SPECIFICATIONBoard gamesThis invention concerns board games and is particularly but not exclusively concerned with board games representative of the game of snooker.
Several games, such as snooker, billiards and pools (hereinafter referred to as cue games), are played by striking a cue ball with a cue so that it hits another ball into a pocket at the corner or side of a table, the table having a raised cushion around its edge except at the pocket openings. Usually the table will have a pocket at each corner and a pocket at the midpoint of each of its two longest sides.
In snooker, the balls to be hit by the cue ball consist of fifteen red balls and one of each coloured yellow, green, brown, blue, pink and black.
These balls have to be pocketed in a particular sequence and a foul stroke occurs when the correct ball is missed or the cue ball is pocketed. If the ball to be hit is blocked by another ball from being hit direclty by the cue ball, this is called a snooker.
The object of this invention is to provide a board game representative of a cue game.
According to this invention there is provided a board game comprising a board having marked out thereon a representation of a cue game table and ball representing means which are deemed to be potted or missed depending on whether or not a number indicated by a first random number indicating means is at least equalled by a number indicated by a second random number indicating means.
The board may also have marked out thereon a scoreboard which is preferably representative of a typical snooker or billiards score board and along which markers are moved to indicate each players or teams score.
The first random number indicating means may be a series of cards having a number on one face thereof which is to be at least equalled by the number indicated by the second random number indicating means if the ball is to be deemed potted.
Spaces may be marked out on the board where the cards are to be positioned and usually such spaces will be adjacent each pocket indicated on the cue game table.
The second random number indicating means may be a die, such as a cubic die.
The ball indicating means may be coloured discs commonly known as counters.
Referring now particularly to the game of snooker, twenty one coloured discs are required consisting of fifteen red discs and one each of a yellow, green, brown, blue, pink and black discs (the colours).
The sets of first random number indicating means or cards are provided, one set being shared between the players and being designated "safety cards", the other set being for selection by all players and being designated "break cards".
To play the game the first player places a red disc over a pocket and places a safety card alongside it. The second player then tries to at least equal the number indicated on the safety card, usually a high number, with the second random number indicating means or dice. If the second player gets a lower number, a break card, usually indicating a low number, is placed adjacent the pocket and the first player attempts to at least equal that number by throwing the dice. The players continue this in turn until the red disc is deemed potted and is removed from the table. Then the player who has potted the red disc must pot or hit a coloured disc as indicated by a random colour indicating means which may be a series of cards or a cubic dice having one of the six colours on each face. The potting of the colour is determined as for the reds.If the players pots the colour he goes onto another red and then a colour and soon. If he misses the colour, the other player starts again with a red and so on.
The safety card may indicate that the ball to be played is snookered in which case a high number must be thrown on the dice to hit the ball. Alternatively a further series of cards may be provided for selection which indicate the outcome of a shot attempted to avoid the snooker, for example a foul shot or a fluked shot.
Instead of one of the numbers, the dice may have a face which indicates that a foul shot has been played and a series of cards provided for selection giving the outcome of the foul shot, for example missed all.
Scoring in the game of this invention will preferably be as in the real game.
This invention will now be further described, by way of example only, with reference to the accompanying drawing which shows a typicai board layout.
Referring to the drawing, a board has marked out thereon a representation of a snooker table 2 having pockets 3 and spots 4 to 9 for indicating the starting positions of yellow, green, brown, blue, pink and black ball representing means (not shown) respectively which may be coloured discs. The pockets 3 are at each corner of the table and at the mid-point of each of the longest sides thereof. A triangle 10 indicates the starting position for the red ball representing means (not shown) which again may be coloured discs.
Adjacent each of the pockets 3 are spaces 11 for positioning of cards indicating the type and difficulty of the "shot" to be attempted to "pocket" a ball positioned at that pocket.
The board also has a scoreboard 12 marked out thereon along which markers 13 may be moved to indicate the score of each player or team of players.
Spaces for different types of cards are indicated at 14 (break cards), 15 (foul cards) and 16 (snookered cards) (see below).
To play the game a cubic die showing 2, 3,4, 5, 6 and foul on its faces and a cubic die showing the six colours yellow, green, brown, blue, pink and black on its faces are required.
Typical rules for playing the game illustrated are now given below.
The game may be played by two people playing singles or by four people playing as partners in a game of doubles, or played as teams of any number.
How to play1. Deal out five SAFETY CARDS (see below) to each player or doubles team.
2. Throw dice to decide who is to "Break off", highest scorer starting.
3. Player "Breaks off" by putting a red disc from the table over a pocket and placing the top "SAFETYCARD" from his pack alongside it.
4. Opponent must then attempt the "Pot" by throwing sufficient score on dice, the required score is stated on the safety card.
(a) If the score is insufficient the disc remains over the pocket but a "BREAK CARD" (see below) is drawn from top of pack and placed on top of previous card. First player would then attempt the shot.
(b) If the score is sufficient, player should then remove the red disc from the board (red ball scores one point). He should then throw the "COLOUR DICE" and place the appropriate colour disc alongside a pocket and draw the top "Break Card" and place it with the coloured disc.
