Note : Les descriptions sont présentées dans la langue officielle dans laquelle elles ont été soumises.
CA 02590755 2007-06-07
MAGNETIC DICE AND MAGNETIC DICE GAMES
FIELD OF THE INVENTION
The present invention relates to dice, and more particularly, relates to dice
with magnets therein
and games which utilize magnetic dice.
BACKGROUND OF THE INVENTION
Dice have long been used in games of chance and in a wide range of games and
other activities.
Although typically a die, or dice will have 6 sides of equal and identically
shaped surfaces
(generally squares, or slightly rounded squares) with generally straight or
slightly rounded edges,
it is also common to have dice with non-square surfaces (for example, an eight
sided die, each
side of which is an equilateral triangle), and although less common, other
dice in which some of
the surfaces are of a different shape or size than other of the surfaces on
the dice. In some games,
two or more dice are thrown simultaneously, the outcome of the game depending
on, for
example, the number, image or information presented on those surfaces of the
thrown dice when
all movement of the dice has stopped. While there may be some physical
interaction between the
two or more dice after they are thrown (for example, two die may collide with,
and thereby affect
one another), these physical interactions are limited as they depend upon an
actual collision
between the two or more dice, which may or may not occur on any particular
throw.
Additionally, some games have been developed in which the dice, rather than
presenting
numbers or letters to the game players, instead present images, and for
example, instructions.
It is desirable to have dice that will interact with each other whether or not
there is an actual
physical collision between the dice. It is also desirable to have dice games
in which the magnetic
interaction of the dice will have an impact on the progress or outcome of the
game. It is also
desirable to have magnetic dice which, as a result of the magnetic attraction
between magnets in
two dice, may magnetically engage with one another, the engagement surfaces of
the two dice
providing game information from which a game of dice may progress or be
determined. It is also
desirable to have a battle game using magnetic dice which have a predetermined
initial number
of lives, and which, during the progression of the game, lose lives until one
die has no more
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lives, thereby determining the outcome of the game.
SUMMARY OF THE INVENTION
Accordingly, one object of the present invention is to provide dice which can,
after they are
thrown, interact with one another, whether or not there are any physical
collisions therebetween.
Accordingly, another object of the present invention is to provide dice games
in which the
magnetic interaction of the dice will have an impact on the progress or
outcome of the game.
Accordingly, another object of the present invention is to provide magnetic
dice which, as a
result of the magnetic attraction between magnets in the dice, may
magnetically engage with one
another, the engagement surfaces of the two dice providing game information
from which a game
of dice may progress or be determined.
Accordingly, another object of the present invention is to provide a battle
game using magnetic
dice which have a predetermined initial number of lives, and which, during the
progression of the
game, lose lives until one die has no more lives, thereby determining the
outcome of the game.
According to one aspect of the present invention, there is provided a die
comprising, at least four
surfaces, and at least one magnet, wherein the at least one magnet is in
secure engagement with
the die and having magnetic effect which extends beyond a surface of the die.
According to another aspect of the present invention, there is provided a game
of dice for
multiple players comprising, at least two multi-surfaced dice, each of the at
least two multi-
surfaced dice having game information on at least one surface thereof relating
to the initial
number of lives for each of the at least two multi-surfaced dice, and having
game information on
at least one surface thereof for determining the number of lives to be
deducted from the then
current number of lives on at least one other die, the dice being flicked or
thrown by the players
to determine the reduction of lives of at least one other die until at least
one die no longer has any
lives.
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The,advantage of the present invention is that it provides dice which can,
after they are thrown,
interact with one another, whether or not there are any physical collisions
therebetween.
Another advantage of the present invention is that it provides dice games in
which the magnetic
interaction of the dice will have an impact on the progress or outcome of the
game.
Another advantage of the present invention is that it provides magnetic dice
which, as a result of
the magnetic attraction between magnets in the dice, may magnetically engage
with one another,
the engagement surfaces of the two dice providing game information from which
a game of dice
may progress or be determined.
Another advantage of the present invention is that it provides a battle game
using magnetic dice
which have a predetermined initial number of lives, and which, during the
progression of the
game, lose lives until one die has no more lives, thereby determining the
outcome of the game.
