US3764144A - Magnetic shuffleboard - Google Patents
Magnetic shuffleboard Download PDFInfo
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- US3764144A US3764144A US00187440A US3764144DA US3764144A US 3764144 A US3764144 A US 3764144A US 00187440 A US00187440 A US 00187440A US 3764144D A US3764144D A US 3764144DA US 3764144 A US3764144 A US 3764144A
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F7/00—Indoor games using small moving playing bodies, e.g. balls, discs or blocks
- A63F7/0088—Indoor games using small moving playing bodies, e.g. balls, discs or blocks using magnetic power
Definitions
- Starting lines are 273/119 A 115 120 A 121 A
- starting lines and playing piece pockets in the south are 124 A 123 130 131 131 zone and one starting line and left and right playing n6 M piece pockets in the north zone.
- the playing pieces comprise magnetic rings capable of being selectively [56] Reerences Cited slid and shiftably moved from an initially set locale to prescribed target and scoring areas.
- An underlying UNITED STATES PATENTS principle involves magnetic repulsion wherein a ma- 433,624 8/1890 Jacobs 273/125 R gentic cue (called a Q ring) is manually manipulated in such a manner that it repulses, chases, and drives 3653666 441972 :3 :7 ⁇ 73/123 R one of more scoring rings toward the desired goals, I racing against time or, alternatively, racing against an opponent for task-completion.
- This invention relates to certain new and useful improvements in portable table-type games for use indoors or outdoors and has to do, more particularly, with an innovation which is a game of skill involving concentration, a game ranging from minimal simplicity to maximum complexity, which lends itself for use by participants of varying ages and which is comparable to and resembles shuffleboard.
- a significant aspect of the invention invokes the principle of magnetic repulsion wherein a ring magnet magnetically opposes a playing type ring magnet, or a chain of ring magnets, to move the same in a prescribed or desired order to a desired goal on the surface of a compara tively simple portable game board.
- a ring magnet magnetically opposes a playing type ring magnet, or a chain of ring magnets, to move the same in a prescribed or desired order to a desired goal on the surface of a compara tively simple portable game board.
- a starter magnet herein described as a Q-ring
- the scoring rings are chased and repulsed or driven by magnetic forces.
- discs are slid, or pushed with a handle-equipped cue along a flat surface toward numbered zones or so-called squares.
- the present invention unlike regular shuffleboard, involves the use of permanent ring type magnets, utilizes target recesses 01' pockets which may be temporarily covered with insertable and removable plugs for game variations. It employs only the principle of magnetic repulsion in a chain reaction formation, it is additive or subtractive in relation to the component magnets used, relies on the players hand in direct contact with the Q- magnet rather than some remote means such as a headed cue stick or paddle. Then too, it contains the inherent capacity to allow for an almost infinite number of game variations beyond the standard games and game rules.
- An aspect of the overall concept which is -also of significance pertains to the utilization of coordinating colors, numbers and alphabetical letters which facilitate and systematize the playing of the game according to matching colormumber combinations and to colornumber combinations of magnetic rings.
- the magnetic shuffleboard game is characterized by a simple and practical portable game board having a smooth flat playing surface plotted and laid out atone playing end, for example, to provide a start ing area for placement of a plurality of magnetic playing pieces capable of being selectively slid and shiftably moved out from predetermined manually set positions within the confines of a starting area, to an isolated complemental goal and scoring area.
- This scoring area has recesses defining a group of upwardly opening seating and retaining pockets for scoring reception of such playing pieces as are successfully shuffled by the player and temporarily lodged in the pockets.
- the magnetic playing pieces are movable in response to forces of repulsion, at least one of said playing pieces being adapted to be manually manipulated by one hand and constituting a cue" and functioning to repulse, chase and maneuver one or more of the scoring magnets, minus physical contact and solely by magnetic force, from the starting area to the scoring area in a manner to seat itselfin a scoring position, that is, in a prescribed pocket.
- the cue ring is color-coded, white or black for example, and marked with the letter O and is hereinafter referred to as a Q-ring, all of other shiftable and slidable rings being distinguishably color-coded.
- FIG. 1 is a top plan .view of a magnetic shuffleboard constructed in accordance with the principles of the present invention and showing the south half or zone at the top, the north half or zone at the'bottom, the ring magnets lined up with the starting line in the north zone, and other features to be hereinafter set forth.
- FIG. 2 is an enlarged transverse sectional view taken on the plane of the slightly irregular section line 2-2 of FIG. 1, looking in the direction of the indicating'arrows.
- FIG. is a view in perspective'ot one of the aforementioned ring magnets, more particularly, a Q-ring with a portion of the plastic covering broken away to expose the magnet.
- FIG. 4 is a view in perspective of one of the insertable and removable cover discs.
