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US20250339747A1 - Cone tossing game - Google Patents

Cone tossing game

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Publication number
US20250339747A1
US20250339747A1 US19/196,421 US202519196421A US2025339747A1 US 20250339747 A1 US20250339747 A1 US 20250339747A1 US 202519196421 A US202519196421 A US 202519196421A US 2025339747 A1 US2025339747 A1 US 2025339747A1
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US
United States
Prior art keywords
cone
game
playing
player
play
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
US19/196,421
Inventor
Morgan R. Brown
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Playcones LLC
Original Assignee
Playcones LLC
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Playcones LLC filed Critical Playcones LLC
Priority to US19/196,421 priority Critical patent/US20250339747A1/en
Publication of US20250339747A1 publication Critical patent/US20250339747A1/en
Assigned to PLAYCONES, LLC reassignment PLAYCONES, LLC ASSIGNMENT OF ASSIGNOR'S INTEREST Assignors: Brown, Morgan R.
Pending legal-status Critical Current

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B67/00Sporting games or accessories therefor, not provided for in groups A63B1/00 - A63B65/00
    • A63B67/12Flip games, i.e. games using playing bodies being flipped or twirled up in the air, e.g. for hitting them with a bat; Games of tip-cat
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B67/00Sporting games or accessories therefor, not provided for in groups A63B1/00 - A63B65/00
    • A63B67/06Ring or disc tossing games, e.g. quoits; Throwing or tossing games, e.g. using balls; Games for manually rolling balls, e.g. marbles
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B67/00Sporting games or accessories therefor, not provided for in groups A63B1/00 - A63B65/00
    • A63B67/06Ring or disc tossing games, e.g. quoits; Throwing or tossing games, e.g. using balls; Games for manually rolling balls, e.g. marbles
    • A63B2067/061Means to mark out tossing area
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B67/00Sporting games or accessories therefor, not provided for in groups A63B1/00 - A63B65/00
    • A63B67/06Ring or disc tossing games, e.g. quoits; Throwing or tossing games, e.g. using balls; Games for manually rolling balls, e.g. marbles
    • A63B2067/063Ring or disc tossing games, e.g. quoits; Throwing or tossing games, e.g. using balls; Games for manually rolling balls, e.g. marbles tossing, e.g. rings or horseshoes around or on, e.g. posts, hooks
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2210/00Space saving
    • A63B2210/50Size reducing arrangements for stowing or transport

Definitions

  • Embodiments of the disclosed invention include devices, systems, and methods for playing a tossing game that uses cone-shaped game pieces.
  • Cleary includes leaning, stacking, and stealing cones as ways to score points.
  • Cleary does not count bumper cones, in which a cone is contacted by another cone and moves to a scoring configuration.
  • Cleary also ambiguously states that only cones that land upright score points, but has a leaner scoring configuration in which the cone is not upright.
  • Cleary adjusts the point value of a throw based on the location on the game board in which the cone lands.
  • Cleary only allocates points to the winner of each round, and requires players or teams to score 50 points to win the game. Such differences affect the pacing and dynamism of the game, resulting in a game requiring more equipment, with game play that is more complex, slower, and less dynamic than the disclosed invention.
  • FIGS. 1 A and 1 B depict two views of a cone as used in embodiments of the disclosed invention.
  • FIG. 2 depicts game play with two players as used in embodiments of the disclosed invention.
  • FIG. 3 depicts game play with two players as used in embodiments of the disclosed invention.
  • FIG. 4 depicts game play with two players as used in embodiments of the disclosed invention.
  • FIG. 6 depicts game play with four players as used in embodiments of the disclosed invention.
  • FIG. 7 depicts game play with four players as used in embodiments of the disclosed invention.
  • the detailed description of the disclosed invention will include devices, systems, and methods of playing a tossing game using cones.
  • spatially relative terms such as “under,” “below,” “lower,” “over,” “upper” and the like, may be used herein for ease of description to describe one element or feature's relationship to another element(s) or feature(s) as illustrated in the figures. It will be understood that the spatially relative terms are intended to encompass different orientations of a device in use or operation in addition to the orientation depicted in the figures. For example, if a device in the figures is inverted, elements described as “under” or “beneath” other elements or features would then be oriented “over” the other elements or features. Thus, the exemplary term “under” can encompass both an orientation of “over” and “under”.
  • the device may be otherwise oriented (rotated 90 degrees (°) or at other orientations) and the spatially relative descriptors used herein interpreted accordingly.
  • the terms “upwardly,” “downwardly,” “vertical,” “horizontal” and the like are used herein for the purpose of explanation only unless specifically indicated otherwise.
  • any reference to “one embodiment” or “an embodiment” means that a particular element, feature, structure, or characteristic described in connection with the embodiment is included in at least one embodiment.
  • the appearances of the phrase “in one embodiment” in various places in the specification are not necessarily all referring to the same embodiment.
  • the terms “comprises,” “comprising,” “includes,” “including,” “has,” “having” or any other variation thereof, are intended to cover a nonexclusive inclusion.
  • a process, method, article, or apparatus that comprises a list of elements is not necessarily limited to only those elements but may include other elements not expressly listed or inherent to such process, method, article, or apparatus.
  • “or” refers to an inclusive or and not to an exclusive or. For example, a condition A or B is satisfied by any one of the following: A is true (or present) and B is false (or not present), A is false (or not present) and B is true (or present), and both A and B are true (or present).
  • a cone 100 for use with the disclosed game is depicted.
  • the cone, or play cone, 100 is comprised of a hollow conical tip 110 that is attached to a flexible base 120 .
  • the tip ends with a smaller circular opening 111 at a first end, and has a larger circular opening 112 at a second end.
