to create a simulated roof 556 over the enclosure 552 and the rotunda 558. The enclosure framework and arched roof can optionally be partially or fully covered with pre-cut nylon sheets or sheet foam sections that can be safety-pinned into the foam or attached to the plastic endcaps and Hubs with Velcro.
The size and layout of the framework enclosure may be modified, reduced or enlarged depending on the number of players and ability levels within a group. The following game description does not limit the applications for the invention to produce framework enclosures for human scale games and activities, or for domestic pet toys, accessories and furnishings.
Treasure Hall. Enclosure 552 is well-suited for a treasure hunt game.
Each of the partitioned spaces 580 in the rectangular grids 560 is designated a Buried Treasure Site, and one small floating “prize” is positioned therein, one per each site, four prizes per grid. Players are equally divided into two teams. The object of the game is to be the first team to successfully transfer all of a team's prizes into the Treasure Hall 552.
To begin, the teams gather in pre-selected Starting Zones on opposite sides of the enclosure, taking care that the Starting Zones are equidistant from their assigned grid. As in the board game (
When on a Treasure Hunt, a player must swim underwater from the Starting Zone to any Buried Treasure Site, surface by bringing his head above water within the partitioned space, seize the prize, submerge again and swim underwater around the Treasure Hall 552, through the rotunda 558 and doorway 570, and surface within the Treasure Hall to deposit the prize. Preferably a weighted underwater hoop 582 is positioned in front of rotunda 558, in order to ensure players remain under water and not cut any corners while entering the Treasure Hall. Only one prize may be transferred with each player's turn.
Once a prize has been removed from a space and successfully transferred into the Treasure Hall, no other teammate may surface in that space but instead must move underwater past all spaces that no longer contain a prize. Once players have retrieved a prize for transfer, they are allowed to surface and gather breath in any space that still contains a prize. Once they reach the last available space with a prize, they must swim underwater and pass through the entry hoop and into the Treasure Hall to complete a successful transfer. If they either miss the hoop, surface before full entry or drop the prize in route, the prize is returned to its space and the player returns to the end of the line in their team's starting rotation.
Once a player has successfully transferred a prize, he may remain inside the Treasure Hall until the next teammate successfully transfers the next prize. The original teammate will then vacate the Treasure Hall and move outside of the formation so that there are never more than two teammates inside the Treasure Hall at the same time.
When queuing their players, teams may decide to inject some strategy. Each team's strongest swimmers may choose to go last and retrieve the prizes in the furtherest spaces from hoops 582, because there is more distance to travel underwater on the final leg of the transfers. Leaving the prizes in the closest spaces allows teammates to surface and gather a breath for the final underwater journey to and through the entry hoop and into the Treasure.
Instead of the outcome of the game being decided by the first team to successfully transfer all of a team's prizes into the Treasure Hall 552, the team transferring all of their prizes in the least amount of time could be declared the winner.
Disconnection and Repair Penalties (the same as in the Captain Dicer Board Game) should be implemented and enforced to encourage players to minimize stress on the formation.
The extraordinary locking power of the posts and ports coupled with their ease in assembly and ease in tool-assisted disconnection is due to a combination of both the design of the posts and ports, i.e., their forms, and the material used for the endcaps (and thereby the posts and ports). Both are discussed below.
Referring to
As shown in
The general outline of post 50 is round from the arcuately sloped base 584 through the cylindrical body 586 to the domed top 588. The general shape of each cross-sectional slice is a circle, with the exception of the slices inclusive of the four sloped latches 596.
The dimensional value of predetermined depth 604 is a balance between enhancing the holding power of the post and port joinery and exposing posts 50 to the risk of being sheared by lateral forces, both of which are increased by increasing the depth 604. The relative dimensions as shown in the drawings achieve a good, workable balance.
Referring back to
The diagonally arranged post and port joinery features are designed for straight-in insertion to create a connection. Initially, two rigid bars 10 are linearly aligned on a flat surface with the indicators 62 all facing upwardly as shown in
The disconnection operations have been adequately described, supra, relative to
The materials used also contribute to the advantageous operations of the Olympic Game Kit.
Both the rigid bar beam 14 and the flexible beam 138 are made of a closed-cell polyethylene foam. Polyethylene foam is a durable, lightweight, resilient, closed-cell material available in a wide range of densities and colors. It is highly resistant to chemicals and moisture. It is easy to process and form and has high load bearing characteristics. It is easy to fabricate, has superb strength and tear resistance, has excellent flexibility, is impervious to mildew, mold, rot, and bacteria, is resistant to UV rays, water, swimming pool chemicals, solvents, and grease, is odorless, and has excellent buoyancy which makes it quite popular for flotation products and other water related applications. It is the traditional material used in the popular noodle, mentioned earlier. While a closed-cell polyethylene foam is the preferred material, other well known molded, extruded, cast or any other of current industry standard means to process foamed material, too numerous to mention specifically, and which will accomplish the obvious goals of the Olympic Game Kit, are included in the scope of the claimed inventive concepts.