- FIG. 5 is an enlarged fragmentary view in section which shows the cover'disc of FIG. 4 fitted into and plugging one of the aforementioned receiving, seating and retaining pockets.
- the game board is of composite or laminated construction and is denoted, generally stated by the numeral 8 in FIG. 2.
- the board proper comprises a rigid plywood panel 10.
- the marginal edges of the panel are encompassed and surrounded by an aluminum frame made up of component parts as shown in FIG. 1.
- the frame is denoted by the numeral 12 and as will be observed, the upper portion projects above and in fact overhangs the flat top surface 14 of the hard surfaced ply of plastic cardboard 16, as at 18.
- an imaginary line 20 defines an upper half portion which constitutes a south zone and is utilized at the upper or south end by two opponents in a manner to be hereinafter set forth.
- the lower half portion constitutes a north zone, the lowerend of which constitutes the north playing end.
- FIG. 2 A single person, racing time for completion, utilizes this north end in a manner to be later described.
- the bordering frame 12 adds strength and functions to retain the rings within the playing area and the extended lip 18 overhangs the marginal edges of the plastic cardboard or equivalent playing surface.
- five rubber or equivalent feet are provided and designated at 22 and are screwed or otherwise fastened in place as illustrated in FIG. 2. These depending supporting feet are arranged in an X-pattern to retain levelness and also keep the game board away from any magnetic influences which might be present in or on the surface upon which the game board is positioned for use.
- a first starting line is provided and is characterized by recessed spots, one of which is shown at 26 in FIG. 2.
- recessed spots one of which is shown at 26 in FIG. 2.
- a suitable color spot 28 At the bottom of each recess there is a suitable color spot 28.
- the spot at the extreme bottom in FIG. I is white for spotting a white Q-ring 30
- the slidingly movable playing magnets are denoted individually by the numeral 32. All of these playing magnets are of the construction shown in FIG.
- each magnet 34 is covered with a film of suitably colored plastic material. More specifically, each magnet is a requisite crosssection and has a clean, ground, polished smooth bottom surface and is coated with hard suitably colored acrylic material.
- the number 1 ring is yellow and corresponds to the yellow spot with which it is lined up in the manner shown in FIG. 1.
- the number 2 ring is blue and the number 3 ring is red.
- the next ring is lavender and is designated at A, the next ring B is orange and the third ring C is green.
- the Q-ring When several rings are being driven by the Q-ring, the Q-ring must never move any other magnet out of sequence. This is to say, for example, the Q-ring must drive the yellow number 1 ring which in turn drives the number 2 blue ring which in turn drives the number 3 red ring and the game is completed when all rings with the exception of the Q-ring are driven into appropriate receiving, seating and retaining pockets. This is accomplished in the area, that is the upper half portion 36, more particularly, the centralized area designated generally at 38. More specifically, circular openings are cut out and provide seating and receiving pockets 1, 2 and 3, the bottoms of which are properly colored so that the color combinations match the correspondingly color-coded rings, that is, the aforementioned rings 1, 2 and 3. This holds true in respect to the next three pockets which are designated at A, B and C. These several pockets are likewise color-coded to correspond with the aforementioned coordinating color-coded magnetic rings.
- the numbered pockets in the first named group 38 are conveniently designated by the numeral 44 while the lettered pockets in the same group are denoted by the numeral 46.
- the numbered pockets in the group 40 are conveniently designated at 48 and those in the group, that is the lettered group 42, are denoted by te numeral 50.
- the recessed spots constituing the starting line and properly colored and which are properly sequentially numbered and denoted at 52 and those in the starting line for the lettered group A, B and C are denoted at 54.
- the numeral 58 designates an appropriate disc with a central air venting hole 60 therein.
- This disc is of a precise diameter and thickness that it can be properly used as a pocket cover, that is, a cover which can be plugged into a selected pocket.
- the pockets 44 and 46 are covered (not-shown) when the game is being played from the south end and by the same token, the pockets 48 and 50 are preferably covered when the game is being played from the north end.
- FIG. 5 shows how the plugging and covering step is accomplished.
- the object In playing the game from the north end the object is to drive yellow-l, blue-2 and red-3 with the white 0- ring into correspondingly colored, numbered or lettered pockets. They must be sunk or dropped-in in sequence, first the red-3, then the blue-2, then the yellow-1, in that order.
- a player is disqualified (or must begin over again) if any ring-magnet falls into any improper pocket or out of sequence outlined above; if ringmagnets audibly bump or click (make physical contact with one another); if the Q-ring moves any ring magnet out of strict sequence, or; if a player manipulates any ring magnet into a right angle corner where it cannot be moved (physical impossibility).
- a simple type game allows player to cover the l, 2, 3 and A, B and C pockets with the insertable and removable cover-plugs 58, while a more difficult game allows players to leave all of the pockets wholly uncovered.