  • the smaller opening 111 is available for a player to insert a thumb or finger to aid in tossing the cone during gameplay.
  • the larger opening includes an outwardly flared lip around the circumference of the opening.
  • the tip is made of a resilient but flexible material that is smooth and can be easily deformed but returns to its original shape, e.g., a polyethylene.
  • the base 120 has an octagonal perimeter to provide multiple flat sides for the cone to contact the ground during game play. At the center of the base is a circular opening 122 to allow access to the inside of the tip so that the play cones are stackable.
  • the base is made of a durable, flexible material, such as natural rubber, a polymer, or a styrene-butadiene rubber.
  • the base has a size, weight, and flexibility to facilitate play. For example, the base size provides an amount of stability so that when the cone lands at or near an upright position, it tends to remain in the upright position. Weight is configured to provide a moment to allow the cone to flip over with an amount of effort by the player.
  • the flexibility of the base allows an amount of bounce when striking the ground or other playing surface so that the cone will behave in a complex and dynamic, but controllable, manner.
  • the game pieces include four cones, two with a tip 110 of one color and two with a tip 110 of another color, e.g., red and blue.
  • the tip dimensions are, for example, 12 inches tall with a 5-inch diameter larger opening.
  • the base is, for example, 10 inches across from one octagonal side to the opposite parallel side, and the base opening has a diameter slightly larger than tip's larger opening but smaller than the tip's flared lip.
  • the diameters of the tip's larger opening and the base opening are sized to facilitate assembly of the cone so that the base slides easily over the cone and can be attached to the tip via the flared lip.
  • Attachment of the tip to the base may be by stapling, riveting, ultrasonic or friction welding, epoxy adhesive, or other suitable method to produce a strong but flexible bond.
  • the cones may include embedded LED lights or phosphorescent chemicals, e.g., zinc sulfide or strontium aluminate, to provide visibility when playing in poorly lit conditions.
  • the game also includes two lengths of rope that each are 6 feet (ft) long to serve as boundary lines and to mark the playing area for the game.
  • Rope may be made of cotton, hemp, nylon, polypropylene, polyethylene, polyester, or other suitable material.
  • the rope will have a cross section of approximately 0.5 inch and will be flexible so that it may be rolled up for storage but will tend to remain straight and lay flat when placed on the playing surface for game play.
  • the rope may be of high contrast or highly visible colors, to improve visibility during well-lit playing conditions.
  • the rope may also include embedded LED lights or phosphorescent chemicals to provide visibility in poorly lit playing conditions.
  • the playing area is made of a rectangular sheet made from, e.g., a textile, a cloth, a plastic, etc.
  • the sheet is secured to the ground by use of stakes or clips.
  • the sheet may include a metal or plastic spring loop located around the perimeter of the sheet. The spring is loaded to a deployed position but is configured to reduce the sheet to a smaller size when folded and twisted by a user. The folded shape is suitable for transport of the game, and when unfolded the spring tends to maintain the sheet in a rectangular shape for game play.
  • the game is arrayed as it is to be played.
  • Game play requires a flat, level surface about 15 to 20 ft long, and at least 6 ft wide.
  • the boundary lines, a first boundary 220 , and a second boundary 240 are spaced six feet apart and are arranged parallel to each other. Such arrangement creates a 6 ft by 6 ft rectangle with two rope sides and two imaginary sides.
  • Boundary line placement need not be precise for game play, meaning a user may place the boundary lines roughly or approximately straight on the surface, the orientation between the lines need only be approximately parallel, and the distance need only be approximately six feet. More formal game play may require more precise boundary line placement.
  • the boundary lines may be spaced further apart, e.g., 8 feet, 10 feet, etc. to increase the difficulty of the game.
  • a neutral zone 250 is located in an area between the two boundary lines and extends outward past the ends of the boundary lines in both directions. The neutral zone is an out-of-bounds area.
  • Players 12 , 14 are not allowed to cross into the neutral zone while making a cone toss, and cones that land in the neutral zone receive no score.
  • the players 12 , 14 stand behind a boundary line, in this case, the first boundary line 220 , which also serves as the foul line.
  • a fair zone 260 is located opposite the second boundary line 240 , which in this case is the far line. The fair zone extends outward past the ends of the far line in both directions. Only tosses that land in the fair zone result in a score.
  • the disclosed game has a number of special terms that reference game play concepts and scoring configurations.
  • flip means to rotate a play cone in the air, end over end, one time. For a scoring turn, the cone should flip once in midair across the neutral zone and land in the fair zone beyond the far line.
  • a “round” is a game period in which all four cones are flipped.
  • a “sleeper” is a cone that has been put in play, and its tip is touching the ground; a sleeper is worth 0 points.
  • a “leaner” is a cone that is leaning on another cone, with either the tip or base not touching the ground, and is worth 1 point. A sleeper can become a leaner when hit by another cone in play.
  • a “bumper” is a cone whose tip bounces off another cone or the ground then stands upright on its base, and is worth 2 points. A sleeper or a leaner can become a bumper when hit by another cone in play.
  • a “stinger” is cone that flips once in midair and lands on its base, without touching anything else, and is worth 3 points. While the cone is in play, the base may touch the ground, but the tip may not touch the ground or another cone.
  • a “double stinger” is a stinger topped with a stinger, where both cones remain standing, and is worth 6 points. The player whose cone is on top has stolen the opponent's points for the bottom cone.
  • a “triple stinger” is a double stinger topped with a stinger and is worth 9 points.
  • a “super stinger” is a triple stinger topped with a stinger and is worth 12 points.
