US20060061035A1 - Board game with gyroscopic top timer - Google Patents

Board game with gyroscopic top timer Download PDF

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Publication number
US20060061035A1
US20060061035A1 US10/946,513 US94651304A US2006061035A1 US 20060061035 A1 US20060061035 A1 US 20060061035A1 US 94651304 A US94651304 A US 94651304A US 2006061035 A1 US2006061035 A1 US 2006061035A1
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United States
Prior art keywords
shell
rip cord
turn
board
player
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Abandoned
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US10/946,513
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Debra Collins
Stuart Imai
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TOY INNOVATIONS Inc
Hasbro Inc
TOYinnovation Inc
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Hasbro Inc
TOYinnovation Inc
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Priority to US10/946,513 priority Critical patent/US20060061035A1/en
Assigned to TOY INNOVATIONS, INC., HASBRO, INC. reassignment TOY INNOVATIONS, INC. ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: IMAI, STUART, COLLINS, DEBRA S.
Publication of US20060061035A1 publication Critical patent/US20060061035A1/en
Abandoned legal-status Critical Current

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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
    • 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
    • A63F3/00173Characteristics of game boards, alone or in relation to supporting structures or playing piece
    • A63F3/00261Details of game boards, e.g. rotatable, slidable or replaceable parts, modular game boards, vertical game boards
    • A63F2003/00435Details of game boards, e.g. rotatable, slidable or replaceable parts, modular game boards, vertical game boards with a sloping playing field or part thereof
    • A63F2003/00447Details of game boards, e.g. rotatable, slidable or replaceable parts, modular game boards, vertical game boards with a sloping playing field or part thereof on three or more sides, e.g. pyramid-shaped
    • 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
    • A63F3/00145Board games concerning treasure-hunting, fishing, hunting

Abstract

A board game, a method for timing or determining the length of time for a player or a team's turn, and a timing device for timing the length of time for a player or team's turn are all disclosed. The disclosed board game has an Egyptian mummy theme and includes a board that can be folded in the shape of a pyramid. Players move around the board, collect tokens and try to avoid being landed upon or landing upon a mummy token, which also moves around the board during the course of the game. Tokens are moved according to a paired or rolled dice. The dice are rolled repeatedly during a player's turn and the length of time for a player's turn is determined by a timing device which includes a top element housed within a cubical shell. A rip cord is used to spin the top within the shell and the shell is placed on a base and allowed to spin on one of its corners as the top spins inside the shell. The turn is over when the top and shell loses their speed causing the shell to fall on one of its outer flat faces. The timing device disclosed herein makes for a very fast paced and exciting board game.

Description

    TECHNICAL FIELD
  • A new board game is shown and described. Further, the disclosed board game also includes a unique timing element for determining the length of time a player has to carry out his/her turn. The timing element includes a gyroscopic or top device enclosed within a cubical shell. A rip cord is used to spin the top within the cubical shell and the shell, when placed on one of its corners that supports the central axis of the top, also spins and the duration of the player's turn extends from the time at which the player places the cubical shell on its corner, with the top spinning inside, until the time the cubical shell stops spinning as a result of the top slowing down or ceasing spinning inside the shell as the shell falls on one of its six sides.
  • BACKGROUND OF THE ART
  • Board games are well known in the art. One type of board game is a “start to finish” or a “race-type” board game where the board is printed with at least one primary pathway extending from a start to a finish. Players are typically assigned a single token and move around the pathway with the length of each advance be determined by the roll of one or more die, a spinner element or the drawing of one or more cards. These games rely upon an inherent excitement found in racing from a start to a finish. Often, the typical start to finish or race-type board games include detours or side pathways. Often the decision to take a side passageway or side pathway adds certain decision making requirements to the game instead of players simply rolling the dice or spinning the wheel.
  • One variation of the start to finish or race-type game are the games which involve multiple laps around an endless pathway with the winner being the player who has accumulated the most money, points, tokens or the like. These games are better suited for older children as younger children and toddlers often do not understand or appreciate games where players must accumulate money or points or which involve decision making skills during the play of the game.
