Note: Descriptions are shown in the official language in which they were submitted.
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Three Dimensional Game And Method
Field of the Invention
The present invention relates to die games and interactive digital versatile
disc
(hereinafter DVD) games.
Background
Dice have long been used in games. The typical dice game includes one or two
dice that
a player throws. A typical die has six sides each having a die surface, and
the surfaces have
from one to six pips. The pips are arranged on the six surfaces such when
added, the number of
pips on opposed surfaces of the die number seven. A pip is typically an
indentation on the die
surface and has a color different than the surrounding surface. A die has what
can be called a
bottom surface that contacts and abuts against the ground, table, playing
board or other playing
surface, and the opposite side of the die has what can be called a top or
facing surface. The top
of facing surface faces the player. The plane passing through the top surface
is parallel to the
plane passing through the bottom surface and playing surface. The four
remaining die surfaces
extend between the top surface and the bottom surface.
In a typical dice game, the player throws the dice and adds the total number
of pips that
appear on the top surfaces of the dice, and the player moves his or her game
piece a
corresponding number of spaces on, for example, a game board. Dice games also
include games
of chance, for example, gambling, because the number of pips appearing on the
top surfaces of
the dice after they have been thrown is random.
However, there is a need for better dice games that increase player
excitement, increase
player interest, and that are easy to learn and that can be produced at
relatively low production
costs.
Summary
The three dimensional game advantageously provides for a three dimensional p-
laying
surface that provides for exciting play for game players. There is a movement
die, which is a
standard die having six surfaces having pips. One surface has one pip, another
surface has two
pips, another surface has three pips, another surface has four pips, another
surface has five pips
and one surface has six pips. The pips are arranged on the six surfaces such
that the total
number of pips on opposed surfaces equal seven.
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In addition, there is a six sided game die with six playing surfaces having
pips that have
printed indicia in the form of consecutive numerals 1-21 thereon, with the
first playing surface
having one pip with the numeral 1 printed thereon, and has indicia in the form
of a triangle that
has the letter S printed thereon, which is game start position. The opposed
sixth playing
surface has six pips that have consecutive numerals 16-21 printed thereon.
Printed indicia in the
form of arrows commonly designated A point in a direction away from the first
pip with the
numeral 1 printed thereon and which is on a first playing surface, to a second
pip with the
numeral 2 printed thereon which is on a second playing surface, and so on. The
player rolls the
movement die, and moves his or her interactive playing piece a corresponding
number of pips
along the game die playing surfaces. The interactive playing pieces are
magnetic, such that the
magnetic force of attraction holds them the game die which is made of any
material suitable for
magnetic attraction by the interactive playing material. Thus, the interactive
playing pieces
travel across the three dimensional playing surfaces of the game die, and the
first player to move
his or her interactive playing piece across all of the consecutively numbered
pips wins the
game. Thus, a game is provided that advantageously provides for enjoyable game
play on a
three dimensional (3-D) game die playing surfaces.
In another embodiment, a DVD for use with a DVD player, such that players can
play
the game on the game die 42 in combination with a DVD that causes a display
device, for
example a television, to display screen displays. The screen displays provide
instructions for
play that ask questions of the players and the screen displays are controlled
by a remote control.
These and other advantageous features are described below in the detailed
description.
Brief Description of the Drawing Figures
FIG. I is a perspective view of the movement die.
FIG. 2 is a perspective view of the game die.
FIG. 3 is a top plan view of a first surface of the game die.
FIG. 4 is a top plan view of a second surface of the game die.
FIG. 5 is a top plan view of a third surface of the game die.
FIG. 6 is a top plan view of a fourth surface of the game die.
FIG. 7 is a top plan view of a fifth surface of the game die.
FIG. 8 is a top plan view of a sixth surface of the game die.
FIG. 9 is a top plan view of the interactive playing pieces.
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FIG. 10 is a diagrammatic view of a second embodiment of the game that
includes a DVD
player, a DVD, a controller and display device, interactive playing pieces, a
game die and a
movement die.
FIG. 11 is a flow chart that depicts the operation of the DVD when the program
stored on the
DVD is executed by a DVD player.
