US887464A - Game-apparatus. - Google Patents

Game-apparatus. Download PDF

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US887464A
US887464A US36745907A US1907367459A US887464A US 887464 A US887464 A US 887464A US 36745907 A US36745907 A US 36745907A US 1907367459 A US1907367459 A US 1907367459A US 887464 A US887464 A US 887464A
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US36745907A
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Samuel E Creasey
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00003Types of board games
    • A63F3/00006Board games played along a linear track, e.g. game of goose, snakes and ladders, along an endless track

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  • This invention has for its object the production of a game apparatus capable oll being used for amusement under different condi'- tions, as, for instance, with a board laid ont substantially as illustrated and with movable objects traversing the several paths laid out thereon.
  • the apparatus may be used to play a game that I will designate N oahs Ark, and with slightlyT di'tlerent movable objects and slight variations in rules or order of moving, a game may be played which may be designated horse racing, boat racing, or a game portraying boys running in races either singly or in teams.
  • the chief characteristics oi the device are a series of starting points, a series ol'l paths or roadways divided into sections, a section for each starting point, and a goal to be reached by movable objects traversing certain paths, the endmost space oi each section of the innermost path leading to a goal.
  • Figure l represents the face ol the board; Fig. 2 a side elevation thereof, Fig. 3 one of the movable objects, such as I intend to employ in the game
  • Fig. 4 is a top plan view oi a different moving object which I designate as a hoodoo
  • Fig. 5 is an enlarged section in the line Fig. l.
  • Fig. 6 is a perspective view of two ordinary dice used in playing the game.
  • A represents a board laid out in spaces having three paths or roadways
  • B, C, D, D representing the innermost or short path or roadway
  • E representing a revoluble portion having a hollow button e that is rotatably mounted upon a stud e sustained by the board, the revoluble portion having an opening ⁇ or gate e2, said portion being shown as made in a plurality of colors, the portions e, et, and e5 being ol one color, and with the opening e2, separating the revoluble portion into the four spaces corre- Specieation of Letters Patent.
  • the roadway or path is made up in sections of three spaces to a section, and opposite each starting point is a crossway leading from the starting point to the central revoluble portion without crossing the individual spaces of any section.
  • Each crossway is provided with several spots of the same color as the color designating the starting point, and a spot of the same coloris provided at the end most space of each of the four sections of the innermost path or roadway D. For instance, referring to the starting point F, j'
  • the arrow gives the direction of move in which a piece or moving object designated by the same color is to start on its journey, and having traversed the outermost path B to the position j" the moving object then follows the direction of the arrow and enters the lirst section ol the roadway or path C, and having traversed that roadway or ath and arriving at the movable object lo lows the direction of the arrow and enters the first space of one of the sections oi the innermost path or roadway D, and said moving object must be made to traverse entirely about said innermost path or roadway to the point f3 lro n1 which point under the rules of the game 85 tion 20 designated as a goal, there being four 90 such goals displayed on the portion ofthe board underneath the revoluble portion E.
  • the moving objects may change from one to another owner, and in the starting of the game a certain number of the objects are chosen, and to indicate to which particular space and consequently which particular person playing the game any indi-Y vidual moving objectbelongs, 1 have combined with each object a tagging device p herein shown as a disk having four spots differing'in color, the colors corresponding with the colors of the starting points so that by revolving the tag any of the four colors may be placed at the rear of the object to display its ownership, and when in the rules of the game an object may be captured by an opponent, the opponent has only to revolve the tag and place his particular color at the rear of the object.
  • a tagging device p herein shown as a disk having four spots differing'in color
  • the circular spaces at the corners are the starting points, each having as stated a different color and the objects leaving the starting points must traverse one after the other the eccentric paths or roadways on the board and the animals must come together during this travel two by two before entering the goal or being enspace E which may be designated the ark.
  • the game may be played by two, three, or four players.
  • Each player is assigned one corner of the board as a starting point, on which are placed several animals, no two of which are of the same kind. lf there are to be two players, there must be two, three, or four animals at each starting point if three players, then two or four animals; and if four players, two or three animals.
  • the number of animals is to be chosen according to the length of time intended to be spent in the play, as a greater number of animals makes a longer gameD
  • the color disk attached to each animal is turned so that the spot of the same color as the starting point is placed directly behind the animal. Throughout the progress of the game, ownership of any animal in play is shown by the color of the spot directly behind it, which will always be of thesame color as its owners starting point.
  • a pair may be mated, if one overtakes the other on the same space, the holder of the animal overtaken losing it.