  • One advantage to the simple start to finish or race-type games is that the pace of play tends to proceed at a relatively rapid pace. Each player simply rolls the dice or spins the wheel and moves his or her token the appropriate number of steps before another player takes a turn. The only exception to this general rule may be those situations where a player rolls a “double” or a spinner, wheel or card indicates that a player is entitled to one or more additional turns.
  • One disadvantage with board games with side pathways, detours and additional decision making requirements is that the pace of play may be rather slow. Players are forced to strategize and therefore think and the time in which one player has to complete his or her turn may be undefined or limitless. While one player is taking his or her turn, the other players may become bored or distracted. One solution to this problem is the use of a timer. While timers with spring-loaded timing elements or hour glasses have been used, these types of devices are also relatively boring and do not necessarily add any excitement to the game.
  • Therefore, there is a need for an improved timing element for a board game that adds an element of excitement to the game.
  • Further, it would also be beneficial if new board games were designed with timing elements or timing devices that, in addition to providing an element of excitement to the game, also performs a function in addition to determining the length of a player or a team's turn. In other words, it would be desirable to have a board game with a timing element or a timing device that actually affects the outcome of a player's turn and therefore the game in addition to defining the length of time a player or a team has to complete a turn.
  • SUMMARY OF THE DISCLOSURE
  • In satisfaction of the aforenoted needs, an improved board game is disclosed which comprises a board with a plurality of indicia printed thereon. In addition to other things, the indicia may define one or more pathways to be followed during the course of a game. The board game also includes a timing device that defines an amount of time for a single turn. The timing device comprises a cubical shell, a top and a rip cord. The shell comprises two bearings disposed in diagonally opposite corners inside the shell. The bearings support opposite ends of an axial shaft of the top. The shell also comprises two openings for passing the rip cord through the shell. The top comprises the aforementioned shaft which extends through a wheel and a gear. The rip cord comprises a set of linear teeth along the cord and the rip cord passes through the openings of the shell with the teeth of the rip cord being enmeshed with the gear of the top. To start the timing device, the player inserts the rip cord through the openings of the shell with the teeth enmeshed with the gear at the top. When fully inserted, the player then pulls the rip cord swiftly through the cubical shell thereby causing the top to spin about its axis as defined by the shaft of the top. As the top is spinning and being supported by the bearings, the player places the shell on one of its corners that houses a bearing and the spinning top causes the shell to spin on said corner for an amount of time that can be used to determine the length of time for the player or team's turn.
  • In an embodiment, indicia are printed on each of the six outer faces of the cubical shell. Therefore, when the top begins to slow down and the cubical shell eventually stops spinning and eventually lands on one of its faces with an opposite face being directed upwardly, the indicia on the upwardly directed face can be used to affect the outcome of the player or team's turn, such as the award of bonus points, the imposition of a penalty, the return of the player's token to a start point, etc.
  • In an embodiment, the board game also includes a base that rests on top of the board. The base includes an upper surface having a recess for accommodating a corner of the shell so that the shell can spin on top of the base and be confined to the recess while the shell is spinning. In a further refinement, the recess is circular. In yet another further refinement, the base has a truncated pyramidal shape.
  • In a related refinement, the board comprises a square center or base section with four outer edges hingedly connected to triangular panels that enable the board to be folded into a hollow pyramid that houses the other parts of the game.
  • In a refinement, the rip cord includes a handle.
  • In yet another refinement, the board game comprises a plurality of tokens, at least one die, and the indicia printed on the board define at least one pathway. To start a turn, the player pulls the rip cord through the shell thereby causing the top to spin. The player then places the shell on one of its corners which houses one of the bearings thereby allowing the shell to spin on said corner as discussed above. This event denotes the start of a player's turn and thereafter the player rolls the die or dice and moves his/her token repeatedly until the shell stops spinning and rests on one of its six faces with an opposite face directed upward. In a further refinement, indicia printed on the upwardly directed face alters the outcome of the player's turn.