FIGS. 12-24 are views of a screen displays that are caused to be displayed on
a display device
when the DVD is run on a DVD player.
Detailed Description
As used throughout this detailed description, the term "pip" is used to denote
a dot or
recess on a surface of a die.
The three dimensional game 38 (also referred to herein as 3-D game or game
38), shown
generally in FIGS. 1-9, includes a six sided movement die 40 that
advantageously provides for
exciting three dimensional (3-D) game play. The three dimensional game 38
includes a six
sided game die 42 having six corresponding playing surfaces and interactive
playing pieces 44.
The movement die 40 is shown in FIG. 1 and the movement die pips are commonly
designated
41. The movement die 40 has six sides, one of which has one pip 41, another of
which has two
pips 41, another of which has three pips 41, another of which has four pips
41, another of which
has five pips 41 and the last of which has six pips 41, such the total number
of pips 41 on
opposed sides of the movement die 40 number seven. Die such as the movement
die 40 are well
known to those having ordinary skill in the art. There are also interactive
playing pieces 44 as
will be described presently.
The game die 42 is shown in the perspective view of FIG. 2, and FIGS. 3-8. The
game
die 42 has six sides each having a playing surface with printed indicia, as
will be explained
presently.
As shown in FIG. 3, the game die 42 has a first playing surface 50 having a
first pip 52,
and the first pip 52 has printed indicia, in particular, the numeral I is
printed on the first pip 52.
The first playing surface 50 has additional printed indicia thereon in the
form of a triangle with
the letter S printed thereon, as shown in FIGS. 2 and 3, and indicated by
reference number 51,
and this is the start triangle.
As shown in FIG. 4, the game die 42 has a second playing surface 54 having a
second
pip 56 with printed indicia thereon, in particular, the numeral 2 is printed
on the second pip 56.
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The second playing surface 54 also has a third pip 58 with printed indicia
thereon, in particular,
the numeral 3 is printed on the third pip 58.
As shown in FIG. 5, the game die 42 has a third playing surface 60 having a
fourth pip
62 with printed indicia thereon, in particular, the numeral 4 is printed on
the fourth pip 62. The
third playing surface 60 also has a fifth pip 64 with printed indicia thereon,
namely, the numeral
is printed on the a fifth pip 64, and the third playing surface 60 has a sixth
pip 66 with printed
indicia, namely, the numeral 6 is printed thereon.
As shown in FIG. 6, the game die 42 has a fourth playing surface 68 having
seventh pip
70 with printed indicia thereon, in particular, the numeral 7 is printed on
the seventh pip 70. In
addition, the fourth playing surface 68 has an eighth pip 72 with printed
indicia thereon, in
particular, the numeral 8 written on the eighth pip 72, a ninth pip 74 with
printed indicia
thereon, in particular, the numeral 9 is printed on the ninth pip 74, and a
tenth pip 76 with
printed indicia thereon, in particular, the numeral 10 is printed on the tenth
pip 76.
As shown in FIG. 7, the game die 42 has a fifth playing surface 78 having an
eleventh
pip 80 with printed indicia thereon, in particular, the numeral 11 is printed
on the eleventh pip
80, a twelfth pip 82 with printed indicia thereon, in particular, the numeral
12 is printed on the
twelfth pip 82, a thirteenth pip 84 with printed indicia thereon, in
particular, the numeral 13 is
printed on the thirteenth pip 84, a fourteenth pip 86 with printed indicia
thereon, in particular,
the numeral 14 is printed on the fourteenth pip 86, and a fifteenth pip 88
with printed indicia
thereon, in particular, the numeral 15 is printed on the fifteenth pip 88.
As shown in FIG. 8, the game die 42 has a sixth playing surface 90 having a
sixteenth
pip 92 with printed indicia thereon, in particular, the numeral 16 is printed
on the sixteenth pip
92, a seventeenth pip 94 with printed indicia thereon, in particular, the
numeral 17 is printed on
the seventeenth pip 94, an eighteenth pip 96 with printed indicia thereon, in
particular, the
numeral 18 is printed on the eighteenth pip 96, a nineteenth pip 98 with
printed indicia thereon,
in particular, the numeral 19 is printed on the nineteenth pip 98, a twentieth
pip 100 with printed
indicia thereon, in particular, the numeral 20 is printed on the twentieth pip
100, and a twenty-
first pip 102 with printed indicia thereon, in particular, the numeral 21 is
printed on the twenty-
first pip 102.