  • a “steal” means taking an opponent's points away and adding those points to the team's score. A steal is accomplished by topping an opponent's cone. “Topping” means the tip of the bottom cone must be inside the base of top cone. Standing or sleeping, the cone on top always gets the points. If a leaner has its tip inside the base of another cone, the cone on top gets 1 point, regardless of which cone was tossed first.
  • the players When playing with two players, the players first decide which cone color they will use, conflicts are settled by allowing the youngest player to choose their color first. Other suitable means for settling conflicts may also be used, for example, by letting the oldest player choose first, picking a number, flipping a coin, drawing straws, or other more or less random means to resolve the conflict.
  • the youngest player goes first, otherwise the winner of the previous round goes first.
  • the winner of the previous game goes first.
  • Each player has two play cones of their color, and both players stand at the same side of the neutral zone. Players alternate turns. For example, with further reference to FIG.
  • the red player 14 flips the first cone 211 , which becomes the first cone in play, and then the blue player 12 flips their first cone 212 , which becomes the second cone in play.
  • the red player flips their second cone 213 , which is the third cone in play, and then the blue player flips their second cone 214 , which is the fourth cone in play. Once all four cones are flipped, the round is finished.
  • Scores are tallied for each flip and the game scores are updated at the end of each round. Both players may score in a round. At the end of each round, the players move to the other side of the neutral zone, agree on the scores, and then pick up their cones. The player scoring the most points in the previous round goes first in the next round. If the players score a tie in the round, the player who went first in the previous round goes first in the next round. The first player to get 21 points with a lead of at least 2 points at the end of a round, wins.
  • a player to play, a player must flip a cone so that the cone makes one rotation around its base and lands across the far line 240 past the neutral zone in the fair zone 260 . It is not necessary for a cone to have exactly 360° of rotation to score, since a cone that is flipped somewhat less or somewhat more than 360° may strike the ground and remain upright.
  • Players grip the top of the cone to perform the toss, having the option to place their thumb or finger in the smaller hole, if desired, to improve their grip on the cone.
  • Players that step on or across the foul line 220 into the neutral zone 250 when flipping the cone commit a foul line violation and score zero points for the toss.
  • each player 12 , 14 has taken a turn in an exemplary round of play.
  • Each player has therefore flipped a cone 311 , 312 over the neutral zone 350 to land over the far line 340 in the fair zone 360 .
  • the team scores 0 points for the flip.
  • a cone lands to the side of the far line 340 , i.e., the entire cone is to the left or to the right of the end of the boundary line, the players must examine its position to determine if any part of the cone is in the neutral zone or if it is entirely in the fair zone. If the cone is in the fair zone, the flip counts. If the cone is in the neutral zone, or if the players are unable to determine whether the cone is entirely out of the neutral zone, the player must immediately re-flip the cone.
  • the red player 14 has landed a cone 311 on its base without the tip touching the ground or another cone, which is a stinger worth 3 points.
  • the blue player 12 has landed a cone 312 on its side, with the tip touching the ground. This is a sleeper, which is worth 0 points.
  • the provisional score is Red 3, Blue 0, but scoring for the round is incomplete.
  • each player has taken a second turn in the round.
  • the red player 14 has landed their second cone 413 so that the tip of the second cone rests against the blue player's first cone 412 .
  • the blue player 12 has landed their second cone 414 on top of the red player's first cone 411 , and the cones have remained upright.
  • the score for the second turn, and the round would therefore be Red 1, Blue 6, with the blue player winning the round.
  • the score for the round would then be added to the overall game score.
  • the red player's 14 first cone 511 was a stinger worth 3 points
  • the blue player's 12 first cone 512 was a double stinger worth 6 points. Because the blue player's cone landed on top of the red player's cone, this is also a steal by the blue player. Therefore, after one turn each, the score is Red 0, Blue 6.
  • the red player landed their second cone 513 on top of the blue player's double stinger, and the cones 511 , 512 , 513 remained upright. This is a triple stinger worth 9 points.
  • red cone 513 has topped the blue player's double stinger, this is also a steal by the red player, taking the blue player's 6 points from the double stinger thrown in the previous turn.
  • the blue player's second cone 514 was a sleeper worth 0 points. The score for the round in this scenario would therefore be Red 9, Blue 0, with the red player winning the round.
  • the game is played similarly to the two-player game, except that each team has one team member at each end of the playing field. Teammates do not stand together on the same side.
  • the first round is played from behind the second boundary line 640 , which is now the foul line, and the first boundary line 620 is now the far line.
  • the neutral zone 650 is defined the same as in previous examples, but the fair zone 660 is now the area opposite the first boundary line 620 .
  • the active red player 18 has landed their first play cone 611 on its base without the tip touching the ground or another cone, which is a stinger, worth 3 points.
  • the active blue player 16 has landed their first cone 612 on top of the red player's cone, which is a double stinger worth 6 points. It is also a steal by the blue team, making the provisional score Red 0, Blue 6.
  • the active red player will toss their second cone 613 , and then the active blue player will toss their second cone 614 . Then, the score for the first round will be agreed upon and tallied. The team winning the first round will toss first in the second round.
  • an exemplary second round of a four-player match is depicted.
  • the inactive team members from the first round 12 , 14 become the active players, and the first-round active team members 16 , 18 move aside to allow their teammates unobstructed play.
  • the first boundary line 720 becomes the foul line and the second boundary line 740 becomes the far line.
  • the neutral zone 750 remains the same, and the fair zone 760 moves opposite the second boundary line.
  • the blue team won the first round, so the second blue player 12 tosses first.
  • the blue team's first cone 712 landed as a sleeper worth 0 points
  • the red team's first cone 711 landed as a stinger worth 3 points.