  • In another refinement, the shell also houses a plate secured within the shell. The plate comprises an aperture through which the shaft and gear of the top extend. The plate is connected to a bracket through which the rip cord slides. The bracket has a shaped cross-sectional profile that matches a cross-sectional profile of the rip cord. The-bracket is positioned within the shell so that insertion of the rip cord through the openings of the shell results in the rip cord extending through the bracket and with the teeth of the rip cord enmeshing with the gear of the top. In short, the shape of the openings of the shell and the cross-sectional profile of the bracket along with the cross-sectional profile of the rip cord are all matched so that the rip cord and be inserted only one way which results in the teeth of the rip cord being enmeshed with the gear of the top. In a refinement, the plate is fastened to an interior of the shell. In a further refinement, the bracket is integrally connected to the plate.
  • In yet another refinement, the shaft of the top also passes through and is connected to a hub. The hub is connected to the wheel by a plurality of spokes.
  • In an embodiment, an improved timing device is disclosed for use on board games and other games of chance that includes the cubical shell, top and rip cord as described above.
  • In another embodiment, a method for determining the time of a player's term during play of the game is disclosed. The method comprises providing a timing device as described above, inserting the rip cord through the openings of the shell and enmeshing the teeth of the rip cord with the gear of the top, pulling the rip cord back through the shell at a rate sufficient to cause the top to spin within the shell, placing the shell on one of its corners that houses one of its bearings while the top is spinning thereby causing the shell to spin on its corner and designating the start of the turn, declaring an end to the turn when the shell stops spinning and falls to a resting position on one of its six outer faces.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • The disclosed board game, timing device and method for determining the time of a player's turn during play of a board game are described more or less diagrammatically in the accompanying drawings, wherein:
  • FIG. 1 is a top plan view of a board game for use in playing a disclosed board game;
  • FIG. 2 is a perspective view of the various parts or tokens used to play the disclosed board game including treasure tokens, timing device (aka “timing cube”), dice, rip cord, base for supporting the spinning timing cube, player tokens, mummy token (aka “mummy pawn”) and treasure bag cards (aka “explorer pawns”) for collecting treasure tokens;
  • FIG. 3 is a perspective view of the board game illustrating its pyramid shape when in a folded and stored configuration;
  • FIG. 4 is an exploded view of a disclosed timing device including a cubical shell, top, rip cord and combination plate/bracket;
  • FIG. 5 is a perspective view of the base and timing element used during the play of the disclosed board game and with applications to other board games; and
  • FIG. 6 is a perspective view illustrating the spinning of the cubical shell (with spinning top inside) on top of the truncated pyramidal base as disclosed herein.
  • It should be understood that the drawings are not necessarily to scale and that the embodiments are sometimes illustrated by graphic symbols, phantom lines, diagrammatic representations and partial or fragmentary views. In certain instances, details which are not necessary for an understanding of the disclosed board game, timing device or method for timing a player or team's turn may have been omitted. It should be understood, of course, that this disclosure is not necessarily limited to the particular embodiments illustrated herein.
  • DETAILED DESCRIPTION OF PRESENTLY PREFERRED EMBODIMENT
  • FIGS. 1-6 illustrate generally a disclosed board game tentatively entitled “Escape the Mad Mummy,” a disclosed timing device for use in the disclosed board game and other board games for defining the length of time for a player or a team's turn, and a disclosed method for defining the length of time for a player's turn or a team's turn during play of a board game, such as the disclosed board game or other board games.
  • Turning to FIG. 1, a board 10 is disclosed that includes a rectangular or generally square base panel 11 hingedly connected to four triangular panels 12 a-12 c. The shape of the board 10 helps to impart the Egyptian or mummy theme of the disclosed board game as the board 10, as shown in FIG. 3 can be folded into a hollow pyramid as the triangular panels 12 a-12 d can be folded upward towards each other to form a pyramid shell, which can be used to store all the elements and parts shown in FIG. 2 when the game is not in use. As shown in FIG. 3, each panel 12 a-12 d may include interlocking elements such as a tab 13 and a slot 14 for securing one panel 12 such as 12 a into position with respect its adjacent panels 12 b, 12 d as shown in FIG. 3.