BRIEF DESCRIPTION OF THE DRAWINGS
A preferred embodiment of the present invention is described below with
reference to the
accompanying drawings, in which:
Figure 1 A is a view of one embodiment of the arrangement of 6 magnets used on
a
partially completed six sided die of one embodiment of the present invention;
Figure 1 B is a view of one embodiment of the unmarked die of Figure 1 A where
the die
surfaces have been completed;
Figure 2A is an alternative embodiment of the arrangement of 6 of the 6
magnets used on
a partially completed six sided die of one embodiment of the present
invention;
Figure 2B is a view of a magnet for use in the six sided die of Figure 2A;
Figure 2C is a view of the magnets positioned within the six sided die of
Figure 2A;
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Figure 3 is a view of a die of one embodiment of the present invention with
battle game
markings thereon;
Figure 4A is a view of a die of one embodiment of the present invention with
alternative
battle game markings thereon;
Figure 4B is a view of a die of one embodiment of the present invention with
further
alternative battle game markings thereon;
Figure 4C is a view of a die of one embodiment of the present invention with
further
alternative battle game markings thereon;
Figure 4D is a view of a die of one embodiment of the present invention with
further
alternative battle game markings thereon;
Figure 5 is a playing surface for a battle game of one embodiment of the
present
invention;
Figure 6 is a sample scoring sheet for one embodiment of the battle game of
one
embodiment of the present invention.
DESCRIPTION OF THE PREFERRED EMBODIMENT
In a preferred embodiment of the present invention, dice are provided which
have permanent
magnets (hereinafter "magnets") securely positioned therewithin, such as, for
example as
illustrated in the embodiment shown in Figure 1 B, or alternatively in the
embodiment shown in
Figure 2C, in the preferred embodiment, the magnets being positioned so that
one surface of the
magnet is at or near the surface of the die, the magnetic effect of the
magnets extending beyond
the surface of the die (it being understood, that for example, in alternative
embodiments of the
present invention, the magnets may not extend to the surface of the dice, but
may nevertheless
have sufficient strength to extend their magnetic effect to and beyond the
surface of the die). For
example, as illustrated in Figure 1 A, six disc-shaped magnets 2, 4, 6, 8, 10
and 12 are securely
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attached to a solid six sided cube 14, and thereafter plastic 16, ceramic or
other non-magnetic
non-conducting material is positioned around the magnets and shaped to provide
a rounded six-
sided cube such as is illustrated in Figure 1 B, the height, width and depth
of the cube preferably
being 30mm, it being understood that alternatively sized cubes may be used in
alternative
embodiments of the present invention. In an alternative embodiment as
illustrated in Figures 2A
and 2C, holes 14, 16, 18, 20, 22 and 24 are provided in the surfaces 2, 4, 6,
8, 10, and 12
respectively, into which holes 14, 16, 18, 20, 22 and 24 are securely
positioned magnets 28, 30,
32, 34, 36, and 38 (such as the one illustrated in Figure 2B) respectively. It
is understood that in
alternative embodiments of the present invention, dice having fewer than six
sides, or more than
six sides may be provided. Furthermore, it is understood that in alternative
embodiments of the
present invention, various different methods may be used to securely position
magnets within, or
in relation to the dice, so that magnets are securely positioned, and the
magnetic effect of the
magnets extends beyond the surface of the dice. The non-magnetic portions of
the dice may be
made of plastic, wood, acrylic, vinyl or such other non-magnetic, non-
conducting material as
would be known to a person skilled in the art.
Within a particular die, the north-south orientation of the magnets may be
varied, from all
magnets oriented to expose outwardly a north pole, to all magnets oriented to
expose outwardly a
south pole, or any combination of pole orientations within that range.
Furthermore, each die in a
set of dice may either have the same combination of pole orientations as the
other dice within the
set, or it may also vary across a wide range of possible combinations of
orientations. In this way,
depending upon the orientation of the poles of the magnets within the dice,
the dice (or any
surface thereof) may attract or repel each other (or any surface thereof),
depending upon the
proximity and orientation of the dice relative to each other, and of the
orientation of the poles of
the magnets within one die which are proximate to the other dice.
