GB2418625A - A dice game - Google Patents
A dice game Download PDFInfo
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- GB2418625A GB2418625A GB0513124A GB0513124A GB2418625A GB 2418625 A GB2418625 A GB 2418625A GB 0513124 A GB0513124 A GB 0513124A GB 0513124 A GB0513124 A GB 0513124A GB 2418625 A GB2418625 A GB 2418625A
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- Prior art keywords
- dice
- game
- player
- points
- pattern
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/04—Dice; Dice-boxes; Mechanical dice-throwing devices
- A63F9/0402—Rolling boards
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/04—Dice; Dice-boxes; Mechanical dice-throwing devices
- A63F2009/0471—Dice with different colours
- A63F2009/0477—Dice with different colours with groups of dice having different colours
- A63F2009/0479—Dice with different colours with groups of dice having different colours with three or more groups
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Toys (AREA)
Abstract
A dice game comprises a board and a set of dice. The board has depressions into which dice may be collected together during the game and a grid into which the dice may be place to form patterns. The dice have indicia on each face in the form or patterns, colours or pictures. Points are awarded according to the type and pattern of dice collected.
Description
Title: Gridded Dice Game This invention relates to a gridded dice game.
The faces or sides of the dice are coloured and marked with different forms, patterns or groups of shapes. The aim of the game is to construct completed patterns or groups of shapes from these dice with the top facing dice side. The points awarded for the constructed patterns or groups are inversely proportional to the number of a particular group of dice that are available during play.
During the playing of the game these dice groups are placed within a grid. The grid is a compartmentalized block that is divided into areas which are used by the players to construct their patterns, retain dice for future use, withhold opponent's dice and exchange unwanted dice for wanted dice. It is also used to monitor a player's progress and their scores during the game.
The game has varying playing levels depending on the level of difficulty desired by the players. The game has additional pieces, notably a "Master Die" to allow variations of the game to be played. Different sets of dice are available whose faces have a lesser or greater disparity to each other in order to make the game either easier or more difficult.
Other different dice sets are also available which incorporate a group feature where the each face of the dice has a complete form. These dice groups form completed groups or sets such as farm animals, household pets and wild animals as shown in the drawing example. This variation of the game can be used for learning purposes for children or general educational purposes.
The advantages of this gridded dice game are that it is a game that incorporates facets that make a game compelling - skill and strategy allied to luck and chance. Different forms of dice may be used, including pictures, symbols effigies, marks, emblems and other such forms on the faces or sides of the dice. In this way the game can be used for educational purposes as well as for fun. The nature of the game also lends itself to gambling purposes and competitive play.
: . ... . : Drawing Reference: An example of the invention is described by the following drawings.
Figure 1. is an example of a dice that incorporates the symmetrically shaped dice patterns on its sides that are used in the game.
Figure 2. is a variation of this particular pattern dice type with more than one colour scheme on any one particular die.
Figure 3. is an example of a simpler set of forms on the face of the die that can also be used in the playing of the game.
Figure 4. is an example of dice that have full patterns on each die side and these full patterns are placed together to form groups.
This is a variation of the Gridded dice game where the empha -sis is focused towards children and learning.
Figure 5. is an example of the Standard Grid used in the game.
1 is the Grid playing surface.
2 are the the Pit Areas.
3 is the Reserve Area.
4 is the Action Slide Rule.
is the Scoring Area.
Figure 6. is a simplified Grid version.
1 is the Grid playing surface.
2 are the Dividers to separate the Areas.
Figure 7. is a complex Grid version.
1 is the Extra Lives Facility.
2 are the Pits.
3 is the Reserve.
4 is the Extra Scoring Facility.
is the Action Slide Rule.
6 is the Scoring Area.
Figure 8. is an example of the Master Die used in the game.
Figure 9. is an example of the game in play with the dice patterns being constructed in the Standard Grid.
Figure 10. is an example of the simplified version of the Grid in 3-D.
.e . . . ë Figure 11. is an example of a completed pattern with four dice that have the same patterns on the top side faces of the dice.
Figure 12. the actions of player one, described in the detailed
description.
Figure 13. the actions of player two, described in the detailed description.
Figure 14. the actions of player two, described in the detailed description.
Figure 15. the actions of player three as described in the detailed
description.
Figure 16. the actions of player three, described in the detailed
description.
Figure 17. the actions of player four,described in the detailed description.
Figure 18. the actions of player one in the second round of actions as
described in the detailed description.
Figure 19. the actions of player one in the second round of actions as
described in the detailed description.
Figure 20. the actions of player one in the second round of actions as
described in the detailed description.
Figure 21. The end of the player ones six actions and the scoring of three points for a completed pattern as described in the
detailed description.
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Detailed Description
The components of the game- the dice.