  • Returning to FIG. 1, each panel 12 a-12 d may be connected to the base panel 11 by a living hinge that may be created by paper laminate layers that cover the upper and lower sides of the board and contain the printed indicia shown in FIG. 1. The indicia shown in FIG. 1 includes, but is not limited to the following elements. A starting place is shown at 15 which leaves the players along a pathway shown generally at 16. The direction of play is indicated by one or more arrows 17. Certain points of interest include the mummy's tomb 18, secret passageways 19 a, 19 b, the trap doors 21 a, 21 b, the hidden chambers 22 a, 22 b, the escape route 23 from the tomb and the treasure chambers 24 a, 24 b. Further, numerous steps along the pathway 16 are designated as “take a treasure” steps shown generally at 25.
  • Turning to FIG. 2, various other elements used to play the “Escape the Mad Mummy” game are illustrated. First, a plurality of treasure tokens or “treasure pawns” are shown generally at 26. While ten different types of treasure tokens 26 are shown and described, as noted below, the goal of the game is to collect five tokens 26 in total and the type or particular tokens 26 collected is unimportant. The tokens 26 are designed to be consistent with the Egyptian or mummy theme of the game. The game is intended for four players or four teams. Each player or team also selects a player token or “explorer pawn,” four of which are shown at 27. The player tokens 27 are each of a different color and each player or team also selects an appropriately colored treasure bag or “explorer pack,” four of which are shown at 28. During play of the game, each player or team places its collected treasures or treasure tokens 26 on top of their respective treasure bag 28. Dice for advancing the player tokens 27 along the path 16 are shown at 29 and the mummy pawn is shown at 30.
  • As described below, the duration of the turn or each player or team is determined by a timing device which includes the cubical shell shown at 31 and the rip cord 32. The operation and use of these devices will be described below with respect to FIGS. 4-6. In addition, a truncated pyramidal base 33 may be placed in the centralized area shown at 34 of the board 10 (see FIG. 1). The centralized area 34 may also include corner recesses shown at 35 which can be used to support short legs disposed on the underside of the base 33 (not shown) to ensure a stable footing for the base 33.
  • FIGS. 4-6 illustrate in greater detail the design and operation of the timing device shown generally at 40. The device 40 includes the cubical shell 31 that may comprise two parts or shell halves 31 a and 31 b as shown in FIG. 4. The shell halves 31 a, 31 b may be secured together with screws or other similar fasteners or they may be connected together in some sort of snap-fit configuration. In the embodiment shown in FIG. 4, the shell half 31 a includes three threaded bores shown at 41 while the shell half 31 b includes complimentary washer elements 42 as shown in FIG. 4. Threaded fasteners are extended through the washer elements 42 of the shell half 31 b and to the threaded bores 41 of the shelf half 31 a by way of three openings in the shell half 31 b, one of which is shown at 43 in FIGS. 5 and 6.
  • Each shell half 31 a, 31 b also preferably includes a bearing 44 for supporting the top or gyroscopic element 45. The top 45 includes a shaft 46 that passes coaxially through a wheel 47 and a gear 48. In the embodiment shown in FIG. 4, the wheel 47 is connected to a hub 51 which is also coaxial with the shaft 46 and the hub 51 is connected to the wheel 47 by one or more spokes shown at 52. The shaft 46 includes opposing ends shown at 53 which are received in the bearings 44 of the shell halves 31 a, 31 b. Thus, the top 45 is rotatably supported within the shell 31 by the bearings 44.
  • The rip cord 32 is used to impart rotation to the top 45. Specifically, the rip cord 32 includes a handle 55 which is connected to a cord element 56 which, in turn, carries a linear set of teeth 57. The rip cord 32 is inserted through the shell 31 so that the teeth 57 engage and are enmeshed with the gear 48 of the top 45. After filly inserting the rip cord 32 through shell 31, the rip cord 32 may then be pulled rapidly back through the shell 31 and the teeth 57 impart a spinning rotation to the gear 48 and the top 45.