- a magnetic shuffieboard game comprising a game board having a smooth flat playing surface plotted and laid out at one playing end to provide a starting area, a plurality of magnetic playing and scoring pieces capable of being selectively slid and shiftably moved out from predetermined manually set positions within the confines of said starting area to an isolated complemental scoring area, said scoring area having recesses defining a group of upwardly opening seating and retaining pockets for scoring reception of playing pieces which are successfully shuffied by a player and temporarily lodged in said pockets, said magnetic playing pieces being movable in response to forces of repulsion, at least one of said playing pieces being adapted to be manually manipulated by one hand and constituting acue and functioning to repulse, chase and maneuver one or more of the playing and scoring pieces minus physical contact and solely by magnetic force from the starting area to the scoring area in a manner and seating itself in a scoring position in a prescribed pocket, said playing pieces comprising basically similar magnetic rings, the one ring being color-coded, marked with the letter 0" and
- a portable table-type magnetic shuffieboard game comprising; a game board having a solid smooth finished and fiat playing surface, one-half portion of said game board being adapted to function as a north zone for a single player and the other half portion being adapted to function as a south zone for two players, a median forward portion of said south zone having a triangulate group of six recesses which are individually and distinctively colored and are further differentiated by accompanying identifying numerals l, 2 and 3 and letters A, B and C, said recesses providing receiving, seating .and retaining pockets for magnetic playing rings, a first corner area of said playing surface situated to the left of said pockets having a row of aligned longitudinally spaced distinctively colored relatively small starting spots providing a first starting line and individually designated A, B and C, a second corner area of said playing surface situated to the right of said pockets likewise having a row of longitudinally spaced distinctively colored starting spots providing a second starting line and being individually designated 1, 2 and 3, six basically similar magnetic rings adapted to be registered and
- a median lengthwise portionof the north zone is provided with a starting line embodying aligned longitudinally spaced distinctively colored starting spots, namely, yellow, blue and red spots identified l, 2 and 3 and lavender, orange and green starting spots identified A, B and C.
Abstract
A portable magnetic shuffleboard game characterized by a marginally enclosed game board whose playing surface is uniquely charted and structured to provide north and south communicating zones featuring a novel arrangement of starting lines. There are two starting lines and playing piece pockets in the south zone and one starting line and left and right playing piece pockets in the north zone. The playing pieces comprise magnetic rings capable of being selectively slid and shiftably moved from an initially set locale to prescribed target and scoring areas. An underlying principle involves magnetic repulsion wherein a magentic cue (called a Q-ring) is manually manipulated in such a manner that it repulses, chases, and drives one of more scoring rings toward the desired goals, racing against time or, alternatively, racing against an opponent for task-completion.
Description
United States Patent [19] Arthur [11] 3,764,144 [451 Oct. 9, 1973 MAGNETIC SHUFFLEBOARD Primary Examiner-Richard C. Pinkham [76] Inventor: Thomas F. Arthur, l8 Laux Manor Assistant Examiner-Thaw Brown Dr Metairie, La. 70003 AttrneyHarvey B. Jacobson PP N04 187,440 A portable magnetic shuffleboard game characterized by a marginally enclosed game board whose playing 52 U.S. c1. 273/126 A 273/1 M Surfa is uniquely charted and Pmvide 51 in. CI. Assisi/00 and suth mmunicatin8 mes featuring. a 58 Field of Search 273/126 A 118 A arrangement Starting lines are 273/119 A 115 120 A 121 A A starting lines and playing piece pockets in the south A 124 A 123 130 131 131 zone and one starting line and left and right playing n6 M piece pockets in the north zone. The playing pieces comprise magnetic rings capable of being selectively [56] Reerences Cited slid and shiftably moved from an initially set locale to prescribed target and scoring areas. An underlying UNITED STATES PATENTS principle involves magnetic repulsion wherein a ma- 433,624 8/1890 Jacobs 273/125 R gentic cue (called a Q ring) is manually manipulated in such a manner that it repulses, chases, and drives 3653666 441972 :3 :7 {73/123 R one of more scoring rings toward the desired goals, I racing against time or, alternatively, racing against an opponent for task-completion.
9 Claims, 5 Drawing Figures SOUTH -(WMMIB-my 1: )*-0(8Iack} 52 1 Q" 9" 1;} 3a i s 2-4? \qiiag g s-qi 44 (fgzwc 32 44 44 54 a e w 653) --sumzam 30" 26 Grun c Zi g Norm Zone i g/32 Kl? W -24 2 4a 22 48 h n 2 'LQI' I l i em I 1 an I YI'IIOI' 0 so /a 1 MAGNETIC SHUFFLEBOARD This invention relates to certain new and useful improvements in portable table-type games for use indoors or outdoors and has to do, more particularly, with an innovation which is a game of skill involving concentration, a game ranging from minimal simplicity to maximum complexity, which lends itself for use by participants of varying ages and which is comparable to and resembles shuffleboard.
