Interactive and dynamic multi-target toss game
Abstract
The present invention provides a toss game that only uses projectiles as targets. A playing surface is divided into first area and second area. Players stand in the first area and throw projectiles onto the second area. If there are no projectiles on the second area, a player throws a projectile onto the second area, attempting to use the projectile just thrown as target for the next throw. If there is at least one projectile on the second area, a player throws a projectile to target other projectiles on the second area. After a throw, if at least two projectiles on the second area touch each other then the player may gain points. The object is to be the first to win a predetermined target score points. This toss game is very dynamic and challenging yet easy to learn and fun to play.
Claims
exact text as granted — not AI-modified1 . A method of playing a toss game for two players comprises, but not necessarily in the order shown below:
(a) choosing a playing surface, (b) providing two groups of projectiles, each of said groups contains at least two projectiles; both groups have the same number of projectiles; all projectiles in the same group have the same color and different groups have different colors; all the projectiles have the same shape and size; each player obtains one group of projectiles, (c) determining who plays first, (d) marking an area on said playing surface as standing area, (e) throwing a projectile from said standing area onto the target area that is the area of the playing surface excluding the standing area, (f) awarding the player on current turn P S points if the projectile just thrown touches or intersects S his other projectiles on the target area, where S is a positive integer and each P S is a predetermined number associated with S, (g) taking back all touched or intersected projectiles from the target area if any, (h) if the projectile just thrown by the player on current turn touches or intersects at least one his opponent's projectile on the target area then this player keeps his turn, otherwise passes the turn to his opponent, (i) if the player who will play next has all his projectiles lying on the target area then take at least one of them back, (j) repeating (e) through (i) until a player reaches a predetermined target score value or when the playing time reaches a predetermined time limit, the winner is the player who first reaches said predetermined target score value or has more points than his opponent when the playing time reaches the predetermined time limit.
2 . The method of claim 1 , wherein P S =2 times S minus 1, and all the projectiles are rings.
3 . A method of playing a toss game for at least two teams comprising, but not necessarily in the order shown below:
(a) choosing a playing surface, (b) providing plurality of groups of projectiles, any projectile in any one of said groups looks different from any projectile in the other groups; each team obtains one group of the projectiles, (c) determining a playing order, (d) determining an area on said playing surface as standing area, (e) throwing a projectile from said standing area onto the target area that is the area of the playing surface excluding the standing area, (f) scoring points, (1) determining the number of touched pairs on the target area, a projectile can be used S times for counting the number of touched pairs if said projectile touches S other projectiles, where S is a positive integer, (2) using the touched pairs to calculate points according to a predetermined scoring method, (g) taking back all touched pairs from the target area, (h) determining whether current turn ends according to a predetermined condition of ending a turn, if current turn ends then passing the turn to the next player according to said playing order, otherwise the player on current turn keeps his turn, (i) taking back the next player's team's projectiles from the target area according to a predetermined retrieving rule specifying how many projectiles may or must be taken back if all the next player's team's projectiles are on the target area without touched pairs, (j) repeating (e) through (i) until a team reaches or exceeds a predetermined target score value, the winner is the team who first reaches or exceeds said target score value.
4 . The method of claim 3 , wherein each of said teams has only one player, said condition of ending a turn is that current turn ends after one throw, and said scoring method includes (1) a touched pair is given one point if the two projectiles of said touched pair are from different groups; a touched pair is given two points if the two projectiles of said touched pair are from the same group; (2) adding the points of all the touched pairs, and said retrieving rule is that all the next player's team's projectiles on the target area must be taken back if all the next player's team's projectiles are on the target area without touched pairs, and the target score value is 21, and all the projectiles are rings; all the rings in the same group have the same color; the rings from different groups have different colors.
5 . The method of claim 3 , wherein each of said teams has only one player, each of the groups contains at least two projectiles, said condition of ending a turn is that current turn ends only if a throw results no touched pairs, and said scoring method includes (1) a touched pair is given one point if the two projectiles of said touched pair are from different groups; a touched pair is given two points if the two projectiles of said touched pair are from the same group; but if the throw just performed by the player on current turn is the first throw of said current turn and results only one touched pair consisting of two projectiles from different groups then no points are given; (2) adding the points of all the touched pairs, and said retrieving rule is that all the next player's team's projectiles on the target area must be taken back if all the next player's team's projectiles are on the target area without touched pairs, and the target score value is 21, and all the projectiles are rings; all the rings in the same group have the same color; the rings from different groups have different colors.
6 . The method of claim 3 , further providing marking means for marking the standing area.
7 . The method of claim 6 , wherein said marking means is a mat, a player puts one of his feet on said mat before throwing a projectile.