The spine and plastic connector are preferably made of Acrylonitrile Butadiene Styrene (ABS). ABS possesses outstanding impact strength, high mechanical strength, a good resistance to bending, and has good dimensional stability, as reflected in its technical properties: a tensile strength of 4300 psi, a compression strength of 9000 psi, a flexural strength of 9200 psi, a coefficient of expansion of 0.000053, and a flexural modulus of 300000 psi. In addition, it is easily machined and can be ultrasonically bonded. With a specific density of 1.05, it does not detract significantly from the desideratum that the rigid bars have excellent flotation properties. Any known rigid or semi-rigid material which has properties reasonably close to these can obviously fulfill the needs of the spine and connector and are included within the scope of the claims.
The endcaps, and thereby the Hubs, are molded from polypropylene. Polypropylene is strong and long lasting. It has good tensile strength (4800 psi), and with its flexural modulus of 180,000 psi, it will withstand tearing while retaining its stiffness and flexibility. It also has good impact resistance with a Shore D hardness of 75. Both the stiffness and flexibility of the endcap are important operational characteristics. Good flexibility improves safety for players, as they will often come into contact with the posts which protrude into the playing field. At the same time, the posts have sufficient strength to resist breakage due to player impacts. Good flexibility dramatically improves the interlock lock of inserted connection by providing flex on the interior walls of the Port to stretch and hold a Post and maintain a connection. Good rigidity is important as it provides impact resistance. Polypropylene meets both of these requirements, as it provides a balance of enough rigidity and memory to maintain form and function for straight-in insert of the posts. Polypropylene is a good material for the Olympic Game Kit's intended aquatic environment, since it has a twenty-four hour water absorption rate of less than 0.01%, and with a specific gravity of 0.91, it will float. It is light weight with a density of 0.033 Ib/cu/in. It is quite amenable to being colored as well, and with the addition of a UV inhibitor, it will hold its color well. While polypropylene is the preferred material, the production material could be any thermoformed compound with properties reasonably close to the properties of polypropylene which will accomplish the obvious goals of the Olympic Game Kit, and are included in the scope of the claimed inventive concepts.
The preferred material for disconnect tool 242 is a moldable thermoformed compound like polycarbonate that can also be blended with other thermoformed compounds and additives to increase resistance to UV and other environmental conditions caused by exterior use in chlorinated swimming pool water. Other known materials with similar properties can obviously be substituted therefor.
The simplest method means of attaching the plastic parts together is a straight-forward manual/mechanical assembly, e.g., screws. However, the use of
(1) chemical bonding with adhesives or solvents,
(2) ultrasonic and/or vibration welding, and
(3) the addition of perimeter snap-fits is well within the claimed concepts.
The obvious alternate assembly methods are incorporating
(1) snap-fits,
(2) chemical bonding or
(3) supplemental mechanical bonding.
Permanent or semi-permanent snap fits can be incorporated almost regardless of material and/or material composition.
Chemical bonding covers the range of using adhesives (glues/epoxies) to using solvents to actually melt the base material and join the parts as one. These sorts of connections are often time permanent and non-serviceable. The use of adhesives or solvents is also dependent on the base part material composition, both chemical and physical, resulting in some thermoformed plastics taking better to the use of bonding agents than others. This is due to the compatibility of the chemistry of the base material and bonding agent, or surface tension of the plastic which results in its ability to allow the bonding agent to permeate and adhere.
A common method of permanent mechanical attachment is ultrasonic welding. Again, this process works better with some material than others. This process “excites” the mating surfaces of the parts to be joined using high frequency vibration, causing a friction of sorts to occur which heats the plastic to a molten state and bonds the two surfaces as one.
It goes without saying, any of the alternate means of attachment could be used to replace the screws/mechanical fasteners to create more permanent part assemblies.
The Olympic Game Kit is a pattern making system for the construction of human scale playing fields that are assembled so that adult players can actively participate in games and contests that occur within the formation. In order to accomplish its general goals, the half-cube snap fit joinery has been specifically designed to simplify and streamline the process of repeated assembly and disassembly of the formations. The development of the half-cube joinery has standardized modular parts and reduced the number of different components needed so that the components are manageable for real life use, easy to handle and snap together, yet strong enough to hold together and withstand reasonable play, and still easy to break down. The joinery has advanced capabilities, but it's development was all about accomplishing function so that it produced a solution for a comprehensive human scale pattern making system that makes it fun and practical to organize group games and active play. The preferred dimensions of the components will place the inventions in that perspective.