  • the provisional score for the round is Red 3, Blue 0.
  • the active blue player 12 will toss their second cone 714 , and then the active red player 14 will toss their second cone 713 .
  • the score for the second round will be agreed upon and tallied. The team winning the second round will toss first in the third round, and so on.

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Abstract

A system for playing a game including a rectangular playing area established by laying two ropes in parallel at a set distance apart. Also included is a set of four cones, each cone having a conical tip, and a base with an octagonal outer perimeter. A larger second end of the tip is configured to fit inside and mechanically attach to the base. Two of the cones have a tip of a first color and two have a tip of a second color. A method for playing a game includes setting up a playing area, wherein two ropes are laid out in parallel side-by-side and separated by a distance. The first rope is part of a foul line and the second rope is part of a far line, with a neutral zone in between and a fair zone over the far line opposite the neutral zone.

Description

    CROSS-REFERENCE TO RELATED APPLICATIONS
  • This application claims priority to U.S. Provisional Application No. 63/641,025, filed May 1, 2024, which is hereby incorporated by reference herein in its entirety.
  • BACKGROUND OF THE INVENTION Field of the Invention
  • Embodiments of the disclosed invention include devices, systems, and methods for playing a tossing game that uses cone-shaped game pieces.
  • Relevant Background
  • In many cultures, people enjoy playing tossing games indoors or outdoors. For example, in Italy people gather to play bocce, which facilitates an experience in which people can demonstrate skill while enjoying a bonding experience with friends and family. In the United States, there are several tossing games that have persisted over time, such as bowling, horseshoes, lawn darts, corn hole, croquet, ladder toss, and others. Further, many people enjoy playing indoor tossing games such as flip cup, in which players seek to strike a cup so that it flips in the air and lands upright.
  • Cone tossing games are known in the art, including U.S. Patent Application Publication US 2023/0405431 A1, published Dec. 21, 2023 (“Cleary”), which discloses a game in which players toss cones onto a game board that is fixed to the ground using wooden stakes. The equipment, game play, scoring, and winning of the game described in Cleary differs from the disclosed invention. For example, Cleary requires a game board and stakes to delineate the area of play, whereas the disclosed invention requires only two lengths of rope. Cleary also adds an invisible boundary ring around the game board, which may cause controversy among players who may have different ideas about where the boundary ring would be located. Like the disclosed invention, Cleary includes leaning, stacking, and stealing cones as ways to score points. However, Cleary does not count bumper cones, in which a cone is contacted by another cone and moves to a scoring configuration. Cleary also ambiguously states that only cones that land upright score points, but has a leaner scoring configuration in which the cone is not upright. Cleary adjusts the point value of a throw based on the location on the game board in which the cone lands. Finally with regard to scoring, Cleary only allocates points to the winner of each round, and requires players or teams to score 50 points to win the game. Such differences affect the pacing and dynamism of the game, resulting in a game requiring more equipment, with game play that is more complex, slower, and less dynamic than the disclosed invention.
  • Therefore, currently there is no easily portable tossing game using cones and requiring cone flipping skills. Further, there is no portable tossing game that is fast paced and has potentially dramatic lead swings from round to round. Therefore, there is a need for a portable cone tossing game that uses minimal equipment, and provides fast paced, dynamic play.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • Features and objects of the disclosed invention and the manner of attaining them will become more apparent, and the invention itself will be best understood, by reference to the following description of one or more embodiments taken in conjunction with the accompanying drawings and figures imbedded in the text below and attached following this description.
  • FIGS. 1A and 1B depict two views of a cone as used in embodiments of the disclosed invention.
  • FIG. 2 depicts game play with two players as used in embodiments of the disclosed invention.
  • FIG. 3 depicts game play with two players as used in embodiments of the disclosed invention.
  • FIG. 4 depicts game play with two players as used in embodiments of the disclosed invention.
  • FIG. 5 depicts game play with two players as used in embodiments of the disclosed invention.
  • FIG. 6 depicts game play with four players as used in embodiments of the disclosed invention.
  • FIG. 7 depicts game play with four players as used in embodiments of the disclosed invention.
  • The Figures attached depict embodiments of the disclosed invention for purposes of illustration only. One skilled in the art will readily recognize from the following discussion that alternative embodiments of the structures and methods illustrated herein may be employed without departing from the principles of the invention described herein.
  • DETAILED DESCRIPTION OF THE INVENTION
  • The detailed description of the disclosed invention will include devices, systems, and methods of playing a tossing game using cones.
  • The disclosed invention will now be described in detail with reference to several embodiments thereof as illustrated in the accompanying Figures. In the following description, numerous specific details are set forth in order to provide a thorough understanding of embodiments of the disclosed application. It will be apparent, however, to one skilled in the art that embodiments may be practiced without some or all of these specific details. In other instances, well known process steps and/or structures have not been described in detail in order to not unnecessarily obscure the present invention. The features and advantages of embodiments may be better understood with reference to the drawings and discussions that follow.
  • It should be apparent to those skilled in the art that the described embodiments of the disclosed invention provided herein are illustrative only and not limiting, having been presented by way of example only. All features disclosed in this description may be replaced by alternative features serving the same or similar purpose, unless expressly stated otherwise. Therefore, numerous other embodiments of the modifications thereof are contemplated as falling within the scope of the present invention as defined herein and equivalents thereto. Hence, use of absolute and/or sequential terms, such as, for example, “always,” “will,” “will not,” “shall,” “shall not,” “must,” “must not,” “first,” “initially,” “next,” “subsequently,” “before,” “after,” “lastly,” and “finally,” are not meant to limit the scope of the present invention as the embodiments disclosed herein are merely exemplary.