  • the new owner of the pair who is the holder of the animal overtaking the other, must change the disk attached to the animal just taken to his own color as in rule 2. 1f the disk is not so changed before the next move of the player holding the pair, he shall forfeit ownership of the pair to the player from whom he took the mate, provided that the latter calls attention to the fact of not so changing the disk.
  • a mated pair is moved as one animal, both animals being picked up and moved together.
  • a pair having arrived in the inmost circle shall enter the ark, or central space, by the gateway directly in front of its owners starting point.
  • a pair can enter the ark only by a throw of the dice corresponding exactly with the number of spaces required to enter, the dark green space in the open gateway counting as one of the required spaces. The progress of the pair must always be to the right.
  • ll. lf a player should reach the entrance with an unmated animal, he shall continue moving it about the inmost circle, in order that it may come up with its mate, if pos sible, as only mated pairs can enter the ark.
  • a player holding the hoodoo shall not enter any pair into the ark while he holds the hoodoo.
  • the hoodoo may be moved in any direction and 'from any circle to any other by any passage most convenient, i. e. its vfreedom of motion is limited only by the number of spots of the dice thrown as in the case of the other animals. It shall not enter the ark.
  • hoodoo comes on a space occupied by two unmated animals, it is not exchanged for either but may stand with both on the same space.
  • the hoodoo is on a space with a single animal and the mate of this animal comes on the same space, the holder of the pair thus mated must immediately exchange it for the hoodoo.
  • the color disks must be changed as in other exchanges of animals.
  • a player may try to gain the hoodoo, always, however, moving to the right, by so possessing the hoodoo he may gain an advantage later.
  • the four at each table play as partners, each couple having a certain number of counters, such as small disks or rings.
  • Each couple winning shall take as many counters from the losers as they have entered pairs of animals into the ark, and shall advance to the next table.
  • the couple losing at the head table shall go to the -foot table at the end of every game.
  • rPhe couple holding the largest number of counters at the end of the evening or period of play shall be the winners, and may receive a small 'favor or prize.
  • a game apparatus comprising a board provided with a plurality o1Ll starting points, a series of roadways inclosed by said starting point, each roadway comprising a series of sections, each section being divided into a number of spaces, a series of goals located practically at the center of the board, a revoluble section having an open gate to cover all but one of said goals, a crossway leading from each starting point to the vrevoluble section having the gate, each goal being located opposite the endmost space of each section ol the innermost path or roadway.
  • a game apparatus comprising a board having starting points differing in color, a series of concentric paths or roadways laid out in sections, each section displaying a plurality ol spaces, a central portion having a series of goals, a crossway leading from each of the starting points between the endmost spaces of the di'fl'erent sections comprising the roadway, each of said crossways having a series of spots of a color corresponding to the color of the nearest goal to indicate the paths to be taken by moving objects to the endmo'st space of that one of the sections of the innermost path or roadway from which the moving object must be moved to enter the goal.
  • a game apparatus comprising a board having starting points dilering in color, a series of concentric paths or roadways laid out in sections, each section displaying a plurality of spaces, a central portion having a series ol goals, a crossway leading from the starting points between the endmost spaces of the different sections comprising the roadway, said crossway having a series of spots of the same color as the nearest goal to indicate the paths to be taken by moving objects to the endmost space of that one of the sections ot the innermost path or roadway from which the moving object must be moved to enter the goal, and a revoluble portion at the center ol the board provided with a gate wl'ierebysaid revoluble portion when turned may place the gate in position to uncover any goal.
  • a game apparatus comprising a board presenting starting points di'l'lering in color, a series of concentric paths or roadways divided in sections, each section presenting a plurality of spaces, a series of central goals, one for each starting point, a crossway leading l'rom each starting point through and crossing all said paths or roadways, each crossway having spots of the color corresponding with the color of the starting point, and a series of movable objects each provided with means for indicating ownership of said movable object.
  • a game apparatus comprising a board presenting starting points diering in color, a series of concentric paths or roadways divided in sections, each section presenting a plurality of spaces, a series of central goals, one for each starting point, a crossWay leadl ing from each starting point through and crossing all said paths or roadways, each crossway having spots of the color corresponding with the color ofthe starting point,

Description

UNITED STATES PATENT OFFICE.
SAMUEL E. CREASEY, OF SANFORD, MAINE.
GAME APPARATUS.
To all whom it may concern:
Be it known that I, SAMUEL E. CRnAsnY, a citizen of the United States, residing in Sanlord, county of York, and State of Maine, have invented an Improvement in Game Apparatus, of which the iollowing description, in connection with the accompanying drawing, is a speciiieation, like letters on the drawing representing like parts.