4. Player may then attempt to pot the colour by throwing sufficient on dice.
If successful he replaces the coloured disc on its spot and places the "Break Card" face up in the used card area and places another red over a pocket with the next "Break Card". Play should continue in this mode until either:(a) Player fails to throw sufficient on the dice(b) Playerthrows "FOUL" on score dice(c) Player chooses to play safeIf player is unsuccessful on colour pot he leaves disc over pocket and places a "Break Card" from top of pack over previous card. The game continues in this manner until all the reds have been potted (a colour may be attempted after the fifteenth red).
Players must then put the colours in their correct order:YELLOW - TWO PointGREEN - THREE PointsBROWN - FOUR PointsBLUE - FIVE PointsPINK - SIX PointsBLACK - SEVEN PointsFoul cardA player "FOULS" when the dice shows "FOUL" or when failing to get out of a snooker. He must then draw a "Foul Card". There are four types of Foul Card Fouled Pink - Six points awayFouled Black - Seven points awayWhite "in off" - Value of colour attempted away or fourfor red Missed all - Value of colour attempted away or fourfor red.
In all cases the value of a penalty must be at least equal to the value of the ball played.
It should be noticed that when the highest value colours are reached, any "Foul" or "Snookered" card giving points away, must be to the value of the lowest ball on the table Safety cardThis card is designed to be used in situation where a player thinks it would be unwise to attempt for the "Pot" e.g. on a very difficult shot. He may therefore, decide to play safe, as in examples below:(a) On red:- Player turns over a "Safe shot - Throw six" card. Decides it must be dangerous to attempt"Pot". He therefore places the top safety card from his pack over the previous cardHis opponent must then play this card(b) On colour:- Player has potted red and draws a difficult card for his colour. He then states that he isplaying Safe and places a red disc over a pocket and places the top "Safety Card" from his packalongside of itOpponent must then play this cardA safety card cannot be played on top of another Safety card. Also, a Safety card cannot be played on a snooker card.
There are four types of Safety card:Balls Snookered - Throw five or six to get out ofsnooker, or draw a snookered cardBall verydifficult - Throw five or more to potSafe Shot - Throw six to potDifficult shot Throw four or moreBreak cardBreak cards are designed to represent the different degree of difficulty found in potting balls:Ball On - Throw two or morePottable - Throw three or moreDifficult - Throw four or more Very Difficult - Throwfive or moreSafe Shot - Throw sixBalls Snookered - Throw five or six or take a"Snookered card" (see notes below)When a player finds that he is in a "Snookered" position he must decide on which option he is to take::Option (a) - Draw a snookered cardOption (b) - Throw for a five or a dip on diceThe difference in the moves is that in option (a) the player may be lucky enough to draw a "Fluke" snookered card, in which case he has not only got out of the snooker but has been lucky enough to pot the ball that he was playing.
When in a snookering position if the player happens to throw a five or a six he is deemed to have hit the ball fairly and it would then be the turn of his opponent to play a break card and continue the game.
If unsuccessful with his throw by scoring anything other than a five or six, the player must then draw a "Foul Card".
Snookered cardsTypes of snookered cards are as follows:Hit Black - 7 points awayHit Pink - 6 points awayMissed all - 4 points for red and small colours, orvalue of colour played if more than four.
Great Shot - "Fluked" a pot, add points and continuewith breakEach time a red or colour is missed, a new break card takes its place.
Except:- When a player has fouled with dice (Note:- If foul from snooker - new card is required)Each time a ball is potted the disc should be taken off table or returned to spot and all the cards alongside should be placed face up in the used card area.
After every red is potted the colour disc must be thrown. The appropriate disc must be placed over a pocket. Players may then attempt this shot or any other colour that is over a pocket.
If there is only one colour available then this is the shot he must play.
If a colour is already over a pocket after dice showing the same colour has been thrown this is classed as the players throw. He does not get a second throw.
If at any time all the pockets are occupied by colours, play may be continued by playing the "Red" break cards on top of the used cards, until the ball is potted.
If after a foul a player does not like his shot (i.e. Very Difficult) he may elect to make his opponent go again.
In this case the opponent cannot play a safety card.
When the black is reached it is possible that a card drawn is illogical, i.e.
A. Player draws a Snookered card from the pack.
B. Player is given a Safety card stating "Snookered".
If either of the above occur, the following should be done:A. Player takes a new card from the pack.
B. Player should take a Safety card from pack (not from opponent who originally played it).
This situation can only occur when a black ball is reached.
The situation depicted on the cards is to give an approximate representation of what skill would be required from the player. They are not meant to show exact situations.
Number of cards in each setBreak CardsBall On 20Ball Pottable 20Ball Difficult 10Ball Very Difficult 5Ball Safe 3Ball Snookered 3Foul CardsWhite in Off 10Missed All 5Fouled Black 5Fouled Pink 5Safety CardsDifficult Shot 3Very Difficult ShotSafe Shot 5Snookered 3Snookered CardsMissed All 5Fouled Pink 5Fouled Black 5Great Shot - Fluked Ball 4In an alternative form of the game, the "Snookered Cards" may be omitted altogether in which case a snookered player must throw a five or a six in order to be deemed to have hit the ball fairly. If unsuccessful the player must draw a "Foul Card". Also, one of the "Foul Cards" namely the "white in off" may be omitted.
It will be appreciated that modification of the rules within the spirit and scope of the invention is possible to enable games representative of other cue games to be played.