Coin Slide Board Game and Method of Play
Abstract
A coin slide board game is played on a rectangular gameboard apparatus that has a smooth playing surface, two side rails (one on each long side of the playfield), and a demarcated starting region (scoring area) at each end of the playfield deep enough for at least one coin to occupy the space. The method of play is includes sliding a coin with a flick of the finger from one end of the playfield to the other trying to have it land in the scoring area at the far end. The gameboard apparatus is small, simple, light-weight (for easy transport and storage) and inexpensive to construct. This is a gameplay device where the age, intelligence or physical size/strength of the players has lithe, if any, bearing on success. In addition to the winner having bragging rights, as there is in similar games, in versions of the game the loser has a penalty consequence adding to the entertainment value.
Claims
exact text as granted — not AI-modifiedI claim:
1 . Apparatus for two, four, or six players playing a coin slide board game using a coin propelled by the flick of a finger. The comparatively small, light-weight gameboard apparatus comprising visually demarcating:
a rigid, long, narrow, planar, rectangular playfield; a side rail on each of the two long sides of the playfield to provide strength and keep the coin in play if the coin moves laterally while moving towards the far end of the playfield; a starting region (near scoring zone) from which a coin is to be flicked; a scoring line near each end of the playfield; a target scoring zone (the area between the scoring line and the end of playfield) at the far end of the playfield; a playfield centerline perpendicular to the long dimension of playfield; a free do-over area between the near scoring line and the centerline; a no-score area between the centerline and the far scoring line; a no-score area beyond of the far end of playfield
2 . The apparatus of claim 1 , wherein the starting region for the active player is the scoring zone nearest to the active player, thereby accommodating one active player at a time.
3 . The apparatus of claim 1 , wherein the playfield is bilaterally symmetrical about the centerline and the starting regions (also called the scoring zones) are located at each end of the playfield.
4 . Using the apparatus of claim 1 , a method of two players playing a coin slide board game visually demarcating the playfield starting regions (also called the scoring zones) and the centerline, wherein a starting region for a first one of two competing players serves as scoring zone of a second one of the two competing players, and the starting region for the second one of the two competing players serves as the scoring zone of the first one of the two competing players, the method comprising: in a first phase of the coin slide board game, having the first player place a coin in the starting region for the first player and using the flick of a finger propel the coin towards the opposite scoring zone; awarding the first player a positive score upon the scoring line, in the scoring zone, or hanging off the far edge of the playfield, a free do-over if the coin does not pass the center line (similar to a foul ball in baseball), and no score if the coin lands between the centerline and the scoring line or goes off the far end of the playfield; having the second player place a coin in the starting region for the second player and using the flick of a finger, propel the coin towards the opposite scoring zone; awarding the second player a score in the same manner as the first player; and in this manner play alternates between players until a player cumulatively attains at least a minimum predetermined score in said first phase to win the round; and, play continues in this manner until the predetermined number of rounds is won by one of the players to win the match.
5 . The method of claim 4 , further comprising a situation where the first player has reached or exceeded the predetermined score to win the round, but the second player is within reach of tying or exceeding this score, the second player shall play another turn; whichever player then has the highest score wins the round.
6 . The method of claim 5 , further comprising a tied score at the end of a round; in the event of a tie, players continue for “sudden death” play taking alternate turns until one of the players has a higher score and wins the round.
7 . The method of claim 4 , further comprising assigning a consequence for the losing player, the consequence will be a penalty action that the loser must perform.
8 . The method of claim 4 , further comprising for teams of two or three players on each side (four or six players total), in the first phase, having each player on a team successively propel a separate coin towards the opposite scoring zone during that player's turn; the coin of the second (or third) player on a team may impact the coin of a previous player on his team thereby potentially affecting the score of each coin; the team score is assessed after the last player on the teams completes their play based on the final resting position of each coin played by the team; the second team then plays their turn in the same manner as the first team; play alternates between teams until a team cumulatively attains at least a minimum predetermined score in said first phase to win the round; and, play continues in this manner until the predetermined number of rounds is won by one of the teams to win the match.
9 . The method of claim 8 , further comprising assigning a consequence for the losing team players, the consequence will be a penalty action that the losing team players must perform.
10 . The method of claim 4 , further comprising positioning additional coins positioned on the centerline at the start of a round, these centerline coins being of a different size than the players' coin to distinguish them from the players' coin; centerline coins remain on the playfield for the entire round unless one lands on the scoring line, in the scoring zone, or hanging off the end of the playfield, then bonus points are assessed at twice the value of the players' coin if it had landed in the same position, centerline coins that have earned points are removed from the playfield for the balance of the round, centerline coins that have not earned points are not moved from whatever position they land for the duration of a round; the players' coin also is assessed for points based on its final resting position after each play; play alternates between the two players until the round is won, then the centerline coins are positioned again on the centerline for the beginning of a new round; and, play continues in this manner until the predetermined number of rounds is won by one of the players to win the match.
11 . Using the apparatus of claim 1 , a method of two players playing a coin slide board game similar to football visually demarcating the playfield starting regions (also called the scoring zones) and the centerline, wherein a starting region for a first one of two competing players serves as scoring zone of a second one of the two competing players, and the starting region for the second one of the two competing players serves as the scoring zone of the first one of the two competing players, the method comprising: in a first phase of the coin slide board game similar to football, having the first player place a coin in the starting region for the first player and using the flick of a finger propel the coin towards the opposite scoring zone; from the coin's resting place the second player has four plays to move the coin towards the first player's far end of the playfield; if the coin went off the playing field, the second player positions the coin on the center line; to score points the second player must, by the fourth play, have the coin hang off the end of the playfield (touchdown); if no points are scored, the second player starts with the coin in their starting region and plays in a similar manner attempting to score a touchdown; if a touchdown is made, the active player scores six points; and, play continues to alternate in this manner until the predetermined score or time limit is reached and the player with the higher score is declared the winner.
12 . The method of claim 11 , further comprising extra points can be earned by the active player after a touchdown by a single play of sliding the coin with a flick of the finger from centerline towards the scoring zone at the opposite end of the playfield; if the coin lands on the scoring line, one bonus point is awarded; if the coin lands in the scoring zone or hanging off the edge of the playfield, two bonus points are awarded; and, if the coin lands in any other position, no bonus points are awarded.Join the waitlist — get patent alerts
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