Thus, the a first pip 52, the second pip 56, the third pip 58, the fourth pip
62, the fifth
pip 64, the sixth pip 66, the seventh pip 70, the eighth pip 72, the ninth pip
74, the tenth pip 76,
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the eleventh pip 80, the twelfth pip 82, the thirteenth pip 84, the fourteenth
pip 86, the fifteenth
pip 88, the sixteenth pip 92, the seventeenth pip 94, the eighteenth pip 96,
the nineteenth pip 98,
the twentieth pip 100 and the twenty-first pip 102 have increasing numerical
values, and the
direction the interactive playing piece 44 moves along the surfaces of game
die 42 is in the
direction of the increasing numerical values printed on the above-described
pips.
And, the first playing surface 50 and the sixth playing surface 90 are on
opposed sides of
the game die 42, the second playing surface 54 and the fifth playing surface
78 are on opposed
sides of the game die 42, and the third playing surface 60 and the fourth
playing surface 68 are
on opposed sides of the game die 42. It is pointed out that number of pips on
the opposed sides
of the playing die 42 numbers seven.
The game 38 is to be played with two players or two teams of players ages six
to adult.
If younger children play, they team up with an adult to make the teams more
proportional. Of
course, the game can be played with more than two players playing each other.
There are two ways to learn how to play the three dimensional game 38. The
first way to
learn how to play the game is to reading the instructions for the game 38
which are described
herein presently.
The instructions for playing the game 38 entails the initial set-up of the
three
dimensional game 38. The game die 42 is placed on a flat surface, for example
a table, floor or
the ground 100 as shown in FIG. 2. Each player selects one of the interactive
playing pieces 44
that are shown in FIG. 9. Each of the interactive playing pieces 44 can be
embodied to be of
any unique shape, configuration and/or have unique printed indicia, so that
the players (not
shown) are able to keep track of their marker or interactive playing piece 44
as it is moved along
the first, second, third, fourth, fifth, and sixth playing surfaces 50, 54,
60, 68, 78, and 90,
respectively. In addition, the interactive playing pieces 44 have magnets 51,
and the game die
42 is made of a material to which the magnets are attracted, for example, a
suitable metal for
example steel, such that the magnetic force of attraction joins the
interactive playing pieces 44
to the game die 42. Magnets and the magnetic force of attraction are well
known to those
having ordinary skill in the art. Thus, the interactive playing pieces 44
advantageously
releasably joined to the first, second, third, fourth, fifth, and sixth
playing surfaces 50, 54, 60,
68, 78, and 90, respectively, by the magnetic force of attraction. In other
embodiments, the
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interactive playing pieces 44 could be releaseably joined to the playing
surfaces with hook and
loop type fasteners, or weak adhesive, and other joining means.
To begin a game, the interactive playing pieces 44 are placed on the start
position on the
first playing surface 50, indicated by the printed indicia in the form of a
triangle with the letter S
printed thereon, as shown in FIG. 3, and indicated by reference number 37.
To determine which player (not shown) moves first, all players roll the
movement die
40, and the player with the highest roll, that is, the player whose number of
pips 41 is greatest,
begins the game. For purposes of this example of game play, the player with
the highest roll is
hereinafter referred to as the first player (not shown).
Next, the first player rolls the movement die 40 and advances his or her
interactive
playing piece 44 a minimum of one pip, that is, advances to at least the next
pip on the game die
42. In addition, the first player has the option to move a number of pips that
equals the number
shown on the movement die 40, and the first player has the option to stop on
any pip in
between. In particular, the first player moves the interactive game piece 44,
starting on the first
pip 52 on the game die 42, as shown in FIG. 3, and goes from pip to pip
stopping after moving
the number of pips shown on the movement die 40, or before reaching the number
of pips
shown on the movement die 40. The other players (not shown) move their
interactive playing
pieces 44 in the same manner. As shown in FIGS. 3-8, there is printed indicia
on the playing
surfaces in the form of arrows, commonly designated A, which shows the players
how the
interactive game piece 44 has to be advanced on the game die 42. In other
words, the
interactive playing pieces 44 are moved in the direction of the movement
arrows A. In another
embodiment the game die 42 does not have movement arrows A, and the
interactive game
pieces 44 are moved from pip to pip based on the increasing numerical values
printed on the
pips on the game die 42.