A significant aspect of the invention, as will be hereinafter more fully understood, invokes the principle of magnetic repulsion wherein a ring magnet magnetically opposes a playing type ring magnet, or a chain of ring magnets, to move the same in a prescribed or desired order to a desired goal on the surface of a compara tively simple portable game board. To the ends desired each player must control the entire sequence of motion of the rings by manually manipulating a starter magnet (herein described as a Q-ring) with one hand. In carrying out the inventive idea the scoring rings are chased and repulsed or driven by magnetic forces.
' In the well known game of shuffleboard, discs are slid, or pushed with a handle-equipped cue along a flat surface toward numbered zones or so-called squares. The present invention, unlike regular shuffleboard, involves the use of permanent ring type magnets, utilizes target recesses 01' pockets which may be temporarily covered with insertable and removable plugs for game variations. It employs only the principle of magnetic repulsion in a chain reaction formation, it is additive or subtractive in relation to the component magnets used, relies on the players hand in direct contact with the Q- magnet rather than some remote means such as a headed cue stick or paddle. Then too, it contains the inherent capacity to allow for an almost infinite number of game variations beyond the standard games and game rules.
For background informationreference may be made to a U.S. Pat. N05. to George Frazier 2,590,002 and, in addition Calvin C. Kernodle 3,1 16,929 which has to do with a magnetic game apparatus. These 'prior patents pertain to game devices in which the game pieces are moved in response to a magnet with the polarity of. the magnets controlling movement of the game pieces. Other patents may have a bearing on the state of the art to which the invention relates but are not here cited. In this connection, and as will be hereinafter more fully appreciated, the presentinvention pertains to a game board having target recesses or pockets which are capable of being optionally filled with insertable and removable plugs, and ring-type magnets which are movable in response to. magnetic repulsion.
An aspect of the overall concept which is -also of significance pertains to the utilization of coordinating colors, numbers and alphabetical letters which facilitate and systematize the playing of the game according to matching colormumber combinations and to colornumber combinations of magnetic rings.
Briefly, the magnetic shuffleboard game is characterized by a simple and practical portable game board having a smooth flat playing surface plotted and laid out atone playing end, for example, to provide a start ing area for placement of a plurality of magnetic playing pieces capable of being selectively slid and shiftably moved out from predetermined manually set positions within the confines of a starting area, to an isolated complemental goal and scoring area. This scoring area has recesses defining a group of upwardly opening seating and retaining pockets for scoring reception of such playing pieces as are successfully shuffled by the player and temporarily lodged in the pockets. As already touched upon, the magnetic playing pieces are movable in response to forces of repulsion, at least one of said playing pieces being adapted to be manually manipulated by one hand and constituting a cue" and functioning to repulse, chase and maneuver one or more of the scoring magnets, minus physical contact and solely by magnetic force, from the starting area to the scoring area in a manner to seat itselfin a scoring position, that is, in a prescribed pocket.
More specifically, the playing pieces'comprise basically similar magnetic rings. On the other hand, the cue ring is color-coded, white or black for example, and marked with the letter O and is hereinafter referred to as a Q-ring, all of other shiftable and slidable rings being distinguishably color-coded.
These together with other objects and advantages which will become subsequently apparent reside in the. details of construction and operation as more fully hereinafter described and claimed, reference being had to the accompanying drawings forming a part hereof, wherein like numerals refer to like parts throughout, and in which:
FIG. 1 is a top plan .view of a magnetic shuffleboard constructed in accordance with the principles of the present invention and showing the south half or zone at the top, the north half or zone at the'bottom, the ring magnets lined up with the starting line in the north zone, and other features to be hereinafter set forth. FIG. 2 is an enlarged transverse sectional view taken on the plane of the slightly irregular section line 2-2 of FIG. 1, looking in the direction of the indicating'arrows.
FIG. is a view in perspective'ot one of the aforementioned ring magnets, more particularly, a Q-ring with a portion of the plastic covering broken away to expose the magnet.
a FIG. 4 is a view in perspective of one of the insertable and removable cover discs. I
FIG. 5 is an enlarged fragmentary view in section which shows the cover'disc of FIG. 4 fitted into and plugging one of the aforementioned receiving, seating and retaining pockets.