This invention has for its object the production of a game apparatus capable oll being used for amusement under different condi'- tions, as, for instance, with a board laid ont substantially as illustrated and with movable objects traversing the several paths laid out thereon. The apparatus may be used to play a game that I will designate N oahs Ark, and with slightlyT di'tlerent movable objects and slight variations in rules or order of moving, a game may be played which may be designated horse racing, boat racing, or a game portraying boys running in races either singly or in teams.
The chief characteristics oi the device are a series of starting points, a series ol'l paths or roadways divided into sections, a section for each starting point, and a goal to be reached by movable objects traversing certain paths, the endmost space oi each section of the innermost path leading to a goal.
Herein Il have chosen to illustrate my invention as designed for playing the game designated Noahs Ark.
Figure l represents the face ol the board; Fig. 2 a side elevation thereof, Fig. 3 one of the movable objects, such as I intend to employ in the game Fig. 4 is a top plan view oi a different moving object which I designate as a hoodoo Fig. 5 is an enlarged section in the line Fig. l. Fig. 6 is a perspective view of two ordinary dice used in playing the game.
Referring to the drawings, A represents a board laid out in spaces having three paths or roadways, B, C, D, D representing the innermost or short path or roadway, and E representing a revoluble portion having a hollow button e that is rotatably mounted upon a stud e sustained by the board, the revoluble portion having an opening` or gate e2, said portion being shown as made in a plurality of colors, the portions e, et, and e5 being ol one color, and with the opening e2, separating the revoluble portion into the four spaces corre- Specieation of Letters Patent.
Application filed April 10, 1907.
Patented May 12, 1908.
Serial No. 367,459.
spending in color with the starting points F,
G, H, M, said spaces, like the said starting points, being of diilerent colors.
The roadway or path is made up in sections of three spaces to a section, and opposite each starting point is a crossway leading from the starting point to the central revoluble portion without crossing the individual spaces of any section. Each crossway is provided with several spots of the same color as the color designating the starting point, and a spot of the same coloris provided at the end most space of each of the four sections of the innermost path or roadway D. For instance, referring to the starting point F, j'
represents a spot of the same color, and the arrow gives the direction of move in which a piece or moving object designated by the same color is to start on its journey, and having traversed the outermost path B to the position j" the moving object then follows the direction of the arrow and enters the lirst section ol the roadway or path C, and having traversed that roadway or ath and arriving at the movable object lo lows the direction of the arrow and enters the first space of one of the sections oi the innermost path or roadway D, and said moving object must be made to traverse entirely about said innermost path or roadway to the point f3 lro n1 which point under the rules of the game 85 tion 20 designated as a goal, there being four 90 such goals displayed on the portion ofthe board underneath the revoluble portion E.
The movable objects tagged to designate the particular color ol the point from which they started, will be moved as described for the object starting from the point F, and in the drawing, I have indicated the line of movement ol' the objects leaving the starting point G by g, g', g2, g3; the moving directions oll the objects starting from II by the letters h, 7L', 7b2, lt, and as herein illustrated, the goal is open opposite the endmost space of that one ol the sections that de'lines the extent of movement ol the movable object leaving the starting space II g and so also the moving positions and directions of the objects starting from space M are designated m, m', fm2, and the final position of said object as m3, from vtitled to occupy a position on the central which point it must if possible enter the Opal.
1t will be understood that there may be four players, one for each starting point, and each starting point has a distinctive color.
During the game the moving objects may change from one to another owner, and in the starting of the game a certain number of the objects are chosen, and to indicate to which particular space and consequently which particular person playing the game any indi-Y vidual moving objectbelongs, 1 have combined with each object a tagging device p herein shown as a disk having four spots differing'in color, the colors corresponding with the colors of the starting points so that by revolving the tag any of the four colors may be placed at the rear of the object to display its ownership, and when in the rules of the game an object may be captured by an opponent, the opponent has only to revolve the tag and place his particular color at the rear of the object.
In playing Noahs Ark 1 have chosen to stand an image r representing Noah in a slot in the pedestal 1" carried by the revoluble center E.
I will now briefly describe how to play the game which l have designated Noahs Ark. This game is simple enough for children, and yet presents to older players many problems of strategy which eliminates the idea of chance.
Referring to the board the circular spaces at the corners are the starting points, each having as stated a different color and the objects leaving the starting points must traverse one after the other the eccentric paths or roadways on the board and the animals must come together during this travel two by two before entering the goal or being enspace E which may be designated the ark.
l/Vhen playing the game of Noahs Ark the movable objects are provided in pairs and suitably weighted so that they may stand easily after being moved from one to another space in each of the various sections comprising the several paths or roadways.
Rules.
l. The game may be played by two, three, or four players.