The second player (not shown) then rolls the movement die 44 and advances his
or her
interactive playing piece 44 a minimum of I pip to the maximum number of pips
displayed on
the movement die 40. Each player continues to exchange rolls throughout the
duration of the
game.
As previously described, each pip is assigned a numerical value so that
direction of
interactive player piece 44 can be established. Direction of play is according
to increasing
numeral value printed on the pips and is which is called pip travel, that is,
the interactive
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playing pieces 44 are moved along the surfaces of the game die 42 in
consecutive order from
the first pip 52 having numeral 1 printed thereon, to the second pip 56 having
the number 2
printed thereon, and so on, until reaching the twenty-first pip 102 with the
numeral 21 printed
thereon. The first and second players proceed through the game die 42 playing
surfaces,
namely, the first, second, third, fourth, fifth, and sixth playing surfaces
50, 54, 60, 68, 78, and
90, respectively, as shown in FIGS. 3-8. The first and second players advance
follow the
numerals 1-21 on the pips starting from numeral 1 printed on first playing
surface 50 and
proceed to the highest pip number 21 that is printed on the sixth playing
surface 90 of the game
die 42, shown in FIG. 8.
Three Dimensional Playing Surface
The game die 42 rotates the playing surface at the beginning and at the end of
each
players turn. As previously described, the playing surface is the top surface
that faces the
players, and the playing surface is opposite the bottom surface that is
supported on the table or
floor 105 shown in FIG. 2. In addition, as previously described, the first
playing surface 50 and
the sixth playing surface 90 are on opposed sides of the game die 42, the
second playing surface
54 and the fifth playing surface 78 are on opposed side of the game die 42,
and the third playing
surface 60 and the fourth playing surface 68 are on opposed sides of the game
die 42.
As an example, assume the first player's interactive playing piece 44 is on
the third
playing surface 60 on the sixth pip 66 having printed numeral 6 and the second
player's
interactive playing piece 44 is on the first playing surface 50 on the first
pip 52 having printed
numeral 1.
At the beginning of the first player's turn, the third playing surface 60 is
the top playing
surface and therefore any player on the opposed fourth playing surface 68 is
"bumped" to the
start triangle indicated by 37 on the first playing surface 50, that is,
bumped back to the
beginning of the game.
Then, the first player rolls a 5 on the movement die 40 and proceeds to move
his or her
interactive playing piece 44 in the direction of the arrows designated A to
the fifth playing
surface 78 and lands on the eleventh pip 80 having numeral 11 printed thereon.
At the end of the first player's move, the fifth playing surface 78, as shown
in FIG. 7, is
the top playing surface and any player on the opposed second playing surface
54, shown in FIG.
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4, is "bumped" to the start triangle 37 printed on the first playing surface
50, in other words, the
interactive playing piece 44 must be moved back to the beginning of the game.
Now it is the second player's turn, and second player's interactive playing
piece 44 is
located on the first playing surface 50 on the first pip 52 having numeral 1
printed thereon, and
thus the first playing surface 50 becomes the top playing surface.
Consequently, any player
whose interactive game piece 44 is on the opposed sixth playing surface 90 is
"bumped" to start
triangle 37, in other words, moved back to the beginning of the game.
The second player then rolls a 2 on the movement die 40 and moves his or her
interactive playing piece 44 to the second playing surface 54 and lands on the
third pip 58
having printed numeral 3, as shown in FIG. 4.
At the end of the second player's turn, the second playing surface 54 is now
the top
playing surface which implies that any player whose interactive game piece 44
is on opposed
fifth playing surface 78, which would be the bottom, is "bumped" to start
triangle 37, in other
words, forced to move back to the beginning of the game. Thus, because the
first player's
interactive playing piece 44 is on the fifth playing surface 78 which has
become the bottom, the
first player's interactive playing piece 44 is "bumped" or forced to move back
to the start
triangle 37 at the beginning of the three dimensional game 38.