The game board is of composite or laminated construction and is denoted, generally stated by the numeral 8 in FIG. 2. As here shown, the board proper comprises a rigid plywood panel 10. The marginal edges of the panel are encompassed and surrounded by an aluminum frame made up of component parts as shown in FIG. 1. The frame is denoted by the numeral 12 and as will be observed, the upper portion projects above and in fact overhangs the flat top surface 14 of the hard surfaced ply of plastic cardboard 16, as at 18. With further reference to FIG. 1 it will be noted that an imaginary line 20 defines an upper half portion which constitutes a south zone and is utilized at the upper or south end by two opponents in a manner to be hereinafter set forth. The lower half portion constitutes a north zone, the lowerend of which constitutes the north playing end. A single person, racing time for completion, utilizes this north end in a manner to be later described. As will be further evident in FIG. 2 the bordering frame 12 adds strength and functions to retain the rings within the playing area and the extended lip 18 overhangs the marginal edges of the plastic cardboard or equivalent playing surface. In addition five rubber or equivalent feet (FIGS. 1 and 2) are provided and designated at 22 and are screwed or otherwise fastened in place as illustrated in FIG. 2. These depending supporting feet are arranged in an X-pattern to retain levelness and also keep the game board away from any magnetic influences which might be present in or on the surface upon which the game board is positioned for use. In this connection, it should be noted that there are no magnetic metals used in the materials and hardware of that part which is described as the game board.
At the median lengthwise center portion of the north zone 24 a first starting line is provided and is characterized by recessed spots, one of which is shown at 26 in FIG. 2. At the bottom of each recess there is a suitable color spot 28. In this row of' spots (constituting the starting line) it will be seen that the spot at the extreme bottom in FIG. I is white for spotting a white Q-ring 30 This is the ring which is held in the fingers of one hand (not shown) and is shoved about in order to magnetically repulse and move the other playing pieces, also in the form of corresponding but differently colored ring magnets. For sake of distinction the slidingly movable playing magnets are denoted individually by the numeral 32. All of these playing magnets are of the construction shown in FIG. 3 wherein a magnet 34 is covered with a film of suitably colored plastic material. More specifically, each magnet is a requisite crosssection and has a clean, ground, polished smooth bottom surface and is coated with hard suitably colored acrylic material. To be more specific, the number 1 ring is yellow and corresponds to the yellow spot with which it is lined up in the manner shown in FIG. 1. The number 2 ring is blue and the number 3 ring is red. The next ring is lavender and is designated at A, the next ring B is orange and the third ring C is green. These rings are never in physical contact with one another, thus requiring the player to control'the entire sequence of motion of the ring manually and manipulating the starter magnet or Q-ring with one hand. When several rings are being driven by the Q-ring, the Q-ring must never move any other magnet out of sequence. This is to say, for example, the Q-ring must drive the yellow number 1 ring which in turn drives the number 2 blue ring which in turn drives the number 3 red ring and the game is completed when all rings with the exception of the Q-ring are driven into appropriate receiving, seating and retaining pockets. This is accomplished in the area, that is the upper half portion 36, more particularly, the centralized area designated generally at 38. More specifically, circular openings are cut out and provide seating and receiving pockets 1, 2 and 3, the bottoms of which are properly colored so that the color combinations match the correspondingly color-coded rings, that is, the aforementioned rings 1, 2 and 3. This holds true in respect to the next three pockets which are designated at A, B and C. These several pockets are likewise color-coded to correspond with the aforementioned coordinating color-coded magnetic rings.
While considering the matter of colored and numbered and lettered pockets, it is significant to note that to the left and right of the aforementioned starting line in the north zone several correspondingly constructed pockets are provided. One group is denoted at 40, this being to the left of the starting line and the other group at 42 which is to the right of the starting line.
The numbered pockets in the first named group 38 are conveniently designated by the numeral 44 while the lettered pockets in the same group are denoted by the numeral 46. The numbered pockets in the group 40 are conveniently designated at 48 and those in the group, that is the lettered group 42, are denoted by te numeral 50.
The recessed spots constituing the starting line and properly colored and which are properly sequentially numbered and denoted at 52 and those in the starting line for the lettered group A, B and C are denoted at 54.
With reference now to FIGS. 4 and 5, it will be noted that the numeral 58 designates an appropriate disc with a central air venting hole 60 therein. This disc is of a precise diameter and thickness that it can be properly used as a pocket cover, that is, a cover which can be plugged into a selected pocket. For example, the pockets 44 and 46 are covered (not-shown) when the game is being played from the south end and by the same token, the pockets 48 and 50 are preferably covered when the game is being played from the north end. FIG. 5 shows how the plugging and covering step is accomplished.
In playing the game from the north end the object is to drive yellow-l, blue-2 and red-3 with the white 0- ring into correspondingly colored, numbered or lettered pockets. They must be sunk or dropped-in in sequence, first the red-3, then the blue-2, then the yellow-1, in that order. A player is disqualified (or must begin over again) if any ring-magnet falls into any improper pocket or out of sequence outlined above; if ringmagnets audibly bump or click (make physical contact with one another); if the Q-ring moves any ring magnet out of strict sequence, or; if a player manipulates any ring magnet into a right angle corner where it cannot be moved (physical impossibility). A simple type game allows player to cover the l, 2, 3 and A, B and C pockets with the insertable and removable cover-plugs 58, while a more difficult game allows players to leave all of the pockets wholly uncovered.