In the preferred embodiment, relatively strong magnets are used, the magnets
being in disk form,
with a diameter of 12.7 mm and a thickness of 3.2 mm. In an alternative
embodiment, less strong
magnets are used, the magnets also being in disk form, with a diameter of 20
mm and a thickness
of 5 mm it being understood that differently shaped and differently sized
magnets may used in
different embodiments of the invention.
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In a,preferred embodiment of the present invention, magnetic dice of the
present invention have
preferably painted or printed on or otherwise affixed to one or more surfaces
thereof, graphical
information and/or game information and/or game data and/or game instruction
for use by the
game users.
Battle Game Using Magnetic Dice
A wide variety of different games may be played utilizing the dice of the
present invention. In
one game, hereinafter referred to as the "Battle Game", each surface of each
of the dice used in
the Battle Game preferably has graphical information and/or game information
and/or game data
and/or game instruction thereon specifically related to the Battle Game such
as is illustrated in
Figure 3 (the various surfaces of the die preferably having a variety of
different graphical
information and/or game information and/or game data and/or game instruction
thereon). For the
purposes of the description of the Battle Game as described herein, each die
having graphical
information and/or game information and/or game data and/or game instruction
thereon
specifically related to the Battle Game will be referred to herein as a
"block". In the preferred
embodiment of the Battle Game of the present invention (it being understood
that various
different versions or modification may be made to this game as may be
desired), the preferred
rules and gameplay of which are hereinafter provided, each player uses a
single block, which
block will have a predetermined initial number of "Lives" with which to start
the game (the
initial number of lives for each block is identified on each block, such as is
illustrated in Figure 3
at 32 where on that block the indicia "LIFE 10" indicates that that block will
start the game with
101ives). In this embodiment of the game, game information provided on the
surfaces of the
block is used in the context of the game and includes, for example, an "Attack
Number" (as
illustrated in Figure 3, in the preferred embodiment, the Attack Numbers 31
and 34 are preceded
by the letter "A", the Attack Numbers 31 and 34 in respect of the block
illustrated in Figure 3
being "4" and "3" respectively), and a "Defense Number" (in the preferred
embodiment, the
Defense Numbers 30, 33 and 37 are preceded by the letter "D", the "Defense
Numbers 30, 33
and 37 in respect of the block illustrated in Figure 3 being "2", "1" and "2"
respectively) are
provided. In some cases, additional or alternative numbers, such as "Special
Attack Numbers"
(the Special Attack Numbers 35 are preceded by the letters "SPA" (the Special
Attack Number
in respect of the block illustrated in Figure 3 being "5"), "Reverse Attack
Numbers" (the
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reverse attack numbers 114, for example, may be preceded by the letter "R" as
illustrated in
Figure 4D) and/or other information is also provided.
In this embodiment of the present invention, the Battle Game is played on a
playing surface 201
made of cardboard or plastic or other suitable material such as is illustrated
in Figure 5, having
two sides 198 and 199, one side for each player, each player's side having an
Attack Line 200
and 202 marked thereon (it being understood that in alternative embodiments of
the present
invention, the markings such as those illustrated in Figure 5 may be painted,
or marked with
chalk, or with other marking devices (such as one or more flags, coloured or
uncoloured strings
(which can be weighted or not as needed), painted markings, the chalk
markings, the flags and
strings being marked to indicate the attack lines and defense line) on a wide
range of surfaces,
such as concrete, wood, asphalt, or other suitable surface as would be known
to a person skilled
in the art). A Defense Line 204 is marked at a position equally distant from
the Attack Lines 200
and 202. In the preferred embodiment of the present invention, the distance
between the Attack
Lines and the Defense Line is approximately 40 inches, it being understood
that a range of
different distances may be used in alternative embodiments of the present
invention. In an
alternative embodiment of the present invention, a surface of pre-determined
size, shape and
materials is provided for the purposes of formalizing and regularizing
gameplay. In this
embodiment of the invention, one or more attack lines may be printed or
otherwise displayed on
the game surface, permitting the players to choose from between a range of
different attack lines.