Bumping
The game advantageously provides for two ways to get bumped on the 3-D playing
surface game die 42. The first way, as described in the above example, is for
the player who is
moving to rotate the first, second, third, fourth, fifth, and sixth playing
surfaces 50, 54, 60, 68,
78, and 90, respectively, so as to position the opponent player's interactive
game piece 44 such
that it is on the bottom at the end of your turn. In other words, the
opponent's interactive
playing piece 44 end up being positioned between the game die 42 and the table
or floor 105,
shown in FIG. 2, that supports the game die 42. When this happens the
opponents interactive
game piece 44 has to be moved back to the start triangle 37 and the opponent
will have been
"bumped" back to the beginning of the game.
A second way to be bumped is for a player to land on the opponent's
interactive playing
piece 44. For example, the second player's interactive playing piece 44 lands
on the first
player's interactive playing piece 44, the first player is bumped back to the
start triangle 37.
However, in order for the second player to bump the first player, the second
player must roll the
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movement die 40 and move his or her interactive playing piece 44 the maximum
number of
pips shown on the movement die 40. For example: the first player's interactive
playing piece 44
is positioned on the sixth playing surface 90 on pip 92 having numeral 16
printed thereon, and
the second player is positioned on the fifth playing surface 78 on pip 82 that
has numeral 12
printed thereon. Then, the second player rolls a 4 on the movement die 40. The
second player
can opt to move a minimum of 1 pip to a maximum of 4 pips. If the second
player opts to move
4 pips he or she will land on the second interactive player's game piece 44
and bump the first
player back the start triangle 37.
Same Space Rule
Under no circumstance can two interactive playing pieces 44 occupy the same
pip on
any playing surface of the three dimensional game 38 at the same time. For
example, assume
the first player's interactive playing piece is positioned on the sixth
playing surface 90 on pip 92
having numeral 16 printed thereon, and the second player's interactive game
piece 44 is
positioned on the fifth playing surface 78 on pip 82 having numeral 12 printed
thereon. The
second player then rolls a 5 on the movement die 40. The second player has the
option to move
a minimum of 1 to a maximum of 5 pips. However, the first player's interactive
game piece
occupies the 4 space, that is, pip 92 having numeral 16 printed thereon. The
second player is
restricted to moving behind or ahead of the first player. Thus, the second
player is restricted to
moving 1, 2, 3 and/or 5 pips in the direction of arrows A.
Start Is Safe
If a player's interactive game piece 44 is positioned at the start triangle
37, and the
second player's interactive game piece 44 is on the sixth playing surface 90,
then there is no
bumping unless the first player, upon his or her turn, chooses to move one
position into pip 1
having numeral 1 printed thereon and end their turn in that position, in which
case the second
player would be bumped to the start triangle 37.
Winnin -
The player that advances his or her interactive game piece 44 along the pips
on the first,
second, third, fourth, fifth, and sixth playing surfaces 50, 54, 60, 68, 78,
and 90, respectively, in
consecutive order and exits on an exact roll of the movement die 40 wins the
game. This means
that the exact roll moves the interactive game piece 44 off the playing
surfaces and there is no
place for it to be moved onto.
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DVD Interactive Game Play
As shown in the diagrammatic view of FIG. 10, in a second embodiment the game
38a
includes the elements previously described, and includes the addition of a DVD
39 for another
way to play the game. A second way to play the game 38 can advantageous
involves the use of
a DVD 39 as shown in FIG. 10. The DVD 39 has a computer program and data
stored thereon.