2. Each player is assigned one corner of the board as a starting point, on which are placed several animals, no two of which are of the same kind. lf there are to be two players, there must be two, three, or four animals at each starting point if three players, then two or four animals; and if four players, two or three animals. The number of animals is to be chosen according to the length of time intended to be spent in the play, as a greater number of animals makes a longer gameD The color disk attached to each animal is turned so that the spot of the same color as the starting point is placed directly behind the animal. Throughout the progress of the game, ownership of any animal in play is shown by the color of the spot directly behind it, which will always be of thesame color as its owners starting point.
A separate animal' called the hoodoo is placed in the center of the board.
3. All the players then throw the dice for tlaead, the player throwing the highest total number of spots taking the lead.
4. After the play has begun, the player first throwing a single five, draws the hoodoo, which he places on his starting point with his animals, having arranged its color disk as in rule 2.
5. Each successive player throwing a single five must enter one of his animals or his hoodoo in the outer circle in the square directly in front of his starting point, indicated by arrow No. l. Not more than two animals may stand on the entering space at one time, except that the hoodoo may stand with two animals. This rule for the number of animals on a space also applies to any space in the circles.
6. The animals are then advanced to the right in the outer circle as many spaces as the total number of spots on either one die at the player-s last throw. Each throw of doublets entitles the player to an extra turn. This applies also in rules 4 and 5.
7. A pair may be mated, if one overtakes the other on the same space, the holder of the animal overtaken losing it. The new owner of the pair, who is the holder of the animal overtaking the other, must change the disk attached to the animal just taken to his own color as in rule 2. 1f the disk is not so changed before the next move of the player holding the pair, he shall forfeit ownership of the pair to the player from whom he took the mate, provided that the latter calls attention to the fact of not so changing the disk. A mated pair is moved as one animal, both animals being picked up and moved together.
8. An animal or pair having come from the left to the space directly in front of its owners starting point must be entered in the next inner circle and only in the direction indicated by the arrow.
9. A pair having arrived in the inmost circle shall enter the ark, or central space, by the gateway directly in front of its owners starting point.
10. A pair can enter the ark only by a throw of the dice corresponding exactly with the number of spaces required to enter, the dark green space in the open gateway counting as one of the required spaces. The progress of the pair must always be to the right.
ll. lf a player should reach the entrance with an unmated animal, he shall continue moving it about the inmost circle, in order that it may come up with its mate, if pos sible, as only mated pairs can enter the ark.
12. Mated pairs having arrived at the entrance to the ark but not permitted by rule 10 to entermust not again go around the inmost circle but must remain at the entrance until permitted by the rules to enter.
13. A player holding the hoodoo shall not enter any pair into the ark while he holds the hoodoo.
14. The hoodoo may be moved in any direction and 'from any circle to any other by any passage most convenient, i. e. its vfreedom of motion is limited only by the number of spots of the dice thrown as in the case of the other animals. It shall not enter the ark.
15. When the hoodoo comes on a space occupied by a single animal or mated pair, the holder of the hoodoo must exchange it for the single animal or mated pair. Vhen the exchange takes lace, the disks must be changed immediatey to show the holders color. If the new owner of the animals fails so to change the color disks before making his next move and the holder of the hoodoo calls attention to the fact by calling hoodoo", an exchange back must be made.
16. If the hoodoo comes on a space occupied by two unmated animals, it is not exchanged for either but may stand with both on the same space.
17'. Il the hoodoo is on a space with a single animal and the mate of this animal comes on the same space, the holder of the pair thus mated must immediately exchange it for the hoodoo. The color disks must be changed as in other exchanges of animals.
18. A player may try to gain the hoodoo, always, however, moving to the right, by so possessing the hoodoo he may gain an advantage later.
19. A player losing all the animals in his possession becomes out of the game.
20. The game continues until no animals are left out of the ark except the hoodoo and the animals in the possession of its holder. The player having entered the largest number of pairs wins.
The 'Progressive @eine of Nocts Ark.
It a number of players are gathered for an evening party, much enjoyment may be de rived from a progressive game. The plan is similar to other progressive games.
It is preferable that the four at each table play as partners, each couple having a certain number of counters, such as small disks or rings.
Each couple winning shall take as many counters from the losers as they have entered pairs of animals into the ark, and shall advance to the next table.
The couple losing at the head table shall go to the -foot table at the end of every game.
rPhe couple holding the largest number of counters at the end of the evening or period of play shall be the winners, and may receive a small 'favor or prize.