Each die has two basic colours - a background colour and a pattern colour. The background colour is used to denote the value of a pattern when it is completed. The pattern colour is used to create sub-groups of this background colour. In this way some background pattern groups are harder to assemble than others because there are less dice available for that particular sub-group. For example there are 24 green dice (dice with a green background colour) and it has only one sub-group which is blue because all the pattern colours for each of these dice are blue. On the other hand, there are also 24 red dice (dice with a red background colour) , red has three sub-groups, dice with green patterns, blue patterns and yellow patterns. Red has three sub-groups and it is therefore three times more difficult to assemble a red pattern than it is to assemble a green pattern because there are three times less dice available. The third background colour is yellow and it also has 24 dice. This background colour has two sub-groups which are blue and red. It is therefore more difficult to assemble the yellow patterns than the green but easier to assemble than the red.
The number of dice in each subgroup is related to how many points are awarded for each completed set of die. The number of points awarded is inversionaly proportional to the number of dice of each sub-group available. The more a particular sub-group of dice, the lesser the points scored. Vice-versa, the lesser the number of a particular sub-group, the more the points.
With regards to the pattern type, on any one individual die, each of it's sides has a different pattem. These six patterns are reproduced on all the other remaining dice.
This means that all the 72 dice have the same six patterns on each of their six sides.
This is to allow players to play the game at a reasonable speed in the knowledge that any dice available will have the required pattern. The patterns are symmetrical and four dice that are exactly the same in terms of background colour, pattern colour and pattern type are needed to construct a full pattern from which points are derived.
In this example of the game there are 72 dice split into six sub-groups of dice dependent on their background colour and pattern colour. These are 24 Green dice with green backgrounds and a blue pattern. Worth 3 points.
12 Yellow dice with yellow backgrounds and a blue patternb. Worth 6 points.
12 Yellow dice with yellow backgrounds and a red pattern. Worth 6 points.
8 Red dice with a red background and a blue pattern. Worth 9 points.
8 Red dice with a red background and a yellow pattern. Worth 9 points.
8 Red dice with a red background and a green pattern. Worth 9 points The number of points awarded to a completed pattern construction is proportional to how many dice of that particular kind there are in the complete set of dice.
There is a set of dice available which are called the Variation dice. These dice have a greater disparity between their faces and can have up to six different colour combinations in total (six background colours and six pattern colours). A die may have as many as six colour combinations with each face side being different from the other in terms of background and pattern colour. These dice are a variation to the game and are accessories to the game.
The Master Die This die is used for the Variation Games and for gambling poses. It has 3 face colours, the 6 patterns used in the game and is numbered 6 to 36. It is also used to determine which player begins the game. The highest throw goes first.
. .:. ..e.. :. ;.e The Grid The grid is another important part of the table dice game and is used to store the dice and for constructing the patterns. It is also used to hold wanted dice for future use in the Reserve and to keep a tally of the scores and the number of actions a player uses. It has other features that allow the game to have variations. The Grid has seven general areas. This grid is the most complex variation used in the game. The standard grid does not have extra actions (1) or the set scores (4) or the screen (7).
(1) Extra Actions These give 6 extra Actions during a game. The light blue half of the pegs note an extra action not used and when turned over, the red half denotes a used action.
(2) The Pits The 3 Pits are used to construct the patterns to score points. All the dice in a particular pit must be exactly the same. Any of the pits cannot become the reserve.
(3) The Reserve This is used to hold dice that are required but need to be reshaken as the dice in the Centre may match the background and pattern colour but the pattern type on the top face side of the die is different to that required to construct a pattern. So they can be taken from the playing area, called the Centre (which is the centre of the table), and stored in the Reserve. It can also be used to take dice that your opponents may need. There are very specific rules associated with the Reserve, explained later.
(4) The Set Scores These are for the variation games and are used to scores for sets like in tennis. The games that are divided into sets so a number of games have to be completed in order to win a game. c4 (5) The Action l:)ice This is used to monitor how many actions a player uses. As a player completes an action, the player moves the action dice along the groove. When a player finishes their tum, the die is returned to zero for the player's next turn. This is an important part of the grid as when players use their actions before shaking, it is easy to forget how many actions you have left if you are concentrating on constructing pattems. A player may only have a maximum of six actions per turn. As stated in the rules a player may not "bank" actions for their next turn.
(6) Scoring Dice These are used to mark a player's score during the game. All the dice are faced up blue at the start of the game and turned over as players begin to score points. For the games from levels 1 to 4 the dice are marked with 4 colours, Blue, Green, Yellow and Red. At the beginning of the game all the dice are Blue face-up. Blue signifies zero points. When a player scores 3 points the first or far-left die is turned so that Green is face-up, signifying 3 points. If the player scores 6 points it is turned to Yellow and 9 for Red. When a player scores 12 points the first die remains on Red and the second die is turned to Green. Therefore when a player reaches 36 points all the four dice are Red. If players decide to play a variation of the table dice game where each of the actual patterns have different points, then the light purple face is 1 point and the dark purple face has a value of 2 pts.