  • It will be also understood that when an element is referred to as being “on,” “attached” to, “connected” to, “coupled” with, “contacting”, “mounted” etc., another element, it can be directly on, attached to, connected to, coupled with or contacting the other element or intervening elements may also be present. In contrast, when an element is referred to as being, for example, “directly on,” “directly attached” to, “directly connected” to, “directly coupled” with or “directly contacting” another element, there are no intervening elements present. It will also be appreciated by those of skill in the art that references to a structure or feature that is disposed “adjacent” another feature may have portions that overlap or underlie the adjacent feature.
  • Spatially relative terms, such as “under,” “below,” “lower,” “over,” “upper” and the like, may be used herein for ease of description to describe one element or feature's relationship to another element(s) or feature(s) as illustrated in the figures. It will be understood that the spatially relative terms are intended to encompass different orientations of a device in use or operation in addition to the orientation depicted in the figures. For example, if a device in the figures is inverted, elements described as “under” or “beneath” other elements or features would then be oriented “over” the other elements or features. Thus, the exemplary term “under” can encompass both an orientation of “over” and “under”. The device may be otherwise oriented (rotated 90 degrees (°) or at other orientations) and the spatially relative descriptors used herein interpreted accordingly. Similarly, the terms “upwardly,” “downwardly,” “vertical,” “horizontal” and the like are used herein for the purpose of explanation only unless specifically indicated otherwise.
  • The terms and words used in the following description and claims are not limited to the bibliographical meanings, but are merely used by the inventor to enable a clear and consistent understanding of the invention. Accordingly, it should be apparent to those skilled in the art that the following description of exemplary embodiments of the present invention are provided for illustration purpose only and not for the purpose of limiting the invention as defined by the appended claims and their equivalents.
  • The terminology used herein is for the purpose of describing particular embodiments only and is not intended to be limiting of the invention. As used herein, the singular forms “a,” “an,” and “the” are intended to include the plural forms as well, unless the context clearly indicates otherwise. Thus, for example, reference to “a component surface” includes reference to one or more of such surfaces.
  • As used herein any reference to “one embodiment” or “an embodiment” means that a particular element, feature, structure, or characteristic described in connection with the embodiment is included in at least one embodiment. The appearances of the phrase “in one embodiment” in various places in the specification are not necessarily all referring to the same embodiment.
  • As used herein, the terms “comprises,” “comprising,” “includes,” “including,” “has,” “having” or any other variation thereof, are intended to cover a nonexclusive inclusion. For example, a process, method, article, or apparatus that comprises a list of elements is not necessarily limited to only those elements but may include other elements not expressly listed or inherent to such process, method, article, or apparatus. Further, unless expressly stated to the contrary, “or” refers to an inclusive or and not to an exclusive or. For example, a condition A or B is satisfied by any one of the following: A is true (or present) and B is false (or not present), A is false (or not present) and B is true (or present), and both A and B are true (or present).
  • Unless otherwise defined, all terms (including technical and scientific terms) used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this invention belongs. It will be further understood that terms, such as those defined in commonly used dictionaries, should be interpreted as having a meaning that is consistent with their meaning in the context of the specification and relevant art and should not be interpreted in an idealized or overly formal sense unless expressly so defined herein. Well-known functions or constructions may not be described in detail for brevity and/or clarity.
  • As will be understood by those familiar with the art, the disclosed invention may be embodied in other specific forms without departing from the spirit or essential characteristics thereof. Likewise, the particular naming and division of the modules, managers, functions, systems, layers, features, attributes, methodologies, and other aspects are not mandatory or significant, and the mechanisms that implement the invention or its features may have different names, divisions, and/or formats. Accordingly, the disclosure of the present invention is intended to be illustrative, but not limiting, of the scope of the invention.
  • Game Equipment
  • With reference to FIGS. 1A and 1B, a cone 100 for use with the disclosed game is depicted. The cone, or play cone, 100 is comprised of a hollow conical tip 110 that is attached to a flexible base 120. The tip ends with a smaller circular opening 111 at a first end, and has a larger circular opening 112 at a second end. The smaller opening 111 is available for a player to insert a thumb or finger to aid in tossing the cone during gameplay. The larger opening includes an outwardly flared lip around the circumference of the opening. The tip is made of a resilient but flexible material that is smooth and can be easily deformed but returns to its original shape, e.g., a polyethylene.
  • The base 120 has an octagonal perimeter to provide multiple flat sides for the cone to contact the ground during game play. At the center of the base is a circular opening 122 to allow access to the inside of the tip so that the play cones are stackable. The base is made of a durable, flexible material, such as natural rubber, a polymer, or a styrene-butadiene rubber. The base has a size, weight, and flexibility to facilitate play. For example, the base size provides an amount of stability so that when the cone lands at or near an upright position, it tends to remain in the upright position. Weight is configured to provide a moment to allow the cone to flip over with an amount of effort by the player. The flexibility of the base allows an amount of bounce when striking the ground or other playing surface so that the cone will behave in a complex and dynamic, but controllable, manner. The game pieces include four cones, two with a tip 110 of one color and two with a tip 110 of another color, e.g., red and blue. The tip dimensions are, for example, 12 inches tall with a 5-inch diameter larger opening. The base is, for example, 10 inches across from one octagonal side to the opposite parallel side, and the base opening has a diameter slightly larger than tip's larger opening but smaller than the tip's flared lip. The diameters of the tip's larger opening and the base opening are sized to facilitate assembly of the cone so that the base slides easily over the cone and can be attached to the tip via the flared lip. Attachment of the tip to the base may be by stapling, riveting, ultrasonic or friction welding, epoxy adhesive, or other suitable method to produce a strong but flexible bond. The cones may include embedded LED lights or phosphorescent chemicals, e.g., zinc sulfide or strontium aluminate, to provide visibility when playing in poorly lit conditions.