In normal play, in the preferred embodiment of the Battle Game, the two
players chose their
Attack Line and position themselves behind their respective Attack Lines, and
roll their block to
determine which player will start the game in Attack Mode and which player
will start the game
in Defense Mode, the player (hereinafter the "First Player") rolling the
highest Attack Number
(as that term is more fully described herein) starts first in Attack Mode and
the other player
(hereinafter the "Second Player") starts first in Defense Mode, the players
subsequently
alternating between being in Attack Mode and Defense Mode as more fully
described herein.
The Second Player positions his/her block (hereinafter the "Second Player's
Block") on the
Defense Line, and the First Player thereafter flicks his/her block
(hereinafter the "First Player's
Block") (a flick of a block in the preferred embodiment of the game of the
present invention
being the act of positioning the block on the game surface on or behind the
flicker's Attack Line,
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the flicker cocking his/her index or middle finger with his/her thumb behind
the block and
thereafter releasing the cocked finger in the direction of, and to impact with
the block to thereby
move the block away from the flicker's hand) in the direction of the Defense
Line. In the event
that after the flick of the First Player's Block, the First Player's Block and
the Second Player's
Block are not in magnetic engagement with one another, the Second Player's
Block is removed
from the playing surface, and the First Player's Block is positioned on the
Defense Line in the
same orientation as that Block came to rest after the flick. The First Player
switches to Defense
Mode, and Second Player switches to switches to Attack Mode, the Second Player
thereafter
flicking his/her Block in the manner as described above. This flicking and
alternating process
repeats until such time as the First Player's Block and Second Player's Block
are in magnetic
engagement with one another.
In the event that a flick results in the First Player's Block and Second
Player's Block being in
magnetic engagement with one another, an examination is made of the two
surfaces of the
Blocks which became magneticly engaged with one another. In the event that
there is no
"Reverse Attack" 116 indicated on the engaged surface of the Block of the
player then in
Defense Mode, then if the Attack Number on the engaged surface of the Block of
the player then
in Attack Mode (or in the event that a Special Attack Number appears on the
engaged surface of
the Block of the player in Attack Mode, the "Special Attack Number") exceeds
the Defense
Number on the engaged surface of the Block of the player then in Defense Mode,
the number of
lives corresponding to the difference between these values is removed from the
current number
of lives on the Block of the player then in Defense Mode. If this does not
result in that Block
having zero or fewer lives, the players switch modes (unless the Special
Attack directs the player
then in Attack Mode to "Roll Again" 35 such as is illustrated on the surface
of the Block
illustrated in Figure 3, in which case the person then in Attack Mode remains
in Attack Mode for
another flick and the person in Defense Mode continues in Defense Mode for
another flick) and
the game continues as described above. In the event that there is a "Reverse
Attack" indicated on
the engaged surface of the Block of the player then in Defense Mode, then if
the Reverse Attack
Number on the engaged surface of the Block of the player then in Defense Mode
exceeds the
Defense Value on the engaged surface of the Block of the player then in Attack
Mode, the
number of lives corresponding to the difference between these values is
removed from the
current number of lives on the Block of the player then in Attack Mode. If
this does not result in
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that Block having zero or fewer lives, the players switch modes and the game
continues as
described above.
In the event that the Attack Number on the surface of the Block of the player
then in Attack
Mode does not exceed the Defense Number on the surface of the Block of the
player then in
Defense Mode, then no lives are removed from the current number of lives on
the Block of the
player then in Defense Mode, the Block of the player then in Attack Mode is
then positioned on
the Defense Line in the same orientation as that Block came to rest after the
flick, the players
switch modes, and the game continues as described above.
If at any time during the game, a Block comes to have zero or fewer lives, the
game is over, and
the player whose Block still has lives is victorious in the game.
In one embodiment of the Battle Game of the present invention, in the event
that the attacking
Block comes to rest on top of the defending Block, the defending Block
automatically loses all
of its lives, and the game is over, the player then having the attacking Block
being victorious in
the game.