(7) The Screen The screen is an option. It allows players to play without their opponents knowing what dice patterns and colours they are constructing. A player should be monitored by the player to the left of him or her. The grid should be in such a position that the players moves can be monitored by the next player to play. Therefore play should be in a clock-wise direction. It is suggested that when players start to learn the game, the screens are not used. Screens should not be used for gambling purposes either.
: .. e.... : .: .. ..e The rules for TABLE DICE GAME LEVEL 1-BEGINNER 1. A player may only have a maximum of six actions per turn. An action consists of (a) When a player takes a die from the Centre (the playing area) and puts into the Grid.
(b) When a player takes a die from the Grid and places it into the Centre.
2. A player can only move a maximum of 6 dice in or out of the Grid per turn. The Grid is either the Reserve or the Pits. A player does not have to use all their 6 actions in their turn. They may use 6,5,4,372,1 or no moves at all if their required dice are not in the Centre.
3. Every time a player uses an action, he or she moves the Action Die one space on the Action Slide. This is to stop cheating and is also used to prevent ambiguity.
4. Taking the dice out of the bag is not an action and is "free".
6. Shaking the dice is not an action and is also "free".
7. Returning dice to the bag is not an action and again it is "free".
8. The die side that is face up is the only active side of the die and die may not be tampered with in any way and no die may be shaken twice on the same turn.
9 Any die that is placed into the Reserve must be taken out on the players next turn All moves must be completed such as taking the die out of the Reserve or one or more of the Pits or taking any of the die left in the Centre before taking the die from the Bag and shaking the correct number of dice for each level of the game.
11.An Action cannot be changed and redone once a player has completed it. E.g. in chess, when a piece is touched it has to be moved. It is the players responsibility to be aware of what is happening in the game and play accordingly.
12.A player cannot point out to another player that they have missed or not seen a die that may be beneficial to an opponent. Each player must play their own game.
13.Dice held in the Reserve as Reserve dice must be taken out on a player s next turn.
14. More complicated moves with the dice and using the Reserve.
If a player shakes a die and it matches the colours of a dice in one of the Pits but not the pattern, the player can hold the die in the Reserve. Placing the die into the Reserve is one action and taking the die out of the Reserve is another action that takes place on the Player s next turn. Placing the die into the required Pit if it matches the other dice in the Pit is a third action on this next turn.
A die may be taken out of the Pits and put into the Reserve if the player so wishes, but this constitutes two actions. For example, he takes the die out of the Pit into the :. .. :-...
Centre of the table is one action and to then replace it into the Reserve is another action. The reverse of this, taking a die out of the Reserve and then placing it into one of the Pits is also two actions; taking the die out of the Reserve is one action and replacing it into the Pit is the second action.
When a player places a die into the Reserve, the face up side of the dice must remain the same as during play because when the players next turn comes round, there may be dice in the Centre that match the dice held in the Reserve. Only a maximum of 4 dice may go into each individual Pit or the Reserve.
15. How many dice to shake and how many dice should there be in play (in the Centre) At the Beginner Level the first Player (P1) takes 9 dice out of the bag, shakes them and throws them into the Centre of the playing area. As stated P1 may take a maximum of 6 dice. There will be a minimum of 3 dice left on the table. P1 decides to take 6 dice leaving three dice in the Centre. P2 now has three choices of action (1) P2 can take 6 more dice from the bag and shake all 9 again and take from these 9 dice in the Centre.
(2) P2 can take upto 3 dice from the Centre and place them into the Pits BEFORE
TAKING THE BALANCE REQUIRED FROM THE BAG AND SHAKING THESE
DICE. This is risky as he does not know if the dice shaken will match the dice he has put in his Pits but as there are less dice left in the Centre (is. player 2 takes some of them), more dice have to be taken out of the bag in order to give a balance of 9 dice needed to be in play in the Centre of the table. This gives more choice to player two as there will be more dice to choose from the Centre.
(3) P2 can leave one or more of the three dice left in the centre (called Nominated dice) and hope that the dice thrown from the bag match those he has left in the Centre. For example can leave one or more of the 3 dice in the Centre and these dice are "live"in that if a dice that is thrown matches one of the dice left, both of the dice can be taken. This is a good strategy if there are a lot of dice in play that have the same background colour and pattern colour but the pattern is different. Play continues in this way around the board. When players have dice in the Reserve, the dice have to be taken out of the Reserve on each players next turn and put on the table and any possible dice left on the table along with the dice thrown must always equal the amount of 9 dice. If there are more than 9 dice on the table the normal rule is that the offending player loses all their dice and any score made on that turn is void.
16. A player may use all their 6 actions before shaking dice from the Bag, eg. He may take out 4 dice from the Reserve and take 2 dice from the Centre. When this situation happens, the next player has the choice of what the player has to do. He can ask the player to leave the dice in the Centre or shake them. If there are less than the required amount, the playing player can be forced to take more dice from the Bag and throw them into the Centre even though they have no Actions left. This is to keep the correct number of dice in the Centre.