Having 'l'ully described my invention, what l claim as new and desire to secure by Let" ters Patent is z- 1. A game apparatus comprising a board provided with a plurality o1Ll starting points, a series of roadways inclosed by said starting point, each roadway comprising a series of sections, each section being divided into a number of spaces, a series of goals located practically at the center of the board, a revoluble section having an open gate to cover all but one of said goals, a crossway leading from each starting point to the vrevoluble section having the gate, each goal being located opposite the endmost space of each section ol the innermost path or roadway.
2. A game apparatus comprising a board having starting points differing in color, a series of concentric paths or roadways laid out in sections, each section displaying a plurality ol spaces, a central portion having a series of goals, a crossway leading from each of the starting points between the endmost spaces of the di'fl'erent sections comprising the roadway, each of said crossways having a series of spots of a color corresponding to the color of the nearest goal to indicate the paths to be taken by moving objects to the endmo'st space of that one of the sections of the innermost path or roadway from which the moving object must be moved to enter the goal.
3. A game apparatus comprising a board having starting points dilering in color, a series of concentric paths or roadways laid out in sections, each section displaying a plurality of spaces, a central portion having a series ol goals, a crossway leading from the starting points between the endmost spaces of the different sections comprising the roadway, said crossway having a series of spots of the same color as the nearest goal to indicate the paths to be taken by moving objects to the endmost space of that one of the sections ot the innermost path or roadway from which the moving object must be moved to enter the goal, and a revoluble portion at the center ol the board provided with a gate wl'ierebysaid revoluble portion when turned may place the gate in position to uncover any goal.
11. A game apparatus comprising a board presenting starting points di'l'lering in color, a series of concentric paths or roadways divided in sections, each section presenting a plurality of spaces, a series of central goals, one for each starting point, a crossway leading l'rom each starting point through and crossing all said paths or roadways, each crossway having spots of the color corresponding with the color of the starting point, and a series of movable objects each provided with means for indicating ownership of said movable object.
5. A game apparatus comprising a board presenting starting points diering in color, a series of concentric paths or roadways divided in sections, each section presenting a plurality of spaces, a series of central goals, one for each starting point, a crossWay leadl ing from each starting point through and crossing all said paths or roadways, each crossway having spots of the color corresponding with the color ofthe starting point,
a series of movable objects and a ligure With a hoodoo7 said movable objects and hoodoo each provided with means for indicating 15 ownership thereof.
In testimony whereof, I have signed my name to this speciication, in the presence of two subscribing Witnesses.
SAMUEL E. oREAsEY.
Witnesses:
ROBT. O; JORDAN, MARK H. MENOU.
US36745907A 1907-04-10 1907-04-10 Game-apparatus. Expired - Lifetime US887464A (en)

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Cited By (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US3650534A (en) * 1970-04-10 1972-03-21 Frank W Collett Board game apparatus
US4741538A (en) * 1986-05-05 1988-05-03 Milton Lewis Method of playing a word forming game
US5090706A (en) * 1989-05-15 1992-02-25 Hokanson Harlen C Game apparatus
US5553851A (en) * 1995-05-17 1996-09-10 Quick Silver Development Co., Inc. Revolving rings gaming apparatus
US6105962A (en) * 1998-12-15 2000-08-22 Sierra Design Group Rotating disks slot machine
US20030130071A1 (en) * 2002-01-10 2003-07-10 Angie Francise Educational game
US20120286472A1 (en) * 2011-05-12 2012-11-15 John Kirk Harvey Pathway puzzle
USD858640S1 (en) * 2016-12-27 2019-09-03 Lcaip, Llc Board game

Cited By (11)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US3650534A (en) * 1970-04-10 1972-03-21 Frank W Collett Board game apparatus
US4741538A (en) * 1986-05-05 1988-05-03 Milton Lewis Method of playing a word forming game
US5090706A (en) * 1989-05-15 1992-02-25 Hokanson Harlen C Game apparatus
US5553851A (en) * 1995-05-17 1996-09-10 Quick Silver Development Co., Inc. Revolving rings gaming apparatus
US6105962A (en) * 1998-12-15 2000-08-22 Sierra Design Group Rotating disks slot machine
US20060082057A1 (en) * 1998-12-15 2006-04-20 Igt Rotating disks slot machine
US20030130071A1 (en) * 2002-01-10 2003-07-10 Angie Francise Educational game
US6698760B2 (en) * 2002-01-10 2004-03-02 Angie Francise Educational game
US20040227290A1 (en) * 2002-01-10 2004-11-18 Angela Francise Educational game
US20120286472A1 (en) * 2011-05-12 2012-11-15 John Kirk Harvey Pathway puzzle
USD858640S1 (en) * 2016-12-27 2019-09-03 Lcaip, Llc Board game

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