  • The game also includes two lengths of rope that each are 6 feet (ft) long to serve as boundary lines and to mark the playing area for the game. Rope may be made of cotton, hemp, nylon, polypropylene, polyethylene, polyester, or other suitable material. Preferably the rope will have a cross section of approximately 0.5 inch and will be flexible so that it may be rolled up for storage but will tend to remain straight and lay flat when placed on the playing surface for game play. The rope may be of high contrast or highly visible colors, to improve visibility during well-lit playing conditions. The rope may also include embedded LED lights or phosphorescent chemicals to provide visibility in poorly lit playing conditions.
  • In some embodiments, rather than lengths of rope, the playing area is made of a rectangular sheet made from, e.g., a textile, a cloth, a plastic, etc. The sheet is secured to the ground by use of stakes or clips. Alternately, the sheet may include a metal or plastic spring loop located around the perimeter of the sheet. The spring is loaded to a deployed position but is configured to reduce the sheet to a smaller size when folded and twisted by a user. The folded shape is suitable for transport of the game, and when unfolded the spring tends to maintain the sheet in a rectangular shape for game play.
  • Game Play
  • With reference to FIG. 2 , the game is arrayed as it is to be played. Game play requires a flat, level surface about 15 to 20 ft long, and at least 6 ft wide. The boundary lines, a first boundary 220, and a second boundary 240, are spaced six feet apart and are arranged parallel to each other. Such arrangement creates a 6 ft by 6 ft rectangle with two rope sides and two imaginary sides. Boundary line placement need not be precise for game play, meaning a user may place the boundary lines roughly or approximately straight on the surface, the orientation between the lines need only be approximately parallel, and the distance need only be approximately six feet. More formal game play may require more precise boundary line placement. In some embodiments, the boundary lines may be spaced further apart, e.g., 8 feet, 10 feet, etc. to increase the difficulty of the game. A neutral zone 250 is located in an area between the two boundary lines and extends outward past the ends of the boundary lines in both directions. The neutral zone is an out-of-bounds area. Players 12, 14 are not allowed to cross into the neutral zone while making a cone toss, and cones that land in the neutral zone receive no score. During play, the players 12, 14 stand behind a boundary line, in this case, the first boundary line 220, which also serves as the foul line. A fair zone 260 is located opposite the second boundary line 240, which in this case is the far line. The fair zone extends outward past the ends of the far line in both directions. Only tosses that land in the fair zone result in a score.
  • Game Terminology
  • The disclosed game has a number of special terms that reference game play concepts and scoring configurations. To “flip” means to rotate a play cone in the air, end over end, one time. For a scoring turn, the cone should flip once in midair across the neutral zone and land in the fair zone beyond the far line. A “round” is a game period in which all four cones are flipped. A “sleeper” is a cone that has been put in play, and its tip is touching the ground; a sleeper is worth 0 points. A “leaner” is a cone that is leaning on another cone, with either the tip or base not touching the ground, and is worth 1 point. A sleeper can become a leaner when hit by another cone in play. A “bumper” is a cone whose tip bounces off another cone or the ground then stands upright on its base, and is worth 2 points. A sleeper or a leaner can become a bumper when hit by another cone in play. A “stinger” is cone that flips once in midair and lands on its base, without touching anything else, and is worth 3 points. While the cone is in play, the base may touch the ground, but the tip may not touch the ground or another cone. A “double stinger” is a stinger topped with a stinger, where both cones remain standing, and is worth 6 points. The player whose cone is on top has stolen the opponent's points for the bottom cone. A “triple stinger” is a double stinger topped with a stinger and is worth 9 points. A “super stinger” is a triple stinger topped with a stinger and is worth 12 points. A “steal” means taking an opponent's points away and adding those points to the team's score. A steal is accomplished by topping an opponent's cone. “Topping” means the tip of the bottom cone must be inside the base of top cone. Standing or sleeping, the cone on top always gets the points. If a leaner has its tip inside the base of another cone, the cone on top gets 1 point, regardless of which cone was tossed first.
  • Game Play: Two Players
  • When playing with two players, the players first decide which cone color they will use, conflicts are settled by allowing the youngest player to choose their color first. Other suitable means for settling conflicts may also be used, for example, by letting the oldest player choose first, picking a number, flipping a coin, drawing straws, or other more or less random means to resolve the conflict. To start the first game, the youngest player goes first, otherwise the winner of the previous round goes first. When starting a new game, the winner of the previous game goes first. Each player has two play cones of their color, and both players stand at the same side of the neutral zone. Players alternate turns. For example, with further reference to FIG. 2 , the red player 14 flips the first cone 211, which becomes the first cone in play, and then the blue player 12 flips their first cone 212, which becomes the second cone in play. Next, the red player flips their second cone 213, which is the third cone in play, and then the blue player flips their second cone 214, which is the fourth cone in play. Once all four cones are flipped, the round is finished.
  • Scores are tallied for each flip and the game scores are updated at the end of each round. Both players may score in a round. At the end of each round, the players move to the other side of the neutral zone, agree on the scores, and then pick up their cones. The player scoring the most points in the previous round goes first in the next round. If the players score a tie in the round, the player who went first in the previous round goes first in the next round. The first player to get 21 points with a lead of at least 2 points at the end of a round, wins.