  • To ensure that the teeth 57 of the rip cord 32 are enmeshed with the gear 48 of the top 45 during each use, a bracket 61 is provided that is connected to a plate 62 which, in turn, is securely fastened to one of the shell halves 31 a, 31 b, and in the embodiment illustrated in FIG. 4, the plate 62 is secured to the shell half 31 b by way of the fasteners shown at 63 and threaded bores shown at 64 provided in the shell half 31 b.
  • The bracket 61, in combination with specially shaped apertures in the shell 31, one of which is shown at 65 in FIGS. 2 and 5-6 ensure that the rip cord 32 can only be inserted through the shell 31 in one way, specifically so that the teeth 57 engage and become enmeshed with the gear 48. Specifically, as shown in FIG. 4, the aperture or opening 65 in the shell 31 is formed by two shaped slots 65 a, 65 b formed along mating edges of the shell halves 31 a, 31 b as shown in FIG. 4. Similarly, and opposite opening 66 in the shell 31 is formed by the slots 66 a, 66 b also formed in mating side edges of the shell halves 31 a, 31 b as shown in FIG. 4. When mated together, the shell halves 31 a, 31 b form two shaped openings 65 and 66 which have a shape that matches the cross-sectional profile of the cord 56 and teeth 57 of the rip cord 32. Thus, the rip cord 32 may only be inserted through the shell 31 in a manner so that the teeth 57 are directed toward and engaged the gear 48 of the top 45. The opening 65, 66 through the shell 31 are also appropriately placed so that the rip cord 32 passes tangentially against the gear 48. To also ensure a sufficient enmeshed relationship between the teeth 57 and the gear 48, the bracket 61 is provided which also supports the rip cord 32 and prevents any unwanted bowing or bending of the rip cord 32 which could cause a loss of contact between the teeth 57 and the gear 48. Thus, the rip cord 32 can only be inserted through the shell 31 with its teeth 57 facing and enmeshingly engaging the gear 48. After the rip cord 32 is pushed all the way through the shell 31 to the position shown in FIG. 5, the cord 32 is then pulled rapidly in the direction of the arrow 67 (FIG. 5) to impart a spinning rotation to the top 45 within the shell 31.
  • Also, the shell 31 is designed so that when the rip cord 32 is inserted through the shell 31 to the position as shown in FIG. 5, the user may easily place the shell 31 on one of two corners shown at 71 which corresponds to the corners of the shell halves 31 a, 31 b that house and support the bearings 44. Thus, it is natural for the user to place the shell 31 on one of the corners 71 with one of the bearings 44 facing vertically upward thereby causing the top 45 to be in a vertically upright position and in the orientation shown in FIG. 4. After the rip cord 32 is pulled rapidly in the direction shown at 67 in FIG. 5, the top 45 spins about its axis as defined by the shaft 46, thereby imparting a spinning rotation to the shell 31 as shown in FIG. 6.
  • To keep the shell 31 from rotating all over the board 10, the base 33 is provided or some other platform or holder for limiting the lateral movement of the shell 31. An upper surface 72 of the base 33 includes a recess 73 for limiting the lateral movement of the spinning shell 31. When the shell 31 stops spinning or slows a sufficient amount caused by the reduced rotational speed of the top 45, the shell 31 will fall downward off of the base 32 and land on one of its six outer faces 74. As discussed below, indicia may be printed on the faces 74 as shown in FIG. 2 which may affect the outcome of the player or team's turn.
  • Therefore, at the beginning of a turn, a player or a team member grasps the cubical shell 31 and inserts the rip cord 32 through the shell 31 by inserting the cord portion 56 through the openings 65, 66 until the rip cord 32 is in the position shown in FIG. 5. Then, placing one of the corners 71 of the shell 31 in the recess 73 of the base 33 as shown in FIG. 5, the player then pulls the handle 56 of the rip cord 32 backwards or in the direction of the arrow 67.
  • Because the teeth 57 of the rip cord are enmeshed with the gear 48 of the top 45, the pulling action on the rip cord 32 imparts a spinning motion to the top 45 within the shell 41. By balancing the shell 31 on one of its corners 71, the top 45 is placed in its upright position as shown in FIG. 4 and results in the top 45 imparting a rotational movement to the shell 31, or in the direction of the arrow 75 as shown in FIG. 6.
