Game
The present invention relates to a game, more particularly it relates to a game which can be played on an outdoor or indoor playing field or board using available equipment.
Games such as croquet, are well known and are played on a level outdoor playing field using balls, hoops and mallets. Croquet is played by two or four players and the object is to score points by hitting balls with a mallet through a course of hoops and against a central peg, and to prevent your opponent from doing so. The game is won by the side that finishes the course first with both balls or scores most points in an agreed time.
I have now devised game played with balls and hoops which is in some respects similar to a board game such as "Ludo" and which provides more variety and scope for strategy than croquet whilst retaining the advantages of playing outdoors and the other attractions of croquet.
According to the invention there is provided a game played on a substantially level defined playing area by two or more players and in which there are a plurality spaced apart base areas and each player has a plurality of identifiable balls and starts from a different base area, there being a series of play hoops arranged in a predetermined layout to form a play circuit and a series of home hoops positioned within the play circuit with one home hoop corresponding to each base area and a home base substantially equidistant from each home hoop, the distance from each home base around the play circuit through the corresponding home hoop to the home base being substantially the same.
The game can be played on an out door field, indoor playing area or on a board. If it is played on a board, there can be a means of propelling a ball or disc such as a puck around the board in accordance with the rules or alternatively one or more dice can be thrown with the number or numbers thrown deciding how many squares a players ball or marker can be moved. The object of the game is for each player to propel his balls in accordance with the rules of the game from his base area around the play circuit passing through each of the play hoops in order then through his home hoop and to the home base.
Preferably there is a base peg near each base and the player starting at a base first has to strike the base peg before going to the first hoop (referred to as the base peg)..
Preferably each player has balls of a different colour to differentiate the players.
The main rules of the game are that:-
(i) each player starts from his base area and a player plays in turn by striking one of his balls with a mallet or the like, (ii) extra turns can be acquired by achieving specific plays during a player's turn (iii) if a ball leaves or is knocked out of the playing area it has to be returned to its base area (iv) if two balls of one player are touching and are positioned below a play hoop they form a blockade and another player's ball cannot knock them out of the way or pass through the hoop (v) if two balls of one player are touching other than under a hoop they form a wall and another player's ball cannot knock them out of the way.
Other rules can include the formation of a croquet in which a player's ball is in contact with an opponent's ball, in which case the player whose turn it is can place his foot on his ball and strike it.
The game can be played by two or more players and can be played by teams of players. The number of players or teams cannot exceed the number of base areas and a convenient layout is a square with four base areas one at each corner, although a circular or other shaped playing area can be used.
There can be many various ways of achieving extra turns, e.g. knocking a ball through a hoop, striking another player's ball with the player's ball, striking a peg or other object.
A player can be limited to one extra go per turn, to a different number of goes or to as many extra goes per turn as he can achieve, where each go involves the player striking his ball.
There can be blockade sectors marked around each hoop, a blockade is formed when two or more of a team's balls are within the blockade sector of the next hoop that the balls will travel through, when this happens opponents or other colour balls may not pass or score a point in a hoop which is blockaded by the team which is forming the blockade can.
The border can be annotated to assist in alignment, positioning etc.
The home base is preferably a peg and a ball finishes when it strikes this peg or alternatively it can be a construction covering or attached to the home hoops and a ball finishes when it passes through the home hoop. Typical constructions can be in the shape of a building such as a castle, house or the like.
The balls can be numbered and have associated numbered clips.
The game can be declared over when a player has all his balls to the home base or after a pre-set time. There are various ways of scoring e.g. by having a score when a ball passes through a hoop and a different score when reaching the home base so that if a game is not finished after a pre-set time by a player getting all his balls to the home base, the player with the highest score is the winner.
To assist in the scoring there can be provided pre-marked score cards with score boxes for each team in which the scores can be entered.
There can be a roof placed over the pitch to protect against the weather and this can be a tent or a rigid structure in any style.
