US2025213948A1PendingUtilityA1

Beast Cubes: Strategy & Action Game

Assignee: KURSINOV BORISPriority: Dec 31, 2023Filed: Dec 31, 2023Published: Jul 3, 2025
Est. expiryDec 31, 2043(~17.4 yrs left)· nominal 20-yr term from priority
Inventors:Boris Kursinov
A63B 67/06
30
PatentIndex Score
0
Cited by
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References
0
Claims

Abstract

“Beast Cubes” is an interactive gaming system that revitalizes outdoor and spacious indoor recreation by blending the physicality of active play with the mental engagement of strategic gaming. Players engage in a unique, turn-based competition using cubic elements, each designated into one of three tiers—Standard, Rare, and Legendary—distinguished by the number of ‘lives’ each cube possesses. The game innovates through its integration of specialized kicking techniques—namely, the targeted “Baby Kick” and the robust “Grasshopper Kick”—to tactically maneuver cubes and challenge opponents within various gameplay modes, including 1 vs. 1, Team vs. Team, and The Arena Mode. “Beast Cubes” offers an alternative to conventional sedentary entertainment, fostering physical agility, strategic acumen, and social connectivity, thus addressing the modern imperative for balance between digital interactivity and active, real-world play.

Claims

exact text as granted — not AI-modified
1 : A gaming set comprising:
 A plurality of cubic gaming elements, each categorized into one of at least three distinct tiers based on the number of “lives” the element represents;   Wherein each cubic gaming element features distinct surface designs, including character imagery, tier designation, and numeric life value.   
     
     
         2 : The gaming set of  claim 1 , wherein:
 The tiers are designated as Standard, Rare, and Legendary, each tier indicating a range of “lives” (Standard: 3-5 lives, Rare: 6-8 lives, Legendary: 10 or more lives).   
     
     
         3 : The gaming set of  claim 1 , wherein:
 The cubic gaming elements are specifically adapted for outdoor physical gameplay, ensuring durability and visibility in various outdoor conditions.   
     
     
         4 : A method of playing a physically interactive game using the gaming set of  claim 1 , comprising:
 Propelling a selected cubic gaming element towards an opponent's gaming elements by a foot-based action to impact and reduce the “lives” count of the opposing elements;   Implementing turn-based gameplay where players alternate in selecting and propelling gaming elements based on strategic considerations.   
     
     
         5 : The method of  claim 4 , wherein:
 The game includes specific player positioning and cube placement guidelines tailored for outdoor or spacious indoor environments.   
     
     
         6 : The method of  claim 4 , wherein:
 The game incorporates a variety of physical kicking techniques, including a “Baby Kick” for precision and a “Grasshopper Kick” for power and range.   
     
     
         7 : The method of  claim 6 , wherein:
 The “Baby Kick” is characterized by gentle foot-based propulsion suitable for close-range interaction and precision strikes;   The “Grasshopper Kick” involves a dynamic leaping action, facilitating longer-range strikes and strategic repositioning of the gaming elements.   
     
     
         8 : The gaming set of  claim 1 , wherein:
 Each cubic gaming element's design includes a top surface with the character's name, front and back surfaces with character imagery, side surfaces with branding, and a bottom surface indicating tier level and life points.   
     
     
         9 : The method of  claim 4 , wherein:
 Victory conditions are set based on the depletion of “lives” from an opponent's gaming elements or achieving a dominant position on the playing field.   
     
     
         10 : The gaming set of  claim 1 , wherein:
 The cubic gaming elements are manufactured from materials suitable for outdoor play, such as high-quality plastic, with UV-resistant printing for durability and legibility.   
     
     
         11 : A method for conducting a 1 vs. 1 game mode using the gaming set of  claim 1 , comprising:
 Two players engaging in a head-to-head format in a turn-based system;   Each player strategically selecting gaming elements from their collection based on tier and life points at the start of each turn;   Players alternating turns, where each turn involves propelling a gaming element towards the opponent's elements;   The game proceeding with each player taking turns in accordance with the turn-based mechanism until one player successfully reduces all lives of the opponent's gaming elements to zero, thereby determining the winner.   
     
     
         12 : A method for conducting a Team vs. Team game mode using the gaming set of  claim 1 , comprising:
 Two teams, each consisting of multiple players, competing in a collaborative gameplay format within a turn-based system;   Teams strategically selecting gaming elements from their collective pool based on tiers and life points at the start of each team's collective turn;   During each team's turn, alternating actions among team members, where each member completes their action before moving to the next member, ensuring all members have acted before the end of the team's turn;   After one team completes its turn, the opposing team commences its turn, following the same sequence;   The game continues in this turn-based manner, with teams alternating complete turns, until one team successfully eliminates all lives of the opposing team's gaming elements, thus achieving victory.   
     
     
         13 : A method for conducting The Arena Mode game using the gaming set of  claim 1 , comprising:
 Multiple players participating simultaneously in a free-for-all format under a turn-based system;   Players independently selecting gaming elements from any tier with no restrictions on quantity at the start of their turns;   A turn-based gameplay involving dynamic and unpredictable interactions as each player aims, on their turn, to reduce the lives of all other players' gaming elements;   The game concluding when only one player remains with gaming elements that still have lives, or when a predetermined time limit is reached, with the winner being the player with the most cumulative lives remaining at the end of the turn cycle.

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