These basic rules apply to all levels of the table dice game.
THE GOLDEN RULE TO REMEMBER AND TO FOLLOW
Dice taken out + nominated dice + dice taken from the = The agreed number of dice in Of the Grid left in the Centre bag and shaken the Centre set for that game (9) ë .. .. . .: -.:: .: : .
: .. .. .: . Detailed description continued with Dame demonstration The following will forward a demonstration of the playing method of the game.
Abbreviations will be used to show the movement of the dice. The dice are numbered in terms of complexity. The simplest pattern is 1and the most complex is 6.
Green dice with a green background are GB1 GB2 GB3 GB4 GB5 GB6 Yellow dice with a blue background are YB1 YB2 YB3 YB4 YB5 YB6 Yellow dicewith a red background are YR1 YR2 YR3 YR4 YR5 YR6 Red dice with a green background are RG1 RG2 RG3 RG4 RG5 RG6 Red dice with a blue background are RB1 RB2 RB3 RB4 RB5 RB6 Red dice with a yellow background are RY1 RY2 RY3 RY4 RY5 RY6 The diagrams that demonstrate the game illustrate the following- The dice in the the grid and the dice left in dice in centre Centre shaken completed actions centre reduced to 3.
Table dice uame Beginner level.
All players take three dice from the bag without looking. They may place the dice into their pits. This is to speed up the start of the game and to give all the players something to aim for, an objective early on in the game in the form of completing a particular shape.
The first player (P1) always shakes 9 dice in every game.
P1 shakes the following 9 dice from the bag.
GB2 GB2 GB4 GB6 YB3 YB5 YR3 YB5 RG1 P1 puts the two GB2 dice in Pit 1, the YB3 dice in Pit 2 and the YR3 in Pit 3 and YB5 in Reserve.
These moves are 5 actions. P1 decides not to use all his six actions because (i) there are many GB dice in the complete set of dice (24) and he does not want to lose too many actions taking dice out of the Reserve. He leaves them and hopes to match the GB dice from the Centre during the course of the game.
(ii) I le concentrates on the YB dice as they are worth 6 points and ignores the Red dice as there are only 8 red dice in each Set. He puts one YB5 dice in the Reserve to take it out next turn and shake it in order to try and to match the YB3 dice in Pit 2. Notice that The YB3 and YR3 dice cannot go together in the same pit as their pattern colours are different.
The action slide is on 5 as 5 actions have been used. The action slide is now returned to zero for the next turn.
There are now 4 dice left in the Centre. P1 must choose one dice to return to the bag to leave 3 dice in the Centre. He chooses the RB6 dice as the next player P2 may want the higher scoring dice. There are three dice now left in the centre for player 2.
Demonstration of game figure 12.
.. ... ..e ë .: . . . .. . . . . . . . . . . As can be seen, player 1 has left three dice in the centre for player 2. Player 2 (P2) decides to take the RG1 dice and place it in pit 1. She uses one of her actions and marks it on the action slide.
Dice left by player 1 Dice placed in pit by player 2 Dice now in Centre GB4 GB6 RG1 GB4 GB6 Demonstration of game figure 13.
As there are only two dice left in the centre, P2 takes another 7 dice from the bag and shakes all nine dice. She throws the following dice GB5 GB5 RG 1 RB5 YB2 YB5 YB4 YR5 RG4 P2 was very lucky. She threw another RG1 dice and two GB5 dice. She can begin to start constructing two patterns. She has 5 actions left and decides to Put the RG1 dice with the one placed earlier in pit 1. 1 Action Put the RG4 dice in the Reserve to take out next turn and rethrow. 1 Action Put the two GB5 dice in the second Pit 2 Actions Put the RB5 dice in the third Pit 1 Action With the earlier action she has now used up all her 6 actions.
This is why the action slide is important as it is easy to forget how many actions you have completed before and after you shake the dice from the bag.
Tactically, she decides not to try to make patterns with the YB and YR dice as P1 has started to try to construct these patterns and P1 would take any of these dice and also not leave P2 any of these dice left in the centre for her to take.
There are now four dice left in the Centre of the playing area YB2 YB4 YB5 and YR6 As can be seen there are three dice with the same background colour and pattern colour.
She decides to lessen the possibility of Player 3 constructing a pattern with these three dice and decides to split them up and return one of them to the Bag, leaving twoYB dice and one YR dice.She puts the YB2 back into the bag leaving YB4 YB5 and YR5 for the next player.
Demonstration of game figure 14.
Player Three Player Three P3 has a good choice of dice. He decides to take the YB4 and put it into the first Pit and YR5 in Pit 2. He will leave the YB5 out in the Centre to reshake.
There is no point to put it into the Reserve as he would only have to take it out and shake it, losing 2 Actions. He would not put it into Pit 3 as there are only 12 YB dice in the Set and another player P1 already has some of these dice P3 has used 2 actions. There is 1 dice left on the table. He will take 8 from the bag and shake all 9 dice. He has 4 actions left.