There is a DVD player 49 player that has a central processing unit for running
the computer
program stored on the DVD 39. When the DVD 39 is inserted into the DVD player
49 the DVD
player 49 runs or executes the computer program on its central processing
unit. The DVD
player 49 and display device 43 are in electronic communication with one
another, and the
display device 43 is a television or other suitable means for display, as
shown in FIG. 10. When
the program is run on the central processing unit of the DVD player 49 it
causes screen displays
designated 47 having screen display printed indicia 59 to be generated, such
that the screen
displays 49 appear on the display device 43. The screen displays 47 include
icons 61 such that
when clicked another screen display is displayed. There is also a control
device 57 (also
referred to herein as remote control or controller 57) that user uses to
interact with the DVD
player 49 and display device 43, and the user uses the controller 57 to click
on the icons 61 that
are displayed on the display device 43, which allows the user to view
additional screen displays
47, such that the user can click on different icons 61 to view different
screen displays 47 as
desired. The control device 57 is in electronic communication with the DVD
player 49 and
display device 43. DVDs 39 and programming and storing data on DVDs 39, the
use and
operation of DVDs, DVD players 49 and their use and operation, remote controls
57 and their
use and operation, and display devices 43 and their use and operation are well
known to those
having ordinary skill in the art.
FIG. 11 shows a flow chart 100 for the operation of the software program
stored on the
DVD 39. There is a "Main Menu" 102. As shown in the flowchart 100, the "Main
Menu" has
sub-menus including "Learn to Play", "Start Game", "FAQ" (facts and
questions), and-
"Contact" 104, 106, 108 and 110, respectively. The "Learn to Play" 104 has
submenus for
"Video Instructions" 112 and "How to Win" 114. The "Start Game" sub-menu has a
"Movement Die," "Pre-Menu" and "Menu," 116, 118, 120 sub-menus. The "Menu" 120
has
sub-menus "Determine Game," "Bumpin' Challenge," "Bumpin' Podium," and "End
Game,"
122, 124, 126, and 128, respectively. The "Determine Game," "Bumpin'
Challenge,"
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"Bumpin' Podium," 122, 124, and 126 respectively, each has a sub-menu for a
"Question" 130,
as shown in FIG. 10. Programming a DVD 39 to have menus and sub-menus is well
known to
those having ordinary skill in the art.
The screen displays associated with the menus appear in the screen displays 47
shown in
FIGS. 12-24.
The screen display 47 associated with the "Main Menu" appears in FIG. 12.
Clicking on
any of these sub-menus that appear on the screen display shown in FIG. 12 will
cause screen
displays to be generated and displayed on the display device 43 for those
particular topics.
If the user clicks on "Learn to Play" icon 61a on the screen display 47 shown
in FIG.
12, then the "Learn to Play" screen display 47a, shown in FIG. 13, is
generated and displayed on
the display device 43. There are "Video Instructions" and "How to Win" icons
61 b, 61 c,
respectively. If "Video Instructions" icon 61b is clicked, then the screen
displays 47c and 47d
shown in FIGS. 15 and 16 are caused to be generated and displayed on the
display device 43.
If the "How to Win" icon 61 c is clicked on, then the screen display 47b shown
in FIG.
14 is generated and displayed on the display device 43.
If the "FAQ" icon 61d is clicked then the questions and answers shown in FIGS.
17-20
(screen displays 47e-47h) are caused to be generated and displayed on the
display device 43.
If the "Contact" icon 61 e clicked then contact information screen display 47i
is caused
to be generated and displayed on the display device 43, as shown in the screen
shot of FIG. 21.
If "Start Game" icon 61 f is clicked, then the program generates the "Movement
Die"
screen display 47j as shown in FIG. 22 that when clicked causes the a pre-menu
118 and menu
120 to be displayed.
There is a submenu shown in FIG. 23 including "Determine Start of Game",
"Bumpin'
Challenge", "Bumpin Podium", and "End Game" icons 61 g, 61 h, 61 i, 61 j,
respectively, that are
caused to be displayed when the program on the DVD 39 is executed by the DVD
player 49.
This is shown in the screen shot 47k displayed in FIG. 23.
When any of the "Determine Start of Game," "Bumpin' Challenge," "Bumpin
Podium,"
icons 61 g, 61 h, 61 i, respectively, are clicked, then the a "Question" as
shown in FIG. 24 and
screen display 471 is caused to be displayed on the display device 43. The
program generates a
question that appears on the display device 43 and the player must click on
the click answer
using the controller 57 to win the game.