  • With continued reference to FIG. 2 , to play, a player must flip a cone so that the cone makes one rotation around its base and lands across the far line 240 past the neutral zone in the fair zone 260. It is not necessary for a cone to have exactly 360° of rotation to score, since a cone that is flipped somewhat less or somewhat more than 360° may strike the ground and remain upright. Players grip the top of the cone to perform the toss, having the option to place their thumb or finger in the smaller hole, if desired, to improve their grip on the cone. Players that step on or across the foul line 220 into the neutral zone 250 when flipping the cone commit a foul line violation and score zero points for the toss.
  • With reference to FIG. 3 , each player 12, 14 has taken a turn in an exemplary round of play. Each player has therefore flipped a cone 311, 312 over the neutral zone 350 to land over the far line 340 in the fair zone 360. If either player or the cone touch a boundary line 320, 340, or any other part of the neutral zone 350, the team scores 0 points for the flip. If a cone lands to the side of the far line 340, i.e., the entire cone is to the left or to the right of the end of the boundary line, the players must examine its position to determine if any part of the cone is in the neutral zone or if it is entirely in the fair zone. If the cone is in the fair zone, the flip counts. If the cone is in the neutral zone, or if the players are unable to determine whether the cone is entirely out of the neutral zone, the player must immediately re-flip the cone.
  • As depicted, the red player 14 has landed a cone 311 on its base without the tip touching the ground or another cone, which is a stinger worth 3 points. The blue player 12, however, has landed a cone 312 on its side, with the tip touching the ground. This is a sleeper, which is worth 0 points. After one turn, the provisional score is Red 3, Blue 0, but scoring for the round is incomplete.
  • With reference to FIG. 4 , each player has taken a second turn in the round. The red player 14 has landed their second cone 413 so that the tip of the second cone rests against the blue player's first cone 412. This is a leaner worth 1 point. The blue player 12 has landed their second cone 414 on top of the red player's first cone 411, and the cones have remained upright. This is a double stinger worth 6 points, and it also steals the red player's 3 points from the stinger thrown during the prior turn. The score for the second turn, and the round, would therefore be Red 1, Blue 6, with the blue player winning the round. The score for the round would then be added to the overall game score.
  • With reference to FIG. 5 , another exemplary round is depicted. As shown, the red player's 14 first cone 511 was a stinger worth 3 points, and the blue player's 12 first cone 512 was a double stinger worth 6 points. Because the blue player's cone landed on top of the red player's cone, this is also a steal by the blue player. Therefore, after one turn each, the score is Red 0, Blue 6. For the second turn, the red player landed their second cone 513 on top of the blue player's double stinger, and the cones 511, 512, 513 remained upright. This is a triple stinger worth 9 points. Because the red cone 513 has topped the blue player's double stinger, this is also a steal by the red player, taking the blue player's 6 points from the double stinger thrown in the previous turn. The blue player's second cone 514 was a sleeper worth 0 points. The score for the round in this scenario would therefore be Red 9, Blue 0, with the red player winning the round.
  • The potential for a player to top another player's cones and steal their points makes the game exciting and unpredictable, since the score can shift dramatically with a single flip. Another means of reducing the other player's score is by contacting a cone that is in play, e.g., thereby knocking it out of a leaner configuration into a sleeper, or by knocking a stinger over into a sleeper.
  • The first player to reach 21 points at the end of a round wins, but the winner must win by at least 2 points. For example, if the score is Red 21 to Blue 20, the game must continue until one player has more than 21 points and has at least 2 more points than the other player at the end of a round.
  • Game Play: Four Players
  • With reference to FIG. 6 , if playing with four players, the game is played similarly to the two-player game, except that each team has one team member at each end of the playing field. Teammates do not stand together on the same side. In the depicted exemplary scenario, the first round is played from behind the second boundary line 640, which is now the foul line, and the first boundary line 620 is now the far line. The neutral zone 650 is defined the same as in previous examples, but the fair zone 660 is now the area opposite the first boundary line 620. When the active players 16, 18 are taking their turns, the other players 12, 14 should move aside to allow unobstructed play. After each round, the players will agree on the score, and the players observing the previous round will pick up their team's cones and flip them back to their teammates in the following round.
  • As depicted, the active red player 18 has landed their first play cone 611 on its base without the tip touching the ground or another cone, which is a stinger, worth 3 points. The active blue player 16 has landed their first cone 612 on top of the red player's cone, which is a double stinger worth 6 points. It is also a steal by the blue team, making the provisional score Red 0, Blue 6. Next, the active red player will toss their second cone 613, and then the active blue player will toss their second cone 614. Then, the score for the first round will be agreed upon and tallied. The team winning the first round will toss first in the second round.
  • With reference to FIG. 7 , an exemplary second round of a four-player match is depicted. In this scenario, the inactive team members from the first round 12, 14 become the active players, and the first-round active team members 16, 18 move aside to allow their teammates unobstructed play. In the second round, the first boundary line 720 becomes the foul line and the second boundary line 740 becomes the far line. The neutral zone 750 remains the same, and the fair zone 760 moves opposite the second boundary line. As shown, the blue team won the first round, so the second blue player 12 tosses first. The blue team's first cone 712 landed as a sleeper worth 0 points, and the red team's first cone 711 landed as a stinger worth 3 points. The provisional score for the round is Red 3, Blue 0. Next, the active blue player 12 will toss their second cone 714, and then the active red player 14 will toss their second cone 713. When all four cones have been tossed, the score for the second round will be agreed upon and tallied. The team winning the second round will toss first in the third round, and so on.