  • The length of duration for which the shell 31 spins on top of the base 33 determines the length of time for the player's turn. When the top 45 slows down, causing the rotational movement of the cubical shell 31 to decrease and eventually causing the shell 31 to fall down off of the base 33 and onto one of its faces 74, the turn is over. As shown in FIG. 2, the outer faces 74 of the shell 31 may be printed with indicia that can affect the outcome of the turn. Specifically referring to FIG. 2, the upper face 74 of the cube 31 when the turn is over may provide instructions to “send mummy to tomb,” “collect a treasure,” or “mummy attacks.” The significance of these messages will be addressed below.
  • To play the game, the board 10 is placed on a flat surface with the flaps 12 a-12 d open. The base 33 is then placed in a central area 34 of the board 10 with its lower feet (not shown) securely accommodated in the recesses 35. Each player or team chooses one of the explorer pawns or player tokens 27 and a treasure bag or explore pack 28 with a color that matches the chosen pawn 27. Each explorer pawn 27 is then placed in the start area 15 on the board with the explore pack 28 placed in front of the player or team. Ten treasure tokens 26 are placed in each of the treasure chambers 24 a, 24 b. The mummy pawn 30 is placed on the mummy tomb space 18. The mummy's cube 31, die 29 and rip cord 32 are then placed within easy reach by all of the players.
  • To begin the game, each player or team rolls the dice 29. The player team with the highest roll starts the game. If there is a tie for the highest roll, the tied players or teams re-roll until there is a highest roll. Returning to FIG. 2 and viewing in the dice shown at 29, the reader will note that each die includes one or more mummy symbols shown at 78. In a preferred embodiment of the disclosed game, one of the die includes a single mummy symbol 78 and the other die includes more than one, such as two or three mummy symbols 78. When rolling the dice for the highest roll, a mummy symbol 78 equals zero and does not add to the total number. When rolling the dice during the course of the game, a mummy symbol 78 is an indication to move the mummy token 30 forward one square. If the dice 29 show two mummy symbols 78, the mummy token 30 is moved forward two squares.
  • The object of the game is to be the first player or team (i.e., explorer) to collect five treasures or treasure tokens 26 and to further escape from the pyramid or from the board 10. With the treasure tokens 26 placed on the treasure chamber squares 24 a, 24 b and with the mummy token 30 placed on the mummy's tomb 18 and with all player tokens or explorer pawns 27 placed on the start square 15, the game is ready to be played.
  • The first player or team begins their turn by spinning the cube 31 as described above and discussed in connection with FIGS. 5 and 6. Briefly, the rip cord 32 is drawn rapidly backward through the cube 31 and the cube 31 is allowed to spin on top of the base 33. While the cube is spinning, the player or team rolls the dice 29. In FIG. 2, the dice 29 is shown with the number 3 facing upward along with a mummy symbol 78. For this roll, the player would move his or her explorer pawn three squares forward from the start square 15 and would move the mummy pawn 30 forward one square out of the mummy's tomb 18. The player would repeat the rolling of the dice and the moving of his or her pawn 27 (and the mummy pawn 30 if one or more mummy symbols 78 are rolled when the dice 29 are rolled) until the cube 31 stops spinning and falls off of the base 33.
  • The cube 31 has three different printed indicia on its outer faces 74 as indicated in FIG. 2. At the end of a player or team's turn, if a side with “collected treasure” is facing up, the player or team collects an additional treasure token 26. If a side 74 with a “mummy attacks” message is facing up, the mummy pawn 30 attacks the next closest player or explore pawn 27 and brings that pawn 27 back to the mummy's tomb 18. The player or team associated with that pawn 27 must roll doubles to get out of the tomb 18 on their next turn. If a side 74 of the cube 31 that says “curse the mummy” or “send mummy to tomb” is facing upward, the mummy pawn 30 is returned to the tomb 18.