Demonstration of game figure 15.
P3 shakes the following dice RB1 RB4 RB5 RG6 RY2 YB2 GB4 GB6 GB6 He puts the RB5 in pit 3 and the other two RB dice and the YB2 dice in the Reserve.
His strategy is to go for the high scoring sets of red and yellow, ignoring the Green.
He leaves 5 dice in the centre and takes ou the two matching GB6 dice to stop P4.
-. ... ... . .: .. : : .: :. . ..
: . .. ...
-ID
The only problem for P3 is that he has 3 dice in the Reserve which have to be taken on on the players next turn. This means that P3 will only have three actions when taking the dice from the Centre.le. every dice taken out of the Reserve is one action and the dice have to come out on P3's next tum.
Demonstration of game figure 16.
Player 4 P4 takes the three dice from the Centre and 6 new dice from the bag and throws the following 9 dice together and places them in the following way in her Grid. She has 6 actions as she has not taken any dice from the Centre before shaking the 9 dice Dice thrown GB4 GB4 GB5 GB6 GB4 RB5 YR4 GB2 YR5 As can be seen the RY3 dice has become RY5 and P4 has thrown some excellent dice. She uses all her 6 actions and nearly constructs a pattern for 3 points with the GB4 dice. She has left the GB2 dice for the other player, P1 but has used up her 6 actions and there are only 3 dice left on the table so she cannot bag any of the dice Demonstration of game figure 17.
That is the end of the first round for all the four players. Player 1 now has his second turn. As can be seen, player 1 has three dice to choose from GB2 GB6 RB5.
Demonstration of game figure 18.
He must take out the YB5 die from the Reserve. 1 action.
He takes the GB2 dice and places it into pit 1 with the other 2 GB2 dice. 1 action Demonstration of game figure 19.
He now takes the two remaining dice the GB6 and the RB5 and adds another 7dice from the bag, making 9 dice to throw. He throws the following dice.
RB1 YB2 GB1 YB6 GB5 GB2 YR3 RY4 RG1 He places the other GB2 dice in pit 1 and makes a set. 1 action.
He adds the other YB3 to pit 2 and now has two dice in this pit. 1 action.
He adds the other YR3 to pit 3 and now has two dice in this pit. 1 action.
He fails to match the other YB dice and so places it in the Reserve. 1 action.
Demonstration of game figure 20.
The player has used all his 6 actions and has constructed a pattern.
The player takes all the dice from the constructed pattern out of pit 1 and replaces them back into the bag. He marks three points with a green facing on the scoring dice, the far left dice and returns his action slide die to zero for his next turn.
Play proceeds in this manner until a player reaches 36 points and is declared the winner.
Demonstration of game figure 21.
..e..- :.-.
LEVEL 2 TABLE DICE CHAOS In this level the rules are the same as in level 1 but there is one important difference. When a player finishes their turn they do not return any dice from the Centre into the Bag. This means that the next player will have a greater choice of what to choose from the Centre. Therefore players have to be more aware of what dice they are leaving in the Centre and have to concentrate as much on their opponents game as their own. They may use their Reserves more to stop other players taking dice they may need.
Similiar to LEVEL 1 when a player begins their turn they must take out all the dice from the Reserve or Pits first. Along with the dice left in the Centre, the Nominated Dice, and the remaining dice taken from the Bag, the total number of dice thrown must equal 9.
However, if there are 7 dice left in the Centre and the next player takes out 4 dice from the Reserve, there will be 11 dice in the Centre. As the previous player has left too many dice in the Centre, the next player has the choice, before shaking of either returning two of the dice to the bag or shaking all 11 dice, thus increasing their chance of constructing a pattern. This is applicable upto 12 dice. Over 12 dice and they will be too difficult to throw and 4 or more of the dice have to be placed into the bag before the player shakes the remaining dice. The number returned to the Bag depends on the amount over 9 dice.
LEVEL 3 TABLE DICE GAMED PIT SPECIAL In this level the rules are the same as level 2 but again with one important difference. The Reserve can also be a forth Pit during the course of the Game. The Reserve can be used as both a Reserve and a Pit but not at the same time. If it is being used as a Pit then all the dice have to be exactly the same.This makes the game more open and allows players to take advantage of other players leaving large numbers of dice in the Centre. If a player has 1 dice in the Reserveand sees 3 dice in the Centre that are the same he or she could take out the dice in the Reserve -1 Action and add the other 3 dice-3 Actions and then shake the remaining dice, having 2 Actions left. This game can also be played with or without the extra Actions.
Alternatively the Game can be played with 4 Pits and no Reserve at all. If the dice are the same in the Reserve (the Reserve is being used as a Pit), the player may keep them there for as long as they want and do not have to take them out every turn therefore losing an action per die moved.