In order to carry the equipment around there can be provided a box which has compartments formed within it to accommodate the various components. The box is portable so that the equipment for the game can be transported easily and the game set up on any suitable flat lawn etc.
An embodiment of the invention is illustrated in the accompanying drawing which shows a playing area set out for the game.
The requirements and play of the game as illustrated is set out below:- Equipment Croquet:
4 Start/base Pegs 8 Boundary pegs or flags
1 Boundary cord 16 Hoops
16 Blockade sectors 4 Mallets (4 colours) 16 Balls (4 x 4 colours) - numbered
16 clips (4 x 4 colours)
Smasher
Loquet Rules
Optional Equipment
Trolley
Annotated Boundary cord
Home buildings (various designs)
4 Start gates Croquet rules
Scorecard
Scoreboard
8 Boundary flags (various designs)
Home Flag ( various designs)
3. The Pitch
3.1 Referring to the drawing the pitch is a square (typically 12 m 12 m or 9 m 9m)and the drawing shows the lay out of the pitch. In the illustration the game is played by 4 teams with each team having four balls. Each team starts at its base peg (1),
(2), (3) and (4) the nearest hoop to a base peg is referred to as the base hoop and is (5), (6), (7) and (8) for the bases (1), (2), (3) and (4) respectively. In the centre of the pitch is a home building (9) which can be a home peg. The ball has to go around the course as is shown by the dotted lines
3.2 The pitch is usually of grass with a white borderline. The borderline, which aids with the course alignment, is part of the pitch, so a ball is only of the pitch when the whole of the ball is over the borderline. Annotated borderlines are available that help in the positioning and alignment of the game equipment.
3.2 The home is situated at the centre of the course, with the four ball inlets acting as homes for the respective team. Homes are either four hoops and a home peg, or a home building with four inlets the size of hoops.
3.3 Each corner is a base for one of the colours, and contains a start peg/gate. The nearest hoop to the ~ peg/gate, in an anti-clockwise direction, is called the base hoop. This is the first scoring hoop for balls from that base.
3.4 Two other hoops form a square with the start peg/gate and base hoop.
4 The Teams and Players 4.1 Up to four teams may play.
4.2 Each team may have up to four players.
4.3 Where only two colours are playing they start opposite each other.
4.4 If only two teams are playing they may each use any two sets of colours. But different colours are treated as opponents (i.e. they cannot be treated as one colour or team).
Officials 5.1 A referee may be appointed for each game. In such cases the referee's decision is final. 5.2 The custom is for players to be joint referees.
6 Objectives
6.1 The primary objective is to have fun.
6.2 The aim of the game is to be the first team to get all four balls, from their base, around the course, through the hoops in order and through their home hoop/inlet and into the home area.
6.3 Scoring: One point for sending a ball through each hoop in the correct order, and four points for each ball home (having completed the course and entering their home inlet/hoop). Balls returning to their base have their score nullified
(zeroed). Therefore each ball can score 17 points and each team 68 points. Scores are kept on team scorecards or a scoreboard.
6.4 If there is no winner after an agreed time, play proceeds until all teams have had the same number of turns (i. e. it is the starting team's turn) The team with the most points is the winner.
6.5 If required a shoot out takes place, as for deciding start of play.
7 Start and order of Play 7.1 Each team takes turn (according to the colours on the home) at hitting one ball from a corner base (with feet and ball behind the borderline and off the pitch) towards the home.
The ball finishing nearest the home starts first, with play proceeding according to the colours on the home 7.2 If it cannot be decided who is closest to home (i.e. a tie), then the players tying take more turns at hitting a ball from a base, the closest to home starting 7.3 Before starting ensure all ban are in their respective base areas, and clips on their respective base hoops.
8 Turns (one or more goes) 8.1 Turns are taken according to the colours on the home. If there are more than one player per team each player must have a turn before any player on the same team can play again. A player must complete a turn, including any extra goes earned in that turn.