  • Although the invention has been described and illustrated with a certain degree of particularity, it is understood that the present disclosure has been made only by way of example and that numerous changes in the combination and arrangement of parts can be resorted to by those skilled in the art without departing from the spirit and scope of the invention. The attached description with reference to the accompanying drawings is provided to assist in a comprehensive understanding of exemplary embodiments of the present invention as defined by the claims and their equivalents. It includes various specific details to assist in that understanding but these are to be regarded as merely exemplary. Accordingly, those of ordinary skill in the art will recognize that various changes and modifications of the embodiments described herein can be made without departing from the scope and spirit of the invention. Also, descriptions of well-known functions and constructions are omitted for clarity and conciseness.
  • This has been a description of the disclosed invention along with a preferred method of practicing the invention.

Claims (20)

What is claimed is:
1. A system for playing a game, comprising:
two ropes for establishing a rectangular area for playing the game, wherein a first rope is extended and placed on a playing surface, and a second rope is extended and placed on the playing surface oriented parallel to and located a distance away from the first rope; and
a set of four cones for playing the game, wherein each cone of the set includes a conical tip having a smaller opening at a first end and a larger opening at a second end, and a base having an octagonal outer perimeter and a central circular opening, wherein the second end of the tip is configured to fit within the circular opening and mechanically attach to the base, and wherein two of the set have a tip of a first color and two of the set have a tip of a second color.
2. The system for playing a game of claim 1, wherein each of the two ropes is six feet long, and the distance is six feet.
3. The system for playing a game of claim 1, wherein a foul line includes the first rope and extends along the first rope in both directions, a far line includes the second rope and extends along the second rope in both directions, a neutral zone is located between the foul line and the far line, and a fair zone is located opposite the neutral zone from the far line.
4. The system for playing a game of claim 1, wherein a player attempts to score one or more points by standing behind the foul line and tossing a cone so that it rotates one turn in the air and lands in the fair zone.
5. The system for playing a game of claim 1, wherein a player scores zero points if one of the following occurs: the player enters the neutral zone while tossing a cone, the cone fails to complete one turn in the air, the cone contacts the neutral zone, or the cone fails to land in a scoring configuration.
6. The system for playing a game of claim 1, wherein a scoring configuration includes the following: a cone that contacts the playing surface with its base and remains in an upright position; a cone that lands so that a portion of the cone rests on another cone; a cone that contacts the playing surface or another cone and moves to an upright position; a cone that is contacted by another cone and moves to an upright position; and a cone that stacks on an upright cone and both cones remain upright.
7. The system for playing a game of claim 1, wherein a first player steals points from a second player by stacking a first cone on a second cone, wherein the second cone was previously tossed by the second player.
8. The system for playing a game of claim 1, wherein a first player wins the game upon scoring at least 21 points with a lead of at least 2 points over a second player.
9. The system for playing a game of claim 1, wherein the game is played by two players or four players.
10. A method of playing a game, comprising:
setting up a playing area, including laying a first rope and a second rope on a playing surface,
wherein the first rope is oriented parallel to the second rope and the first rope is located a distance from the second rope,
wherein a foul line includes the first rope and extends along the first rope in both directions, a far line includes the second rope and extends along the second rope in both directions, a neutral zone is located between the foul line and the far line, and a fair zone is located opposite the neutral zone from the far line,
wherein a first cone, a second cone, a third cone, and a fourth cone are each a play cone, and wherein each play cone includes a conical tip and a base;
taking a first turn, wherein a first player stands behind the foul line and tosses the first cone across the neutral zone to land in the fair zone, and wherein the first turn is assigned a first score;
taking a second turn, wherein a second player stands behind the first rope and tosses the second cone across the distance to land in the fair zone, wherein the second turn is assigned a second score, and wherein the first score is adjusted based on the second turn;
taking a third turn, wherein the first player tosses the third cone, wherein the third turn is assigned a third score; and wherein the second score is adjusted based on the third turn;
taking a fourth turn, wherein the second player tosses the fourth cone, wherein the fourth turn is assigned a fourth score; and wherein the third score is adjusted based on the fourth turn; and
assigning a round score to each player, wherein the first player is assigned the third score as adjusted, and the second player is assigned the fourth score.
11. The method of playing a game of claim 10, wherein tossing the play cone includes causing the play cone to rotate once around the base before landing.
12. The method of playing a game of claim 10, wherein a turn that includes a play cone that lands at least partially in the neutral zone is assigned a score of zero points.
13. The method of playing a game of claim 10, wherein a turn that includes a player that steps at least partially in the neutral zone is assigned a score of zero points.
14. The method of playing a game of claim 10, wherein a score is adjusted if one of the following occurs: a first play cone strikes a second play cone so that the second play cone no longer rests on a third play cone; or a first play cone stacks on a second play cone, so that both cones remain upright.
15. The method of playing a game of claim 10, wherein a scoring configuration includes the following: a play cone that contacts the playing surface with its base and remains in an upright position; a first play cone that lands so that a portion of the first play cone rests on a second play cone; a first play cone that contacts one of the playing surface or a second play cone and moves to an upright position; a first play cone that is contacted by a second play cone and moves to an upright position; and a first play cone that stacks on a second play cone so that both cones remain upright.
16. The method of playing a game of claim 10, wherein the first player is a member of a first team, and the second player is a member of a second team, and wherein the first team and the second team each has two players.
17. The method of playing a game of claim 10, wherein the first rope and the second rope are each six feet long, and wherein the distance is six feet.
18. The method of playing a game of claim 10, wherein the first cone and the third cone include a first color, and the second cone and the fourth cone include a second color.
19. The method of playing a game of claim 10, further comprising:
selecting a player to take the first turn, wherein the player is one of the youngest player, the winner of a previous round, or the winner of a previous game.
20. The method of playing a game of claim 10, wherein the first player wins the game upon scoring at least 21 points with a lead of at least 2 points over the second player.
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