The above one person game becomes progressively harder, as ring magnets A, B and C are added to the chain sequence. This feature allows for a wide range of players, from the small child to the most adept adult.
ln playing the game from the south end, the object of the game and governing rules are the same as outlined. One player is responsible for the manipulation of the rightside (white-Q, yellow-1, blue-2, red-3) while the other player is simultaneously racing the left side (black-Q, lavender-A, orange-B, and green-C). Interesting situations develop and happen when one players ring magnets become involved in the other players territory. Rules for governing this situation are well defined, but are not set forth here.
Other games and game variations beyond the basic ones described above are unlimited. The more popular of these will be suggested in Game Rules which will be published and included with the game.
The foregoing is considered as illustrative only of the principles of the invention. Further, since numerous modifications and changes will readily occur to those skilled in the art, it is not desired to limit the invention to the exact construction and operation shown and described, and accordingly all suitable modifications and equivalents may be resorted to, falling within the scope of the invention.
What is claimed as new is as follows:
I. A magnetic shuffieboard game comprising a game board having a smooth flat playing surface plotted and laid out at one playing end to provide a starting area, a plurality of magnetic playing and scoring pieces capable of being selectively slid and shiftably moved out from predetermined manually set positions within the confines of said starting area to an isolated complemental scoring area, said scoring area having recesses defining a group of upwardly opening seating and retaining pockets for scoring reception of playing pieces which are successfully shuffied by a player and temporarily lodged in said pockets, said magnetic playing pieces being movable in response to forces of repulsion, at least one of said playing pieces being adapted to be manually manipulated by one hand and constituting acue and functioning to repulse, chase and maneuver one or more of the playing and scoring pieces minus physical contact and solely by magnetic force from the starting area to the scoring area in a manner and seating itself in a scoring position in a prescribed pocket, said playing pieces comprising basically similar magnetic rings, the one ring being color-coded, marked with the letter 0" and designated as a Q-ring, all of the other rings being distinctively color-coded and thus differentiated one from the other and from the Q-ring, said pockets being identified l, 2 and 3 and A, B and C and individually and distinguishably colored to mate with the colors identifying the corresponding colorcoded magnetic rings.
2. The magnetic shuffieboard game defined in and according to claim I, and wherein said pockets are laid out and grouped to delineate a triangle pattern, are spaced apart a predetermined distance to isolate the pocketed magnetic rings from each other, and of requisite diameter and depth to retentively but accessibly seat the respectively oriented and cooperable magnetic rings.
3. The magnetic shuffieboard game defined in and according to claim 2, and in combination, a plurality of readily insertable and removable non-magnetic discs, said discs constituting covers for and being adapted to be plugged into certain selected pockets when in use and having top surfaces which are flush with said playing surface.
4. A portable table-type magnetic shuffieboard game comprising; a game board having a solid smooth finished and fiat playing surface, one-half portion of said game board being adapted to function as a north zone for a single player and the other half portion being adapted to function as a south zone for two players, a median forward portion of said south zone having a triangulate group of six recesses which are individually and distinctively colored and are further differentiated by accompanying identifying numerals l, 2 and 3 and letters A, B and C, said recesses providing receiving, seating .and retaining pockets for magnetic playing rings, a first corner area of said playing surface situated to the left of said pockets having a row of aligned longitudinally spaced distinctively colored relatively small starting spots providing a first starting line and individually designated A, B and C, a second corner area of said playing surface situated to the right of said pockets likewise having a row of longitudinally spaced distinctively colored starting spots providing a second starting line and being individually designated 1, 2 and 3, six basically similar magnetic rings adapted to be registered and concentrically lined up for use with coordinating spots embodied in said first and second starting lines, that is, when initially manually set for use by the respective players at the south zone.
5. The magnetic shuffieboard game defined in and according to claim 4, and wherein a median lengthwise portionof the north zone is provided with a starting line embodying aligned longitudinally spaced distinctively colored starting spots, namely, yellow, blue and red spots identified l, 2 and 3 and lavender, orange and green starting spots identified A, B and C.
6. The magnetic shuffieboard game defined in and according to claim 5, and wherein the aforementioned magnetic rings are designed and adapted to be set for use in concentric alignment with their respectively cooperable spots, and also wherein portions of said playing surface to the left and right of said last named starting line are provided with individual t'riangulate groups of recesses also defining receiving, seating and retaining pockets for oriented magnetic rings, the group to the left being numbered 1, 2 and 3 and distinguishably colored and the group to the right being lettered A, B and C and likewise distinguishably colored for coordination with said magnetic rings.
7. The magnetic shuffieboard game defined in and according to claim 6 and in combination, a plurality of readily insertable and removable non-magnetic discs, said discs constituting covers for and being adapted to be plugged into certain selected pockets when in use and having top surfaces which are flush with said playing surface.
ing and retaining pockets.
