TEBO The Fun Dice Game For Thinking Adults

Information

  • Patent Application
  • 20190070491
  • Publication Number
    20190070491
  • Date Filed
    September 05, 2018
    6 years ago
  • Date Published
    March 07, 2019
    5 years ago
  • Inventors
    • Jacobi; Robert Leon (Bartow, FL, US)
    • Jacobi; Teressa Sample (Bartow, FL, US)
Abstract
TEBO is a dice game played by one or more players; 2 to 4 players are the ideal number. The game is played within a dice scoring court that is 10¼ inches by 10¼ inches with a 1¼ inches wide raised border 1¼ inches high.
Description

TEBO is a dice game played by one or more players; 2 to 4 players are the ideal number. The game is played within a dice scoring court that is 10¼ inches by 10¼ inches with a 1¼ inches wide raised border 1¼ inches high. The interior floor of the scoring game court is a thin sheet of felt backed cardboard.







The 12-game scoring sheet is printed in black ink on a standard 8½ inches by 11 inches sheet of 20-pound white bond paper. The game scoring court is 7⅜ inches by 7⅜ inches square. The game court is where the players, taking their full turn of three throws, one at a time; pour their dice out of a sturdy, plastic, round dice shaking cup 3¾ inches high with a diameter of 2⅝ inches. The game of TEBO will come in a box 13¼ inches by 10¼ inches by 3 inches high. The box will contain: one scouring court, one dice shaking cup, 12 standard ⅝ inch by ⅝ inch dice cubes and a pad of 25 scoring sheets; enough for 300 games.


TEBO Was totally created originally by Robert Leon Jacobi, Jr. and Teressa Sample Jacobi. TEBO is a dice game played by one or more players; 2 to 4 players are the ideal number. The game is played within a dice scoring court that is 10¼ inches by 10¼ inches with a 1¼ inches wide raised border 1¼ inches high. The interior floor of the scoring game court is a thin sheet of felt backed cardboard.


The 12-game scoring sheet is printed in black ink on a standard 8½ inches by 11 inches sheet of 20-pound white bond paper. The game scoring court is 7⅜ inches by 7⅜ inches square. The game court is where the players, taking their full turn of three throws, one at a time; pour their dice out of a sturdy, plastic, round dice shaking cup 3¾ inches high with a diameter of 2⅝ inches. The game of TEBO will come in a box 13¼ inches by 10½ inches by 3 inches high. The box will contain: one scouring court, one dice shaking cup, 12 standard ⅝ inch by ⅝ inch dice cubes and a pad of 25 scoring sheets; enough for 300 games.


TEBO is a dice game played by one or more players; 2 to 4 players are the ideal number. The game is played within a dice scoring court that is 10¼ inches by 10¼ inches with a 1¼ inches wide raised border 1¼ inches high. The interior floor of the scoring game court is a thin sheet of felt backed cardboard. The 12-game scoring sheet is printed in black ink on a standard 8½ inches by 11 inches sheet of 20-pound white bond paper. The game scoring court is 7⅜ inches by 7⅜ inches square.


The game court is where the players, taking their full turn of three throws per turn, one at a time; pour their dice out of a sturdy, plastic, round dice shaking cup 3¾ inches high with a diameter of 2⅝ inches. 42 Player Turns is a complete game.


The game outcome will be determined by the players total game score. The player with the highest cumulative game score is the game winner. The game of TEBO will come in a box 13¼ inches by 10½ inches by 3 inches high. The box will contain: one scouring court, one dice shaking cup, 12 standard ⅝ inch by ⅝ inch dice cubes and a pad of 25 scoring sheets; enough for 300 games. TEBO is an Originally invented game by Robert Leon Jacobi, Jr. and Teressa Sample Jacobi. There Is No Other Game Like TEBO.