The typical dimensions of the Olympic Game Kit are appropriate to its intended function, to be a pattern-making kit for adult-sized activities. The preferred full length rigid foam bar has a cross-sectional dimension of approximately three and a half inches squared, is approximately forty-two inches long, and weighs about one and a half pounds. The preferred full length flexible bar has an outside diameter of approximately three inches and is approximately sixty inches long. Naturally, these dimensions have a certain amount of latitude and will still fulfill the goals of the Olympic Game Kit. Rigid bars can have a cross-sectional dimension of approximately three to four inches square and be anywhere between three to four feet long. Flexible bars have a similar latitude. In addition, both bars are provided in different standard lengths, e.g., half-lengths, double lengths, and hypotenuse lengths to allow proportional construction of arcs and circles. So long as the basic criteria for proper functioning of the Olympic Game Kit are satisfied, namely, be sufficiently large to construct adult-sized playing fields and be sufficiently sturdy to maintain the integrity of the playing fields when under duress, any suitable dimensions are acceptable and within the scope of the appended claims.
The core components of the adult-sized Olympic Game Kit have been found to have additional applicability as a Mini-Kit for children, simply by reducing the size of each piece to approximately a one-quarter scale. The preferred dimensions for Mini-Kit rigid bars are about one inch square in cross-section and about six inches in length with additional lengths of half-length, double length and hypotenuse length bars also being provided. Flexible Mini-Kit bars are preferably about one inch in outside diameter and six, twelve, or eighteen inches long. Of course other dimensions suitable for children's use are included in the inventive concepts. Where size is not specified in the claims, those claims encompass the Mini-Kit within their purview and scope.
The Mini-Kit fulfills a need for a children's construction kit which can be used in the kiddy-pool at commercial swimming pools and in the bathtub at home. Although designed for use by children, it shares many of the desirable characteristics of the adult-sized Olympic Game Kit.
(1) It floats. Children find it an entertaining addition to bath-time, even acting as an incentive to willingly engage in that activity. Its appeal in the kiddy-pool is obvious. Children learn to build structures which float, offering unlimited opportunity for creative entertainment. In addition, they can practice being “grown-ups” by building the patterns used by the adults in the big pool.
(2) It is strong. The holding capacities of the post and port joinery are commensurate with the adult version. As a consequence, three-dimensional structures, such as the fort of
(3) It is easy to assemble and easy to disassemble and store. Older children have enough strength and dexterity to snap-fit the posts and ports together; younger children may need adult assistance, but that is the way they learn. Adults will probably have to disassemble their creations, but there, too, as they grow older, children will take over this function, in the process learning how to handle tools. The Mini-Kit thereby provides a learning experience mixed in with the entertainment derived from colorful pieces capable of being joined together to create an infinitude of play things.
In its Miniature Kit form, as with any foam product for children's use, a warning to parents and supervisors that the foam presents a rip and tear choking hazard for children under 4 years of age should be prominently included. Proper supervision is always indicated when children utilize any of the Olympic Game Kit's components in any version.
During the development of the best endcap for the Olympic Game Kit, other embodiments were given consideration. Although they are not considered as good as the preferred embodiment described thus far, they do function sufficiently well to be included within the inventive concepts as disclosed and claimed. All of the endcaps are half-cubes and differ mainly in the post and port designs.
Endcap 620 shown in
An endcap 626 (
A round post 632 with latches as shown in
As can be seen in
Those skilled in the art will appreciate that the conception, upon which this disclosure is based, may readily be utilized as a basis for the designing of other structures, methods and systems for carrying out the several purposes of the present invention. It is important, therefore, that the claims be regarded as including such equivalent constructions insofar as they do not depart from the spirit and scope of the present invention as defined in the appended claims.
Further, the purpose of the Abstract is to enable the U.S. Patent and Trademark Office, and the public generally, and especially the scientists, engineers and practitioners in the art who are not familiar with patent or legal terms or phraseology, to determine quickly from a cursory inspection the nature and essence of the technical disclosure of the application. The Abstract is neither intended to define the invention of the application, which is measured solely by the claims, nor is it intended to be limiting as to the scope of the invention in any way.
It is to be understood that the disclosure is by way of illustration only and that the scope of the invention is to be limited solely by the following claims
This application claims priority to Non-Provisional patent application Ser. No. 12/457,126 which claims priority of Provisional Patent Application No. 61/195,224 filed on Oct. 3, 2008 Confirmation No. 7428.
Number | Name | Date | Kind |
---|---|---|---|
3014723 | Butler | Dec 1961 | A |
3195266 | Onanian | Jul 1965 | A |
3430958 | Lakeman | Mar 1969 | A |
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5318307 | Bouchard | Jun 1994 | A |
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Number | Date | Country | |
---|---|---|---|
20130237120 A1 | Sep 2013 | US |
Number | Date | Country | |
---|---|---|---|
61195224 | Oct 2008 | US |
Number | Date | Country | |
---|---|---|---|
Parent | 12457126 | Jun 2009 | US |
Child | 13773627 | US |