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In addition, there is a"Return to Main Menu" icon 61 k that appears on the
screen
displays, and the player can click on the icon to return to the main menu
Screen displays having icons that are controlled by a controller 57 and
programming a
DVD 39 to display icons 61 is well known to those having ordinary skill in the
art.
To use, the DVD 39 is inserted in the DVD player 49. The player clicks on
"Start
Game" icon 61 f and selects the desired menu with the controller. Using a
controller 57 to select
menus displayed on a display device is well known to those having ordinary
skill in the art.
A screen testing is caused to be displayed by the DVD player running the DVD
program,
and a challenge is displayed, and the player that is the first to identify the
answer to the
challenge will be the first to begin the game and is referred to as the first
player.
When using the DVD 39, the rolling the movement die 40 is the same as in as
regular
game play, the pip travel of the interactive playing pieces 44 is the same as
described above in
the first embodiment, and movement of the interactive game piece 44 along the
first, second,
third, fourth, fifth, and sixth playing surfaces 50, 54, 60, 68, 78, and 90,
respectively, of the
game die 3 is the same as in regular game play.
With respect to "bumping," there are two ways to get bumped the same as those
described herein above. However, when playing the DVD game 39 the bumping
action is
initiated into a "Bumping Challenge." The player clicks the "Bumping
Challenge" button or
icon, and the player that is initiating the bumping will have to correctly
answer the screen
challenge question or else risk being sent to the start triangle 51 if the
challenge question is
incorrectly answered. If the bumping challenger succeeds in answering the
question the
opposing player will be sent back to the start triangle 51 and the game will
resume as per regular
game play.
If the interactive playing pieces 44 land on the same pip, the rule is the
same as that for
regular play.
Start is safe, which is that same as regular game play. -
Winning
The player that advances through all the pips 71 on the game die 42 in
consecutive order
and exits on an exact die roll will then click on "Bumpin' Podium" icon that
appears on the
screen display 43. A screen challenge is initiated and the player attempting
to win the game will
have to complete the challenge successfully to win. If successfully answered
the player will
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CA 02582540 2007-03-23
win. If unsuccessful the player will not move that round and remain in the pip
location previous
to the roll and forfeit the movement die to the next player to roll. The
screen challenge can be in
the form of a question as shown in FIG. 24. Game play will resume as per
regular game play.
Options
Extended Play Version: Players may choose to have a competition in which the
first
winner of 3 games is the ultimate die game 38 champion.
Round robin version can be played wherein players may choose to socially
interact and
have round robin competitions. Round robin type competitions well known to
those having
ordinary skill in the art.
Extra Features
The DVD can be embodied to have an "EXTRA FEATURES" menu on the main menu
on the screen display of the main menu of FIG. 12. The players can view
addition information
regard his or her interactive playing piece 44, which can include player
biographies and
additional information on the interactive playing pieces 44.
In addition, the interactive player pieces 44 can be made available on the
internet that
provides addition information on the interactive player piece 44 characters.
This
advantageously adds to the enjoyment and excitement of the of the game.
Extra Features
The game die 42 can be embodied such that serves as a housing it is movable
between
open and closed positions, so that when open the interactive playing pieces
44, instructions, and
movement die 40 and DVD 39 can be placed therein and the game die 42 can then
be closed to
store these items therein.
It is to be understood that the game die 42 may be embodied with various
colors and
designs and the same is true of the interactive playing pieces 44.
Thus, a three dimensional game 38 is provided have the game die 42, movement
die 40
and interactive game playing pieces 44 that advantageously provide for
exciting game play. The
game 38 also advantageously provides the players with challenging game play
because of the
bumping aspects of the game, thus the players must use strategy to win the
game. There is also
an embodiment wherein the a three dimensional game 38 has a game die 42, a
movement die 40
and interactive playing pieces 44 and a DVD 39 that advantageously adds to the
excitement and
enjoyment of playing.
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CA 02582540 2007-03-23
It will be appreciated by those skilled in the art that while a three
dimensional game has
been described above in connection with particular embodiments and examples,
the invention is
not necessarily so limited, and other embodiments, examples, uses, and
modifications and
departures from the described embodiments, examples, and uses may be made
without departing
from the three dimensional game. All of these embodiments are intended to be
within the scope
and spirit of the three dimensional game.
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