  • Then the cube and the game passes to the next player or team. During the player's turn, if movement of the mummy pawn 30 lands on a player's token or explorer pawn 27, that player or team gives back a treasure token 26. Treasure tokens 26 are collected when a player lands on one of the “take a treasure” squares indicated at 25 in FIG. 1. If a player token or explorer pawn 27 lands on the mummy pond 30, the player team also gives back a treasure. If one player or explorer pawn 27 lands on another player or explorer pawn 27, the player landing is entitled to take a treasure from the player being landed on. If a player lands on one of the trapped door squares 21 a, 21 b, the player falls in and the penalty is to forfeit one treasure token 26, which will allow the player to continue his or her turn, or if the player refuses to surrender a treasure token 26 or doesn't have a treasure token 26, the turn ends regardless of whether the cube 31 is spinning. If a player lands on a secret passage 19 a-19 d, the player has the option to proceed along the alternate route provided by the secret passage 19 or continue along the main pathway 16 of the board 10. Use of the secret passages 19 a-19 d may be advantageous when attempting to avoid the mummy pawn 30. Each time an explorer pawn lands on a “take a treasure” square 25, a treasure token 26 is collected and placed on the player or team's explorer sack 28. The goal of the game is to collect five treasure tokens 26.
  • In one embodiment, if the cube 31 knocks one or more explorer pawns 27 over as it stops spinning, the pawn 27 is moved to the closest open space on the board 10. If a pawn 27 is knocked off of the board 10, the player or explore pawn (or even the mummy pawn 30) is moved to the closest hidden chamber 22 a, 22 b.
  • Once a player or team has collected five treasure tokens 26, their goal is to move to the exit or escape from the pyramid shown at 23. In order to win the game, the player or team must roll doubles (including double mummies 78) to finally exit the tomb or pyramid and win the game.
  • The disclosed timing device 40 adds elements of excitement to and quickens the pace of the disclosed “Escape the Mad Mummy” game or any board that uses the device 40. The game also becomes one of skill and dexterity as the dice 29 must be rolled quickly and the explorer pawns 27 move quickly while the cube 31 is spinning on the base 33. Also, strategic decisions regarding the use of the secret passageways 19 a-19 d and whether or not to exit or stay in one of the trapped doors 21 a, 21 b must be made quickly as the cube 31 is spinning.
  • In addition, the timing device 40 disclosed herein may be used with a wide variety of board games, card games and other games of chance. Thus, it will be understood, that many of the elements described herein may find useful applications with other games and other forms of entertainment. While only certain embodiments have been set forth, alternative embodiments and various modifications will be apparent from the above description to those skilled in the art. These and other alternatives are considered equivalents and within the spirit and scope of this disclosure.

Claims (23)

1. A board game comprising:
a board with a plurality of indicia printed thereon;
a timing device comprising a top;
whereby spinning the top determines an amount of time for a single turn.
2. The board game of claim 1 wherein the timing device further comprises a cubical shell that houses the top and a rip cord;
the shell comprising two bearings disposed in diagonally opposite corners inside the shell, the bearings supporting opposite ends of a shaft of the top, the shell also comprising two openings for passing the rip cord therethrough;
the top comprising the shaft which extends through a wheel and a gear;
the rip cord comprising a linear set of teeth and the rip cord passing through the two openings of the shell with the teeth of the rip cord being enmeshed with the gear of the top;
whereby pulling the rip cord through the shell as the teeth of the rip cord are enmeshed with the gear causes the top to spin within the shell as the shaft is supported by the bearings and placing the shell on one of its corners while the top is spinning causes the shell to spin on said corner for an amount of time that determines the length of time of the turn.
3. The board game of claim 2, wherein the shell comprises six outer faces, at least one of the faces being printed with indicia to alter the outcome of the turn.
4. The board game of claim 2 further comprising a base that rests on the board, the base comprising an upper surface having a recess for accommodating a corner of the shell.
