The present invention relates generally to games, and more particularly to the well-known children's game of thumb wrestling wherein toy implements, in the form of various figurines, warriors, and the like, are adapted to be removably attached to each one of the two players' thumbs so as to in fact enable the two players to engage in a game of thumb wrestling.
Modernization and technological advances have currently created an atmosphere wherein children in the modern society often spend a vast amount of time watching television, playing with their computers or video games, and the like. In addition, many video games can be played by one player, and therefore, children are becoming less social, less cooperative, less communal, and more isolated and independent. Society needs more games that enable children to play with their friends, and considering the nature of children, it is preferable that such games are those that effectively comprise a contest with the objective of winning.
A need therefore exists for a toy or game which requires that the game to be played by two children with the objective of winning the game. In addition, it is preferable that the game include a point calculation system which will stimulate or improve the children's thought processes while, of course, being relatively simple so as to still enable them to play the game properly. A further objective of the present invention is to provide a game that is portable and therefore readily capable of being carried by the children so as to be taken to various locations at which the children can play the game.
The foregoing and other objectives are achieved in accordance with the teachings and principles of the present invention through the provision of a new and improved thumb-wrestling game with toy components wherein each toy component comprises a thimble that is adapted to fit a child's thumb, and, of course, the thimbles can be of different sizes so as to be capable of fitting the thumbs of different children of different ages. Obviously, for example, the thumb of a six or seven-year old child will be different from the thumb of, for example, a four-year old child. Furthermore, a figurine, warrior, dinosaur, well-known sport team player, either at the university level or professional level, soldier of a particular country, monster, a police officer, a thief, or the like, is adapted to be detachably mounted atop the thimble. It is envisioned that each figurine, warrior, dinosaur, well-known sport team player, soldier, airplane, ship, tank, monster, police officer, or thief will also be one of a set of similar figurines, warriors, dinosaurs, well-known sport team players, soldiers, airplanes, ships, tanks, monsters, police officers, thieves, or the like, such that the various toy components will comprise different sets from which the two players can choose which one of the individual toy components they actually want to play the game with as their individual combatants or representatives. The actual number of thimbles and toy combatants within a game can, of course, vary, however, it is envisioned that the number of combatants within a single game, as purchased from the manufacturer or from an authorized distributor or retailer, should be at least ten, or even a dozen, so as to provide the two players with a sufficient variety or choice as to their individual combatants There should also be a multiplicity of thimbles upon which different score values are noted. Alternatively still further, the number of different combatants may comprise, for example, two dozen, particularly where the set of toy components permits. For example, if the particular set of toy components or combatants comprises soldiers, it would be relatively easy and interesting to provide toy combatant soldiers as representatives from at least two dozen different countries.
In accordance with the present invention, each player will initially select or choose a particular combatant that the player wants to play with, and the player will attach that particular combatant to one of the two thimbles which also comprises the game set. Subsequently, in accordance with the well-known game of thumb-wrestling, the two players will then intertwine or engage the four fingers of their hands, other than the thumbs, while the thumbs, with the combatants projecting upwardly therefrom, are disposed in vertically upstanding or raised positions. The two sets of four intertwined fingers are not permitted to be separated from each other throughout the game or match. The thumb-wrestling match is then ready to begin. After an agreed-upon signal, the two players will manipulate their thumbs, and their attached combatants, such that each player will try to bring down and pin the thumb and combatant of the other player for a predetermined amount of time, such as, for example, three seconds, whereupon the game or match will have been won. When in fact a game or match is completed as a result of the thumb and combatant of one player bringing down or pinning the thumb and combatant of the other player, the winning player will have scored a point or a predetermined number of points. In its simplest form, and for young children, each game or match is worth one point. Alternatively, however, for older children who are capable of engaging in relatively simple mathematical processes, such as, for example, addition, subtraction, multiplication, or division, other scoring themes or processes are possible. For example, each combatant is provided with a number upon its thimble portion. This number represents a score value. It can be agreed, prior to the beginning of a game or match, how the score values are to be used in connection with the game or match scoring. At the end of a particular game or match, the two players may engage in a second game or match with the same combatants, or alternatively, they may select different combatants to be mounted upon the same or different thimbles, with different score values, and/or they may choose to derive the winning score in accordance with a different scoring mode. The player with the highest score after one or more games or matches is the winner.
Various other features and attendant advantages of the present invention will be more fully appreciated from the following detailed description when considered in connection with the accompanying drawings in which like reference characters designate like or corresponding parts throughout the several views, and wherein:
FIGURE I is a schematic diagram of a pair of game pieces, each com-prising a thimble, with score indicia thereon, having a combatant figurine fixedly se-cured to the thimble;
Referring now to the drawings, and more particularly to
It is to be noted that in conjunction with the score value indicia 120 noted upon each thimble 100, each game piece thimble 100 is also provided with an arithmetic operational indicia 130. In connection with utilizing such score value indicia 120, and the arithmetic operational indicia 130, at the end of each thumb-wrestling game, match, or bout, different scoring options are presented or may be implemented. In particular, both score value indicia 120 appearing upon both game pieces are to be utilized. For example, the scoring value indicia 120 appearing upon the left game piece as viewed in
With reference now being made to
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Obviously, many variations and modifications of the present invention are possible in light of the above teachings. It is therefore to be understood that within the scope of the appended claims, the present invention may be practiced otherwise than as specifically described herein.
This patent application is a Continuation-in-Part (CIP) of U.S. patent application Ser. No. 12/119,530 which was filed on May 13, 2008, the priority benefits of which are hereby claimed.