It is understood that in various embodiments of the present invention, a wide
range of game
information and graphical information may be displayed in various forms and
styles on the
surfaces of the blocks, several examples of which are illustrated in Figures
4A, 4B, 4C and 4D,
which blocks also provide Attack Numbers 44, 52, 58 (in the case of the block
of Figure 4A), 66,
68, 74 (in the case of the block of Figure 4B), 80, 90, 94 (in the case of the
block of Figure 4C)
and 102, 104, 110 (in the case of the block of Figure 4D), Defense Numbers 46,
54, 56 (in the
case of the block of Figure 4A), 64, 70, 76 (in the case of the block of
Figure 4B), 84, 88, 96 (in
the case of the block of Figure 4C), which latter block also includes the
notation "Roll Again"
82, and 98, 108 (in the case of the block of Figure 4D), which latter block
also includes the
notation "Reverse Attack" 112 and provides a Reverse Attack Number "4" 114.
In one embodiment of the present invention, using a scoresheet such as
illustrated in Figure 6, the
players can record the current number of lives that their block has at any
given time, until such
time as one of the blocks no longer has any lives, whereupon the game is
concluded. In the
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embodiment of the scoresheet of Figure 6, two columns 300 and 302 are
provided, one for each
player, into the first row of which the player's name (for example "Jonny" 301
and "Anne" 303)
is recorded, and thereafter, in the next row of each column, the initial
number of lives (for
example "11" 304 and "8" 306) of the block being used by that player is
recorded. In this
embodiment of the scoresheet, as the game progresses, whenever a player's
block loses one or
more lives, the number of lives lost is recorded in the upper left corner of
the next unused cell in
that player's column (for example, if Jonny's block were to lose 4 lives, the
number "4" 308 is
recorded in the upper left corner of the cell) and the remaining number of
lives for that block is
also recorded in the center of that cell (in this example, the number "7" 310
is recorded in the
center of that cell). This continues until the block of one of the players has
no lives remaining, in
which case, in this embodiment of the invention, the number "0" 312 is
recorded in the
appropriate cell for that player, and the word "WIN" entered in the adjacent
cell for the winning
player. In this embodiment of the invention, a line 316 may be drawn on the
scorecard, and the
next game can be recorded in a similar manner in the unused portions of the
columns below the
line 316 in a manner known to a person skilled in the art. It is understood
that a wide range of
different score sheets and mechanisms may be used to record the progress and
outcome of the
Battle Game of the present invention, as would be known to a person skilled in
the art. In an
alternative embodiment of the present invention, each of the blocks has
contained therewithin, a
small movable click wheel upon which a series of numbers is printed or
displayed (the numbers
corresponding to the number of lives remaining for that block), the click
wheel being positioned
so that it can be rotated manually by the players to outwardly display the
then current number of
lives of their block.
In an alternative embodiment of the present invention, an electronic battle
surface is provided, in
which embodiment the battle surface will electronically keep track of the
current number of lives
of the blocks. In one embodiment of the present invention, sensors are
positioned to determine
whether one block comes into contact with the other block, which sensors will
trigger a pre-
determined sound to be played to provide auditory emphasis to the contact
between the blocks.
In an alternative embodiment of the present invention, each block has a power
supply, such as a
battery or other similar device embedded therewithin, and each side of each of
the blocks has a
button thereon used to connect to an electronic circuit, which button will be
temporarily
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depressed as a result of two blocks becoming magnetically engaged with one
another, and which
button, when depressed, will activate the electronic circuit, which circuit
will electronically
communicate the Attack Number, Defense Number and other data and information
to an
electronic score/life tracking display, thereby permitting the current number
of lives of each
block to be recorded and displayed electronically. In a further alternative
embodiment, a Light
Emitting Diode or other light source is embedded in each corner of the block,
a micro processor
also embedded within the block providing control to the Light Emitting Diodes
to thereby
provide various lighting effects for the block. It is understood that a wide
range of different
electronic score/life recording and displaying and appearance altering
mechanisms can be
provided in accordance with the present invention.
It is understood that the dice of the present invention may be varied and
utilized in the context of
playing a wide variety of different games as would be known to a person
skilled in the art.
The present invention has been described herein with regard to preferred
embodiments. However,
it will be obvious to persons skilled in the art that a number of variations
and modifications can
be made without departing from the scope of the invention as described herein.
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