LEVEL 4 STANDARD TABLE DICE GAME (1)In this game the first player shakes 9 dice. On all the other turns after that a player throws a maximum of 9 dice. Unlike Level 2 any extra dice over the limit of 9 dice have to be returned to the Bag. Unlike all the other levels, all players have the choice of throwing all the dice left in the Centre and taking new dice from the Bag If a player takes his/her Reserves out, these too have to go back into the bag as a forfeit.
(2)The Reserve can double as a forth Pit with the same rules applied in level 3.
(3)0nly a maximum of 2 extra Actions can be used each turn.
Level 4 is the most difficult and strategic of the 4 versions of the table dice game. :
:: '.:: . . .: .. .. . .
GRIDDED DICE VARIATION GAMES
The following variations of the table dice game are played with the Master Die, which is numbered from 6 to 36 and has all the 6 patterns on the face of the die and the three primary background colours of green yellow and red.
MASTER DICE GAMES 1. TABLE DICE TENNIS Take the Master Die, the dice with the sides marked 6, 12, 18, 24, 30 and 36 and the six different patterns and shake it 5 times. The numbers that are rolled are the Set totals that each Player must try to achieve a score by constructing dice patterns to these amounts in order to win that particular set. For example the dice may be 6, 12, 12, 18 and 30. A player may be the first to get 6 points and declare that he is declaring and the game is stopped. All the dice are replaced into the bag and said Player gets 1 Set Block which he puts in the far right scoring pens. The person with the most Sets at the end of the 5 Sets is declared the winner. A Set Block is used to score and mark a set regardless of how many points are scored in that particular set win. It is the set won that is important and not the points of the set.
In the event of a tie, there is a play-off between the players with the same number of Sets.
MASTER DICE GAMES 2. TABLE DICE GAME- POINTS A version of the above game is to also mark how many points a player has achieved when scoring a particular Set. For example a Player that scores 6 points first has a choice. He can declare and the game stops or he can look at the other players progress and decide to carry on and try to achieve a higher set value that has been determined by the rolling of the Master Die (for example the dice set totals could be 6,12,12,18 and 30). If a player achieves this higher set score first, 12 points, the points are awarded in the Points Dice.
If he fails to do this then he receives no points and no Set win. This is a valid alternative as if the game is played in this way, at the end of the game, the points accrued will denote who is the winner in the event of a draw with the Sets. Or players could decide to play for points only. When a player wins a Set then he receives the number of points associated with that win. For example a 30 point win the player will receive two red dice and a yellow dice and put this in the front twelve scoring blocks.
One green dice will go in the three set scoring blocks on the far right of the grid. The winner is either the person with the most sets won, regardless of the points accrued or the number of points won even if the winner has won fewer sets than his opponents but has accrued more points.
MASTER DICE GAMES 3. TABLE DICE GAME DARTS WITH COLOURS The Master Die is thrown fifteen times and the dice thrown are grouped into groups of three. So the dice is thrown and the first three colours that are shaken make up one set or group that all players have to make. This is repeated another four times until there are five three-colour groups. It is the colours on the dice that are important.
There are 3 colours on the Master Die: Green, Yellow and Red. If the first three throws are GGY then the players have to get these pattern constructions. The dice are thrown again and the following are thrown:
GGY GYR RRG GRG WR
A note is made of these combinations or the players could use the scoring dice to make a note of what sets have to be constructed. Then the players begin to start -e .. A . -: A: : .: a:. .e..
.: .. .. . . constructing any of the groups of patterns. The first player to construct a particular pattern receives the points for that pattern. When a pattern is completed the game continues. The game can be played two ways, completing the dice in order and when one set is complete all the dice are place back into the bag or players can attempt to begin constructing any pattern as this stops all the players going for certain groups of particular dice. The players can play for sets or the points associated with each set.
For example a GGY is 12 points and a RRG is 21 points. These points can be added up and the highest total wins at the end of the game. When a combination is completed, K is scratched off the list and the dice of that person are replaced in the bag. The other players continue to play and trying to make their constructions. When all the constructions have been struck off the list, the game is over and the player with the most points is declared the winner.
MASTER DICE GAMES STABLE DICE GAME CONSTRUCTIONS
If players want an extended game the Master Die can be thrown 20 or 24 times.
Similiarly, the Master Die can be thrown and the pattern constructions can be in groups of four where all the Holding areas of the Grids are used.
MASTER DICE GAMES 5. TABLE DICE GAME RACE The Master dice is thrown once and the pattern of the dice is nominated as the designated pattern that has to be completed. The dice is thrown again and the colour of that pattern is nominated. This is repeated 6 times in total. The players then have a list of what patterns to go for in what colours. Players can go for any pattern/colour dice in any order and get points awarded according to each 4 dice pattern construction. Only the first player to construct the pattern receives the points. Or the constructions can be constructed in any order.