Claims (9)
1. A magnetic shuffleboard game comprising a game board having a smooth flat playing surface plotted and laid out at one playing end to provide a starting area, a plurality of magnetic playing and scoring pieces capable of being selectively slid and shiftably moved out from predetermined manually set positions within the confines of said starting area to an isolated complemental scoring area, said scoring area having recesses defining a group of upwardly opening seatinG and retaining pockets for scoring reception of playing pieces which are successfully shuffled by a player and temporarily lodged in said pockets, said magnetic playing pieces being movable in response to forces of repulsion, at least one of said playing pieces being adapted to be manually manipulated by one hand and constituting a cue and functioning to repulse, chase and maneuver one or more of the playing and scoring pieces minus physical contact and solely by magnetic force from the starting area to the scoring area in a manner and seating itself in a scoring position in a prescribed pocket, said playing pieces comprising basically similar magnetic rings, the cue ring being color-coded, marked with the letter ''''Q'''' and designated as a Q-ring, all of the other rings being distinctively color-coded and thus differentiated one from the other and from the Q-ring, said pockets being identified 1, 2 and 3 and A, B and C and individually and distinguishably colored to mate with the colors identifying the corresponding color-coded magnetic rings.
2. The magnetic shuffleboard game defined in and according to claim 1, and wherein said pockets are laid out and grouped to delineate a triangle pattern, are spaced apart a predetermined distance to isolate the pocketed magnetic rings from each other, and of requisite diameter and depth to retentively but accessibly seat the respectively oriented and cooperable magnetic rings.
3. The magnetic shuffleboard game defined in and according to claim 2, and in combination, a plurality of readily insertable and removable non-magnetic discs, said discs constituting covers for and being adapted to be plugged into certain selected pockets when in use and having top surfaces which are flush with said playing surface.
4. A portable table-type magnetic shuffleboard game comprising: a game board having a solid smooth finished and flat playing surface, one-half portion of said game board being adapted to function as a north zone for a single player and the other half portion being adapted to function as a south zone for two players, a median forward portion of said south zone having a triangulate group of six recesses which are individually and distinctively colored and are further differentiated by accompanying identifying numerals 1, 2 and 3 and letters A, B and C, said recesses providing receiving, seating and retaining pockets for magnetic playing rings, a first corner area of said playing surface situated to the left of said pockets having a row of aligned longitudinally spaced distinctively colored relatively small starting spots providing a first starting line and individually designated A, B and C, a second corner area of said playing surface situated to the right of said pockets likewise having a row of longitudinally spaced distinctively colored starting spots providing a second starting line and being individually designated 1, 2 and 3, six basically similar magnetic rings adapted to be registered and concentrically lined up for use with coordinating spots embodied in said first and second starting lines, that is, when initially manually set for use by the respective players at the south zone.
5. The magnetic shuffleboard game defined in and according to claim 4, and wherein a median lengthwise portion of the north zone is provided with a starting line embodying aligned longitudinally spaced distinctively colored starting spots, namely, yellow, blue and red spots identified 1, 2 and 3 and lavender, orange and green starting spots identified A, B and C.
6. The magnetic shuffleboard game defined in and according to claim 5, and wherein the aforementioned magnetic rings are designed and adapted to be set for use in concentric alignment with their respectively cooperable spots, and also wherein portions of said playing surface to the left and right of said last named starting line are provided with individual triangulate groups of recesses also defining receiving, seating and retaining pockets for orientEd magnetic rings, the group to the left being numbered 1, 2 and 3 and distinguishably colored and the group to the right being lettered A, B and C and likewise distinguishably colored for coordination with said magnetic rings.
7. The magnetic shuffleboard game defined in and according to claim 6 and in combination, a plurality of readily insertable and removable non-magnetic discs, said discs constituting covers for and being adapted to be plugged into certain selected pockets when in use and having top surfaces which are flush with said playing surface.
8. The magnetic shuffleboard game defined in claim 7, and wherein each disc is of a prescribed thickness corresponding to the depth of the pocket in which it is plugged, and the diameter thereof corresponding to the diameter of the cooperable pocket.
9. The magnetic shuffleboard game defined in claim 6, and wherein said magnetic rings are individually color-coded and differentiated one from another, the predetermined colors of the individual magnetic rings corresponding to the coordinating colors designating said spots and distinguishable colors designating said seating and retaining pockets.