5. The board game of claim 4, wherein the recess is circular.
6. The board game of claim 4, wherein the base has a truncated pyramidal shape.
7. The board game of claim 2, wherein the rip cord comprises a handle.
8. The board of claim 1 further comprising at least one token, at least one die, and the indicia defining at least one pathway,
wherein, to start the turn, the top is spun and allowed to spin about an axis thereof, as the top spins, the die is rolled and token moved repeatedly until the top stops spinning.
9. The board of claim 2 further comprising a plurality of tokens, at least one die, and the indicia defining at least one pathway,
wherein, to start the turn, the rip cord is pulled through the shell thereby causing the top to spin and the shell is placed on one of its corners which houses one of the bearings thereby allowing the shell to spin on said corner and during the turn, the die are rolled and the token is moved repeatedly until the shell stops spinning.
10. The board game of claim 2, wherein the shell also houses a plate secured within the shell, the plate comprising an aperture through which the shaft and gear extend, the plate being connected to a bracket through which the rip cord and slides, the bracket having a shaped cross-sectional profile that matches a cross-sectional profile of the rip cord, the bracket being positioned so that insertion of the rip cord through the openings of the shell results in the rip cord extending through the bracket and the teeth of the rip cord enmeshing with the gear of the top.
11. The board game of claim 10, wherein the plate is fastened to an interior of the shell.
12. The board game of claim 11, wherein the bracket is integrally connected to the plate.
13. The board game of claim 2, wherein the shaft of the top also passes through and is connected to a hub, the hub being connected to the wheel by a plurality of spokes.
14. A timing device for games, the device comprising:
a cubical shell and a top;
the shell comprising an interior and two bearings disposed in diagonally opposite corners of the shell, the interior of the shell housing the top;
the top comprising a shaft with two opposite ends that are each supported in one of the bearings of the shell;
wherein imparting rotational movement to the top causes the top to spin within the shell and causes the shell to spin when the shell is balanced on one of the corners that houses one of the bearings with the shaft of the top being substantially vertical.
15. The timing device of claim 12 further comprising:
a rip cord, the rip cord comprising a linear set of teeth;
the shell comprising two openings for allowing the rip cord to pass through the shell;
the top comprising a wheel and a gear that are coaxially connected to the shaft;
whereby insertion of the rip cord through the openings of the shell causes the teeth of the rip cord to become enmeshed with the gear of the top and rotational movement can be imparted to the top by pulling the rip cord through the shell.
16. The timing device of claim 15, further comprising a base, the base comprising an upper surface having a recess for accommodating a corner of the shell.
17. The timing device of claim 15, wherein the shell also houses a plate secured within the shell, the plate comprising an aperture through which the shaft and gear extend, the plate being connected to a bracket through which the rip cord and slides, the bracket having a shaped cross-sectional profile that matches a cross-sectional profile of the rip cord, the bracket being positioned so that insertion of the rip cord through the openings of the shell results in the rip cord extending through the bracket and the teeth of the rip cord enmeshing with the gear of the top.
18. The timing device of claim 17, wherein the plate is fastened to an interior of the shell.
19. The timing device of claim 18, wherein the bracket is integrally connected to the plate.
20. The timing device of claim 19, wherein the shaft of the top also passes through and is connected to a hub, the hub being connected to the wheel by a plurality of spokes.
21. The timing device of claim 15, wherein the shell comprises six outer faces, at least one of the faces being printed with indicia to alter the course of a game.
22. A method for determining the time of a player's turn during play of a game, the method comprising:
providing a timing device of claim 15;
inserting the rip cord through the openings of the shell and enmeshing the teeth of the rip cord with the gear of the top;
pulling the rip cord back through the shell at a rate sufficient to cause the top to spin;
placing the shell on one of its corners that houses one of its bearings while the top is spinning thereby causing the shell to spin and designating a start of the turn;
declaring an end of the turn when the shell stops spinning.
23. A method for determining the time of a player's turn during play of a game, the method comprising:
providing a top;
causing the top to spin;
placing the top in its axis while the top is spinning thereby causing the top to spin and designating a start of the turn;
declaring an end of the turn when the top stops spinning.
US10/946,513 2004-09-21 2004-09-21 Board game with gyroscopic top timer Abandoned US20060061035A1 (en)

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