MASTER DICE 6. TABLE DICE GAME TRUMPS The Master Die is thrown once. The pattern or the colour thrown is declared the trump. This means that all patterns constructed with this colour or pattern or both have a double score. The aim of the game is to construct as many patterns as possible with dice that have the same pattern, same background colour and the same pattern colour. The grids are not used in this variation of the game. Players throw 12 dice from the bag and have six goes each turn. Players throw all 12 dice and then have 6 goes. They can nominate some dice or take dice from the centre.
When the Player finishes their turn there will be less than 12 dice in the centre. The next player takes the balance from the bag and shakes 12 dice. Before shaking she may elect to nominate 1 or more of the dice. Play continues until all the dice have been taken out of the bag or a player has achieved 36 points with the combinations he or she has constructed. The pattern or the colour shaken has double its original score. The constructed patterns are kept by each player until the end of the game.
MASTER DICE GAME 7. COMPLEX TABLE DICE GAME
-
In this version of the above game, only 36 dice are used, 36 dice in all and nine dice are placed into the well at the start of the game. A player may only take six of the dice from the well by nominating said dice and then taking them. The player has to decide what patterns he has to construct. The patterns that he or she constructs can ë en. .. . .-: ë- . .: .. ..e 1+ be made from any dice regardless of colour. So for example a player may make a complete pattern with two green, one yellow and one red dice, providing they are of the same pattem. A player may receive points for this pattern providing that no other player constructs a similar pattern with dice that accumulate a higher points total ( for example, two greens one yellow and one red is 21 points and three red and a yellow is 33 points). The first player loses the aggregate number of points for this particular pattern and the second player gains all the points against the first player and all the other players in the game. The person with the highest number of points at the end of the game is declared the winner.
The game is over when all the dice have been taken out of the Centrel. More dice can be used to lengthen the game.Any dice not made into a construction must be replaced into the central. So any dice that the player has that has not been joined by at least one other dice must be replaced into the well. When the Centrel is not full it must be refilled with dice taken from the bag.
PATTERNS ARE POINTS 8 TABLE DICE GAME There are 36 different combinations of shapes and colours in the Standard Table dice game set pf dice. The players construct their Grids and gain points not only for the colours of the dice but also for the shapes that are constructed. For example; GB1 I POINT GB2 2 POINTS GB3 3 POINTS GB4 4 POINTS GB5 5 POINTS GB6 6 POINTS YB1 7 POINTS YB2 8 POINTS YB3 9 POINTS YB4 10 POINTS YB5 11 POINTS YB6 12 POINTS YR1 13 POINTS YR2 14 POINTS YR3 15 POINTS YR4 16 POINTS YR5 17 POINTS YR6 18 POINTS RB1 19 POINTS RB2 20 POINTS RB3 21 POINTS RB4 22 POINTS RB5 23 POINTS RB6 24 POINTS RG1 25 POINTS RG2 26 POINTS RG3 27 POINTS RG4 28 POINTS RG5 29 POINTS RG6 30 POINTS RY1 31 POINTS RY2 32 POINTS F<Y3 33 POINTS RY4 34 POINTS RY5 35 POINTS RY6 36 POINTS The scoring system would be different and an agreed total could be agreed before the game begins. A suggested total is 360 points. piece of paper would be needed to score this variation as the points are not in sequences of three.
MASTER TRUMPS 9.
Set 1 of the dice are used in this game. The Master die is thrown three times and only these patterns and colour combinations that can be made with the patterned dice. If a pattern is repeated when the dice is thrown it cannot be thrown again. The dice may thought be thrown twice, once to nominate the pattern and secondly to nominate the colour of the dice. The players have to construct as many patterns as they can with these particular patterns and colours. Points are scored with the colours made. For example pattern 5 is thrown and a player completes the pattern first with 2 Green dice and 1 Yellow dice and one Red dice. The dominant dice are Green so the player would receive 6 points as Greens are worh 3 points each. If a player finished before this player the first player would have a penalty of 15 points, 6 for the Yellow and 9 for the Red. The players shake 12 dice and they have 6 turns each with 6 goes in each turn.
. . . . .. . . - . . . . . . . . . . - 1( At the end of the 6 turns the person with the highest score for each pattern gets the points. The game is then finished.
EASY OR DIFFICULT GAME 10.
The ease or the difficulty of the game could be changed by allowing players to have more or less than the six ctions per turn. It could be raised to 9 or reduced to 3 or 4.
Likewise, 1 or 2 or even three of the patterns could be nominated to be of no use in the game. They become unusable and it would mean players using the Reserve more.
SHAPE UP GAME 11.
As all the dice are in order of complexity, the aim of the game could be to make all the shapes in order, regardless of colour. The first player to construct all the shapes is the winner. Points may or may not be given to the shapes constructed. The player to finish the game by making the sixth pattern is declared the winner or the points could be added up and the person who has made the patterns first could be declared the winner.
RACK-EM TABLE DICE GAME 12.
Each player takes 12 dice out of the bag from Set 1 and places the dice in front of them. 4 dice are then taken out of the bag and put in the Centre of the playing area.