The TEBO Score Sheet Explained

One dice×1=total number of ones thrown times one


Twos dice×2=total number of twos thrown times two


Threes dice×3=total number of threes thrown times three


Fours dice×4=total number of fours thrown times four


Fives dice×5=total number of fives thrown times five


Sixes dice×6=total number of sixes thrown times six


4 Pairs any four pairs scores 100 points


5 Pairs any five pairs scores 200 points


Four of a kind plus any four of a kind from 3 throws add total of all dice try for 5 and 6


6 in a row 1-2-3-4-5-6 scores 100 points


Bonus points score 600 points or more in the Upper Section score—500 bonus points


Super Throw using no more than 3 different dice with 6 of a kind and no single dice—500 points


5+5 in a row 5 of a kind and five in a row 4-4-4-4-4 plus 2-3-4-5-6—500 points


4+3+2+1 4 of a kind, 3 of a kind, 2 of a kind, 1 of a kind—4-4-4-4—3-3-3—5-5—2—250 points


4+3+3+2 4 of a kind, 3 of a kind, +3 of a kind 2 of a kind—4-4-4-4 3-3-3 5-5-5 6-6—400 points


3+4+3 3 of a kind+4 of a kind+three of a kind—three different dice—275 points


4+3+4 4 of a kind+3 of a kind+4 of a kind—three different dice—375 points


4+4+4 or 3+3+3+3 4 of a kind 3 different dice or 3 of a kind with 4 different dice—500 points


5+4 TEBO 5 of a kind plus 4 of a kind from two different dice—200 points


5+4+3 5 of a kind 4 of a kind 3 of a kind from 3 different dice 500 points


Clone any Throw Duplicate the score of Any completed scoring box—thrown a second time


All Dice Add up the face value of all 12 dice from 3 throws try for 5 and 6 totals of all dice


6+4 TEBO 6 of a kind and 4 of a kind from two different dice—350 points


4+4 4 of a kind from two different dice the other dice do not matter—200 points


5+5 5 of a kind from two different dice the other dice do not matter—400 points


6+5 or 6+6 6 of a kind+5 of a kind or 6 of a kind+6 of a kind 2 different dice—500 points


7 dice TEBO seven of a kind the other dice do not matter—350 points


8 or 9 TEBO 8 or 9 of a kind the other dice do not matter—500 points


6 Pairs one pair of all six dice 1-1 2-2 3-3 4-4 5-5 6-6 a great place to use a FLIP—500 points


6+3+3 or 5+5+2 6 of a kind+3 of a kind from a second and third dice or 5 of a kind from two different dice+2 of a kind from a third dice—500 points


5 dice TEBO a player's first TEBO scores 200 points a TEBO is five dice from the same number 4-4-4-4-4 the six Bonus TEBOs score at 100 points each


6 dice TEBO a player's first SIXBO scores at 300 points a SIXBO is six dice from the same number 3-3-3-3-3-3 the six Bonus SIXBOs score at 200 points each


Game Rules

The object of the game is to score as many points as possible—and—more points than any other player to win the game. The game of TeBo can be won—by—one point TeBo can be played by one or more players; with most games being played by two to four players.


To determine who goes first, one at a time, each player will place three dice in the dice cup and throw. The player with the highest combined total of all three dice will go first. The player to their right will go second, and so forth around the table. In the event two players accumulate the same total dice total, they will continue to throw until there is a winner.


Depending on how much fun they are having, and the amount of elapse time between player throws; it will take approximately forty minutes per player to play a complete game. Once you master TeBo, after half a dozen games or so, your total game time will decrease. TeBo is an easy game to suspend, at any point in the game; and easily pick up tight where you left off, an hour later, a day later or even a week later.


TeBo is a Great Game for thinking adults; while TeBo is great fun to play; it also allows you to exercise your brain (mental gymnastics) in many ways: Each turn requires a different strategic strategy, depending on the player's remaining scoring boxes. Often; a player's turn will change throw-by-throw; as the thrown dice offer new options. Thus, to maximize their scoring options; each player must reassess their game strategy; after each throw, of their three-throw turn.