8 . A method of playing a toss game for at least two teams comprising, but not necessarily in the order shown below:
(a) choosing a playing surface, (b) providing plurality of groups of projectiles, any projectile in any one of said groups looks different from any projectile in the other groups; each team obtains one group of the projectiles, (c) determining a playing order, (d) determining an area on said playing surface as standing area, (e) throwing a projectile from said standing area onto the target area that is the area of the playing surface excluding the standing area, (f) scoring points, (1) determining the number of touched pairs on the target area, a projectile can be used S times for counting the number of touched pairs if said projectile touches S other projectiles, where S is a positive integer, (2) using the touched pairs to calculate points according to a predetermined scoring method, (g) taking back all touched pairs from the target area, (h) determining whether current turn ends according to a predetermined condition of ending a turn, if current turn ends then passing the turn to the next player according to said playing order, otherwise the player on current turn keeps his turn, (i) repeating (e) through (h) until a team reaches or exceeds a predetermined target score value or the player on current turn has thrown all his team's projectiles onto the target area without touched pairs, the winner is the team with the highest points.
9 . The method of claim 8 , wherein each of said teams has only one player, said condition of ending a turn is that current turn ends after one throw, and said scoring method includes (1) a touched pair is given one point if the two projectiles of said touched pair are from different groups; a touched pair is given two points if the two projectiles of said touched pair are from the same group; (2) adding the points of all the touched pairs, and the target score value is 21, and all the projectiles are rings; all the rings in the same group have the same color; the rings from different groups have different colors.
10 . The method of claim 8 , wherein each of said teams has only one player, each of the groups contains at least two projectiles, said condition of ending a turn is that current turn ends only if a throw results no touched pairs, and said scoring method includes (1) a touched pair is given one point if the two projectiles of said touched pair are from different groups; a touched pair is given two points if the two projectiles of said touched pair are from the same group; but if the throw just performed by the player on current turn is the first throw of said current turn and results only one touched pair consisting of two projectiles from different groups then no points are given; (2) adding the points of all the touched pairs, and the target score value is 21, and all the projectiles are rings; all the rings in the same group have the same color; the rings from different groups have different colors.
11 . The method of claim 8 , further providing marking means for marking the standing area.
12 . The method of claim 11 , wherein said marking means is a mat, a player puts one of his feet on said mat before throwing a projectile.
13 . A method of playing a toss game for at least two teams comprising, but not necessarily in the order shown below:
(a) choosing a playing surface, (b) providing plurality of projectiles, all players share said projectiles, (c) determining a playing order, (d) determining an area on said playing surface as standing area, (e) throwing a projectile from said standing area onto the target area that is the area of the playing surface excluding said standing area, (f) scoring points, (1) determining the number of touched pairs on the target area, a projectile can be used S times for counting the number of touched pairs if said projectile touches S other projectiles, where S is a positive integer, (2) using the touched pairs to calculate points according to a predetermined scoring method, (g) taking back all touched pairs from the target area if any, (h) determining whether current turn ends according to a predetermined condition of ending a turn, if current turn ends then passing the turn to the next player according to said playing order, otherwise the player on current turn keeps his turn, (i) taking back projectiles from the target area according to a predetermined retrieving rule specifying how many projectiles may or must be taken back if all the projectiles are on the target area without touched pairs, (j) repeating (e) through (i) until a team reaches or exceeds a predetermined target score value, the winner is the team who first reaches or exceeds said target score value.
14 . The method of claim 13 , wherein each of said teams has only one player, said condition of ending a turn is that current turn ends after one throw, and said scoring method is that using formula: the number of touched pairs times 2 minus 1 to calculate points, and the target score value is 21, and all the projectiles are rings.
15 . The method of claim 13 , wherein each of said teams has only one player, said condition of ending a turn is that current turn ends only if a throw results no touched pairs, and said scoring method is that using formula: the number of touched pairs times 2 minus 1 to calculate points, and the target score value is 21, and all the projectiles are rings.
16 . The method of claim 13 , further providing marking means for marking the standing area.
17 . A method of playing a toss game for at least two teams comprising, but not necessarily in the order shown below:
(a) choosing a playing surface, (b) providing plurality of projectiles, all players share said projectiles, (c) determining a playing order, (d) determining an area on said playing surface as standing area, (e) throwing a projectile from said standing area onto the target area that is the area of the playing surface excluding the standing area, (f) scoring points, (1) determining the number of touched pairs on the target area, a projectile can be used S times for counting the number of touched pairs if said projectile touches S other projectiles, where S is a positive integer, (2) using the touched pairs to calculate points according to a predetermined scoring method, (g) taking back all touched pairs from the target area if any, (h) determining whether current turn ends according to a predetermined condition of ending a turn, if current turn ends then passing the turn to the next player according to said playing order, otherwise the player on current turn keeps his turn, (i) repeating (e) through (h) until a team reaches or exceeds a predetermined target score value or all the projectiles are on the target area without touched pairs, the winner is the team with the highest points.
18 . The method of claim 17 , wherein each of said teams has only one player, said condition of ending a turn is that current turn ends after one throw, and said scoring method is that using formula: the number of touched pairs times 2 minus 1 to calculate points, and the target score value is 21, and all the projectiles are rings.
19 . The method of claim 17 , wherein each of said teams has only one player, said condition of ending a turn is that current turn ends only if a throw results no touched pairs, and said scoring method is that using formula: the number of touched pairs times 2 minus 1 to calculate points, and the target score value is 21, and all the projectiles are rings.
20 . The method of claim 17 , further providing marking means for marking the standing area.Join the waitlist — get patent alerts
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