The aim of the game is to match your dice with the dice in the Centre, construct patterns with the dice in the Centre with those from the players 12 dice. The first player to lose all their dice is the winner.
The first player attempt to match his dice with those in the centre. If he cannot match anything he can 1 choose to pass his go.
2 take 1 dice from the bag and see if that matches one of his dice.
If it does he can begin to construct sets of his own. Any sets that are incomplete count against the player in terms of scoring. Any Patterns constructed gain points. At the end of the game, when 1 Player has got rid of all his dice, the other players lose or gain Points by how many patterns they have constructed against how many dice they have left.
It is hoped that you enjoy playing the table dice game. Players may find that they prefer an amalgamation of the game types listed here and from the levels, which is understandable. As there are so many ways to play the table dice game it is almost impossible to list them all. The methods listed are only guidelines, based on six months of solid playing and there may well be other playing methods possible.
GAMBLING
All the above games can be played for money or other tokens. The stake of the game could be increased at any one time with the Master die being thrown and the number on the top side of the dice used to increase the stake. It is suggested that the screens are not used when playing for any monetary tokens.
FAST SPEED
In order to make the start of the game quicker, six dice may be taken out of the bag at the start of the game by each player. Any dice not taken by a particular player may be picked up by another player. Any dice remaining after this, go in the bag and the game begins : . ,.., : : .. .. ....
Claims (8)
- Claims 1. A table dice game that incorporates a compartmentalized grid toplace, hold, return and retrieve dice that have patterned and coloured facings in order to construct completed patterns with these dice.
- 2 A table dice game according to claim 1, in which the compartmentalized areas are recessed into the grid.
- 3. A table dice game according to claim 1, in which the compartmentalized areas are clearly divided by means of spacings on the grid.
- 4. A table dice game according to claim 1, in which the compartmentalized areas are clearly divided by means of borders.
- 5. A table dice game according to claim 1, in which the compartmentalized areas are used for scoring and monitoring a player's progress during the game.
- 6. A table dice game according to claim 1, in which the completed patterns are constructed when a group of dice can be placed together in such a way that their top facings from a completed pattern.
- 7. A table dice game according to claim 1, in which the dice are grouped according to their background colour and their pattern colour and the number in total of each group of dice is inversely proportional to the points awarded for each completed pattern from such groups.
- 8. A table dice game according to claim 1, in which each player possesses such a grid in which to place their dice during the duration of a game.9 table dtce game according to claim 1, in which the dice facings may be grouped together through common interpretation.A table dice game according to claim 1,in which the patterns on the face of the dice may be forms, patterns, shapes, structures, animals, fish, birds, pictures, effigies or images.e '-3
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
GB0414919A GB0414919D0 (en) | 2004-07-02 | 2004-07-02 | Table dice game |
Publications (2)
Publication Number | Publication Date |
---|---|
GB0513124D0 GB0513124D0 (en) | 2005-08-03 |
GB2418625A true GB2418625A (en) | 2006-04-05 |
Family
ID=32843515
Family Applications (2)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
GB0414919A Ceased GB0414919D0 (en) | 2004-07-02 | 2004-07-02 | Table dice game |
GB0513124A Withdrawn GB2418625A (en) | 2004-07-02 | 2005-06-28 | A dice game |
Family Applications Before (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
GB0414919A Ceased GB0414919D0 (en) | 2004-07-02 | 2004-07-02 | Table dice game |
Country Status (1)
Country | Link |
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GB (2) | GB0414919D0 (en) |
Citations (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
GB259924A (en) * | 1925-10-15 | 1927-11-07 | John Alfred Thwaites | An improved box for puzzles |
US4307886A (en) * | 1979-08-24 | 1981-12-29 | Kemper Kenneth E | Amalgamated design game |
FR2659247A1 (en) * | 1990-03-09 | 1991-09-13 | Buchberg Akiva | Multi-purpose track for dice game, comprising separate housings for the dice and for the stakes (bets) |
-
2004
- 2004-07-02 GB GB0414919A patent/GB0414919D0/en not_active Ceased
-
2005
- 2005-06-28 GB GB0513124A patent/GB2418625A/en not_active Withdrawn
Patent Citations (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
GB259924A (en) * | 1925-10-15 | 1927-11-07 | John Alfred Thwaites | An improved box for puzzles |
US4307886A (en) * | 1979-08-24 | 1981-12-29 | Kemper Kenneth E | Amalgamated design game |
FR2659247A1 (en) * | 1990-03-09 | 1991-09-13 | Buchberg Akiva | Multi-purpose track for dice game, comprising separate housings for the dice and for the stakes (bets) |
Also Published As
Publication number | Publication date |
---|---|
GB0513124D0 (en) | 2005-08-03 |
GB0414919D0 (en) | 2004-08-04 |
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WAP | Application withdrawn, taken to be withdrawn or refused ** after publication under section 16(1) |