On their first throw, each player will throw twelve dice (12) from the dice cup. The second and third throws will use less dice—as the selected dice to build the player's score—will remain on the table—after having been removed from the throwing court. For example, on the first throw a player throws 4444 333-55-216. The player elects to keep the 4444 and the 333 picking up the 55216. On the player's second throw, the player will put the 55216 into the dice cup, shake the cup and throw; this time, let's say the outcome will be 44225. The player selects to keep the two 4s giving the player 444444 the player picks up the 333 and the 225. The player has a SixBo but will try for eight of a kind or more. The player's third and final throw of this turn is: 466621. The player will pick up the four and the three sixes and score 7-3. If the player has already scored seven three:, the player can. then score seven of a kind; if seven of a kind is not available; the player can score a TeBo or a SixBo. This is where game strategy comes into play. If the TeBo or SixBos are not available; the player can score 4×7=24 in the fours scoring box in the Upper Section. Using their score sheet; the player will place their final throw score in one of the thirty-two available scoring boxes or; if thrown, the player may elect to score a TeBo or SixBo.


A player's turn will present many options; especially early in the game. As the game progresses, the player's game options will begin to shrink, as scoring box. after scoring box is filled in. A player can only score in each scoring box one time; with the exception of The Bos. Once the player makes their scoring box selection: the player will inform the other players of their scoring choice.


Once the player sets their first throw; the player will pick up the remaining dice from the game court, announce second throw; and throw the remaining dice a second time in a continued effort to fill a selected scoring box. After the players second throw; the player will remove the remaining dice from the game court, reassess their options. The player will remove any dice needed to obtain their scoring option, then the player will announce, third throw; and with the unselected dice the player will make their third and final throw of this turn. With three throws completed the player will review their dice outcomes and score accordingly. Some outcomes may offer more than one or even more than two scoring options. It is up to the player to decide where to score their throw for a maximum scoring outcome. Additional cogitation.


When a player achieves their thrown for goal; most throws will have unused dice remaining. That's as it should be. The dice combo's—2 dice 3 dice 4 dice, runs, et cetera will require different numbers of dice. Four (4) of a kind is not two pair.


For example: let's say on their first throw; a player throws: three twos, three fives, three sixes, two ones, and a single three. If the player decides to try to conquer the 4+4+4 category; the player would remove from the scoring court and retain the three twos, the three fives and the three sixes. The player would then pick up the two ones and the single three to throw, from the cup, for their second turn. The player's goal would be to throw one each: a two, a five and a six. Doing so would allow the player to end up with four twos, four fives, and four sixes; the player would then score the five hundred points in the 4+4+4 category. If the second throw does not provide the sought-after dice; the player will pick up any unselected dice and take their third and final throw. If instead, the player ended their turn with three sixes, four fives, and five twos; the player would not be able to score the 4+4+4. The player would however, based on the final outcome of their three throws; he able to score the 500 points for the 5+4+3. Remember as the game progresses toward the end, the available options will shrink, and a player; after their three throws; may be forced to score a zero in a category of their choosing; if there is no available scoring box to match their final dice outcome. When all fourteen Bos are scored; (seven. SixBos and seven TeBos) the game enters the Land of the Zeereo; ‘Zero Land’ usually in the final 6 to 10 throws of the 32 fixed category throws. It is called Zero Land; because the player is often unable to score their final dice outcome; because there are no matching scoring boxes left. Once in ‘Zero Land’, the player will find their options limited; it is advisable to zero out the most difficult categories to conquer first; but this is up to the player. Some players, instead, will take the least penalizing scoring hit possibly taking a zero in ones or twos. It is the player's option; although sometimes a player will have no choice. If the selected outcome of the player's first or second throw offers other outcomes; the player can pick up any or all dice to be used for their remaining throws; only the result of the third and final throw of the turn scores.