8.2 You may hit any of your teams four balls (except a home ball) with your mallet each turn or go. If you miss your ball completely you have not had your go or turn. Every go counts even if the ball only moves slightly.
8.3 You can earn an extra go if-
8.3.1 One of your bans hits a peg (including yours or your opponents base peg).
8.3.2 One of your balls goes through a hoop.
8.3.3 One of your balls hits an opponent's ball that is not in a blockade, wall or home ball.
8.3.4 Only one extra go can be obtained per go. If one or more of your balls hits one or more pegs or opponents balls or passes through one or more hoops only one extra go is obtained.
8.4 Your turn comes to an end if
8.4.1 One of your balls hits an opponents ball in a blockade or a wall.
8.4.2 You hit one of your teams home ball (with the mallet).
8.4.3 If you do not earn an extra go as defined above. 8.4.4 You commit a foul during your turn.
8.5 You lose or miss a turn if you have a go or commit a foul when it is not your turn.
Starting Base 9.1 Start a ball from base by placing your ball out of play behind one of the lines of your base area and hitting the ball in play. The ball must be placed within one unit of the base corner. 9.2 The clip associated with the ball should be clipped on the base hoop.
9.2 If your ball goes out of play, it must start again from base (except if an opponent hits your blockade or wall ball out of play).
10 Direction of Play
10.1 Each ball must start from base.
10.2 Each ball must hit their start/base peg (or go through their starting gate), before proceeding to go through the hoops in a clockwise direction, in order starting from their base hoop. Points are only scored when a ball passes through the hoops in the correct order. (Although you may gain an extra go by hitting your ball through a hoop out of sequence, you will not gain a point)
10.3 Each ball has a number and a corresponding clip, which is clipped on next hoop that the ball needs to go through.
10.4 A ball is not judged as passing through a hoop unless the whole of the ball is through the hoop
10.5 After a ball passes through all the course hoops (i.e. the next hoop in sequence is the base hoop it first went through) it gains its next point by passing through its home hoop.
10-6 After a ball passes through its home hoop it can become a home ball by hitting the home peg, or, by entering its home inlet (depending upon the nature of the home). 10.7 You may not hit your home balls with the mallet. If you do, your turn ends. 10.8 The first team to have all balls home is the winner.
10.9.1 If a ball goes out of play it starts again from its starting base, and all points scored by it are cancelled.
11 Blockade 11.1 A blockade is formed if two or more of your team's balls are within the blockade sector of next hoop that the balls will travel through.
11.2 Opponents (or other colours) may not pass or score a point in a hoop under which you have a blockade; but your team can.
11.3 If your ball hits an opponent's ball in a blockade, the blockade is restored back to its previous position and your ball goes back to its base immediately and your turn ends.
12 Wall
12.1 A wall is formed if two or more of your team's balls are touching in play. 12.2 If your ball hits an opponent's ball in a wall the wall is restored back to its previous position and your ball goes back to its base immediately and your turn ends.
13 Croquet
13.1 When your ball is touching an opponent's ball (not in a wall or blockade) you may croquet the opponent's ball. (Note: if you hit an opponent's ball you may place your ball adjacent to /touching it). 13.2 To croquet a ball,, you may place your foot upon your ball (or both balls) and hit your ball.
13.3 You may not croquet the same opponents ball again until you have scored a point (i.e. one of your balls has passed through a hoop or entered home).
13.4 You may croquet your own balls in a wall or blockade. 1 4 Out Of Play
14.1 If any ball that was not a home ball, or an opponents blockade or wall ball goes out of play (over the base line) it must start again from its base, and all points scored by it are cancelled.
1 5 Fouls
15.1 Generally if you commit a foul your turn ends or you miss your next turn. The balls are also replaced as they were before the foul.