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US18744071A | 1971-10-07 | 1971-10-07 |
Publications (1)
Publication Number | Publication Date |
---|---|
US3764144A true US3764144A (en) | 1973-10-09 |
Family
ID=22689000
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
US00187440A Expired - Lifetime US3764144A (en) | 1971-10-07 | 1971-10-07 | Magnetic shuffleboard |
Country Status (1)
Country | Link |
---|---|
US (1) | US3764144A (en) |
Cited By (12)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US3993313A (en) * | 1974-09-26 | 1976-11-23 | Richard Tillotson | Jig-saw puzzle educational game device |
US4017079A (en) * | 1975-03-17 | 1977-04-12 | Norberto Apellaniz | Table game |
US4043558A (en) * | 1976-02-23 | 1977-08-23 | Scott Clifford Star | Magnetic maze game |
US4923201A (en) * | 1989-01-23 | 1990-05-08 | Thomas W. Nichol | Electronic bag toss game |
US4927160A (en) * | 1989-01-23 | 1990-05-22 | Thomas W. Nichol | Electronic bag toss game with light-activated detection |
US5399933A (en) * | 1993-05-20 | 1995-03-21 | Chunghwa Picture Tubes, Ltd. | Magnetic beam adjusting rings with different thickness |
US6131905A (en) * | 1999-05-24 | 2000-10-17 | Christian; Walter T. | Disks and magnet game |
US6669195B1 (en) * | 2002-09-13 | 2003-12-30 | Stephen E. Gordon | Magnetic gaming device having predetermined outcomes which appear to be random |
US20050275164A1 (en) * | 2004-05-05 | 2005-12-15 | Kinetigo Games, Llc | Games and game playing implements that include magnets |
US7063320B1 (en) * | 2004-05-13 | 2006-06-20 | Oliver Perry Sheeks | Portable multimode shuffleboard game apparatus, exercise and strength measurement method |
US20120278380A1 (en) * | 2011-04-29 | 2012-11-01 | Joseph Curran | Outdoor Tracker System with Visual Communication Devices |
WO2017058025A1 (en) * | 2015-09-29 | 2017-04-06 | Magination As | System and method for achieving controlled movement of at least one magnet |
Citations (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US433624A (en) * | 1890-08-05 | Maurice jacobs | ||
US2528938A (en) * | 1948-03-24 | 1950-11-07 | Carl R Wolf | Magnetic game device |
US3214171A (en) * | 1963-08-08 | 1965-10-26 | Luchland Company | Magnetic game device |
US3653666A (en) * | 1970-04-13 | 1972-04-04 | Marvin Glass & Associates | Pool type game |
-
1971
- 1971-10-07 US US00187440A patent/US3764144A/en not_active Expired - Lifetime
Patent Citations (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US433624A (en) * | 1890-08-05 | Maurice jacobs | ||
US2528938A (en) * | 1948-03-24 | 1950-11-07 | Carl R Wolf | Magnetic game device |
US3214171A (en) * | 1963-08-08 | 1965-10-26 | Luchland Company | Magnetic game device |
US3653666A (en) * | 1970-04-13 | 1972-04-04 | Marvin Glass & Associates | Pool type game |
Cited By (14)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US3993313A (en) * | 1974-09-26 | 1976-11-23 | Richard Tillotson | Jig-saw puzzle educational game device |
US4017079A (en) * | 1975-03-17 | 1977-04-12 | Norberto Apellaniz | Table game |
US4043558A (en) * | 1976-02-23 | 1977-08-23 | Scott Clifford Star | Magnetic maze game |
US4923201A (en) * | 1989-01-23 | 1990-05-08 | Thomas W. Nichol | Electronic bag toss game |
US4927160A (en) * | 1989-01-23 | 1990-05-22 | Thomas W. Nichol | Electronic bag toss game with light-activated detection |
US5399933A (en) * | 1993-05-20 | 1995-03-21 | Chunghwa Picture Tubes, Ltd. | Magnetic beam adjusting rings with different thickness |
US6131905A (en) * | 1999-05-24 | 2000-10-17 | Christian; Walter T. | Disks and magnet game |
US6669195B1 (en) * | 2002-09-13 | 2003-12-30 | Stephen E. Gordon | Magnetic gaming device having predetermined outcomes which appear to be random |
US20050275164A1 (en) * | 2004-05-05 | 2005-12-15 | Kinetigo Games, Llc | Games and game playing implements that include magnets |
US7222851B2 (en) * | 2004-05-05 | 2007-05-29 | Michael J. Stromberg | Games and game playing implements that include magnets |
US7063320B1 (en) * | 2004-05-13 | 2006-06-20 | Oliver Perry Sheeks | Portable multimode shuffleboard game apparatus, exercise and strength measurement method |
US20120278380A1 (en) * | 2011-04-29 | 2012-11-01 | Joseph Curran | Outdoor Tracker System with Visual Communication Devices |
WO2017058025A1 (en) * | 2015-09-29 | 2017-04-06 | Magination As | System and method for achieving controlled movement of at least one magnet |
NO341314B1 (en) * | 2015-09-29 | 2017-10-09 | Magination As | System and method for achieving controlled movement of at least one magnet |
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