Then there is the FLIP: on two occasions during the game; a player may flip a thrown dice to its other side . . . For example; a player may have thrown; five sixes, five ones, and two fives. The player could then select the 5-5-2 scoring box—66666+11111+55 scoring box—OR—the player could flip the five ones into sixes thus giving the player ten sixes, two fives and a total score of 70 for their all dice scoring box—out of a maximum of 72—a good score. During a FLIP—you can only flip a dice—if you have at least one of what you are flipping to. A player cannot flip a one into a six; if the player has no sixes. If the player has more than. one dice, let's say the player has: six fours, four fives, and two threes: The player could FLIP one of their fours into a three; then the player could score 5+4+3. The player does not have to flip every dice; the player may flip only what they need. Remember each player can only FLIP TWICE during the game. To keep track of a player's flips—on the Middle Section line on the score sheet—there are two circles on each scoring column to be filled in—one at a time—as the player uses their flips—the player should fill in their Flip-Circle—before they score their flip. FLIPs may occur ONLY in the Middle and Lower Sections. No FLIPs are allowed in the Upper Section.


The game is called TeBo for a reason. A TeBo is achieved by throwing five dice all the same. Occasionally, a player will throw five or more dice, all the same, on their first throw. However, most often, it will take two or even all three of a player's throws to score a TeBo. Each player's first TeBo is scored at 200 points. Each additional BONUS TeBo will be scored at 100 points. There are six available bonus TeBos. Then there are the SixBos; also, a primary and six available bonus throws. The primary SixBo is scored at 300 points with each bonus SixBo scored at 200 points. The Bos are not automatic; they must be thrown for. Often, the Bos are a safety valve, for a bad turn's outcome.


The game consists of each player completing up to a maximum of 44 turns. There are 32 set categories, which must be completed for a full game to end; plus, the POSSIBILITY of 12 BONUS Bos. There is no guarantee that a player will score all 12 BONUS Bos. This is where game strategy comes into play. A player's game is over when all 32 of the fixed scoring categories are filled in. All players may not finish at the same time. If a player has not scored all 12 BONUS Boa when the player runs out of scoring boxes; the player will not be able to continue; as the player's game is over. It is highly unlikely, but possible, to score no BONUS Bos.


Player Tips:

We have nick named some of the scoring boxes:


6 in a row:—the Whole Enchilada: 1-2-3-4-5-6


5 of one dice+5 in a row—the (Fifty-Fiver) example: (5-3s+1-2-3-4-5) actually 6-3s.


6 Dice all the same: (4-4-4-4-4-4)—the SixBo


Some believe the three hardest scoring boxes to fill are: (1) 6 Pairs: 1-1, 2-2, 3-3.4-4, 5-5, 6-6 (2) 4+4+4/3+3+3+3 (3) 6+3+3/5+5+2 A few of the scoring boxes will accept multiple outcomes: 4+4+4 or 3+3+3+3—2222-6666-5555 or 333-555-222-111 OR 6+3+3/5+5+2 555555+222+666 OR 33333+22222+66 Plus eight or nine of a kind and six/five or six/six—555555+222+666 is also a Super Throw; as is 555555+333333. More strategy.


A Simple Scoring Tip: the scoring outcome of the Middle and lower Sections will always be the same; providing the player properly fills in every scoring box. The Middle section will be 4,000 points plus the score of the ALL DICE—if the player scores 69 in the all dice; the Middle Section score will be 4069. Also, to facilitate scoring; at the bottom of the scoring sheet; the Middle Section total score is grayed out. The total of the Lower Section; if all the scoring boxes are properly filled in; with all the TeBos and SixBo having been scored—will always be 6000 points.


ENJOY TEBO . . .


TEBO Was totally created originally by Robert Leon Jacobi, Jr. and Teressa Sample Jacobi. TEBO is a dice game played by one or more players; 2 to 4 players are the ideal number.

Claims
  • 1: TEBO is a Fun Game for thinking adults
  • 2: Each roll of the dice gives the player a chance to improve their final outcome
  • 3: Game strategy can change after each of a players three rolls comprising one turn