15.2 Fouls include: 15.2.1 Playing out of turn. 15.2.2 Touching an opponents ball.
15.2.3 Touching the head of your mallet while hitting your ball.
15.2.4 Kick or lift the mallet onto the ball.
15.2.5 Striking the ball with any part of the mallet other than its face.
15.2.6 Pushing or pulling your ball without striking it distinctly. 15.2.7 Hitting your ball twice in one go.
15.2.8 Move a stationary ball by hitting a hoop or peg with the mallet.
15.2.9 Touching any other ball with your mallet.
15.2.10 Touching any ball, including your own, with any part of your person.
15.2.11 You make guiding marks either on or off the pitch.
15.2.12 You push a ball with the mallet. Balls shall be struck with the mallet not pushed.
15.2.13 Hitting one of your home balls with the mallet.
15.2.14 Hitting one of your opponents balls in a wall or blockade.
16 Miscellaneous
16.1 You may move your ball if a fixed obstacle outside the pitch is likely to affect your go.
16.2 Any loose impediments (e.g. leaves) may be moved before your go. 16.3 You may wipe your ball before your go.
Definitions
Unit A pace, yard, foot or metre depending upon the choice of participating players.
Home The area in the centre of the pitch, bordered by four hoops (home hoops). A ball is considered home when it has completed the course, passed through its home hoop and hit the home peg.
Or The area in the centre of the pitch inside the home building. A ball is considered home when it has completed the course and entered its home inlet.
Home Ball. A ball that has reached home.
In Play A ball is in play if it is on the pitch or touching the borderline. A ball is out of play if the whole of the ball is over the borderline.
GO The initial or extra hits or strokes obtained by a player during their turn.
Turn One or more goes. Base A corner of the course, extending along one unit either side.
Base Hoop Hoop closest to a base peg in an anti-clockwise direction.
Start/base Peg The peg closest to a base, replaced by the optional start gate. Start Gate A hoop-like gate, which provides a more challenging start. Team Ball Balls of the same colour.
Opponent's Ball Balls of a different colour to the teen balls.
Clips Each clip is numbered, coloured and associated with a ball. It is clipped on the next hoop that the ball needs to go through.
Variations to the Standard Rules
The following variations to the standard rule may be applied to a game provided all teams agree to them before starting.
1 Two goes for each team per turn, playing one or more balls.
2 If wall balls are hit, the opponent's turn ends, but balls stay where they end up.
3 It is a foul if the croqueted ball does not move (at least shake), in which case the balls are replaced and the turn ends. 4 It is a foul if you rest either the mallet or hand or arm used in a go against your leg or your foot.
5 It is a foul if you rest the mallet shaft or your hands or arms on the ground during a go.
6 You may hit the ball with any part of the mallet (or the base of the mallet). 7 Vary the distances between the hoops and the pegs on the pitch.
8 Not nullifying the score of balls returned to base.
9 Your turn ends if one of your balls goes out of play.
10 Limit the maximum number of goes per turn (e.g. to six).
1 1 Vary the distance to the start/base peg according to ability. (E.g. After four successive unsuccessful attempts to start the player may move the starting peg/gate one unit closer to their base.)
12 You must play a ball in play and a base ball on alternate turns. Therefore, if you have two base balls and two blockade/wall balls, you must break your blockade/wall after you unsuccessfully attempt to start one of your base balls.
13 If a team has a blockade and makes an unsuccessfully attempt to start a base ball the blockade balls may be hit or croqueted.
14 To croquet and opponent's ball you may not may place your ball adjacent to /touching the opponent ball, but have to hit your ball until it touches the opponent's ban.
15 A ball must go through a hoop before it can croquet any opponent's balls.
16 You can form a wall by playing one of your balls so it hits one of your balls, and placing the ball played adjacent to /touching the ball hit.
A case for carrying the equipment is shown in fig. 2 in which an open case is shown with compartments for the various items of the equipment necessary for playing the game. This enables the equipment to be easily and conveniently taken to where the game is to be played.