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US20140159307A1 - Gresham dice/board game - Google Patents

Gresham dice/board game Download PDF

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Publication number
US20140159307A1
US20140159307A1 US14/101,906 US201314101906A US2014159307A1 US 20140159307 A1 US20140159307 A1 US 20140159307A1 US 201314101906 A US201314101906 A US 201314101906A US 2014159307 A1 US2014159307 A1 US 2014159307A1
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United States
Prior art keywords
cubes
indicator
subset
color
roll
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Abandoned
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US14/101,906
Inventor
Dianne Elizabeth MacIntyre-Melody
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Individual
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Individual
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Priority to US14/101,906 priority Critical patent/US20140159307A1/en
Publication of US20140159307A1 publication Critical patent/US20140159307A1/en
Priority to US14/994,777 priority patent/US9878233B2/en
Abandoned legal-status Critical Current

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/04Dice; Dice-boxes; Mechanical dice-throwing devices
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/04Dice; Dice-boxes; Mechanical dice-throwing devices
    • A63F2009/0471Dice with different colours
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00173Characteristics of game boards, alone or in relation to supporting structures or playing piece
    • A63F3/0023Foldable, rollable, collapsible or segmented boards

Definitions

  • the present disclosure relates to a cube-based matching game. More particularly, the present disclosure relates to various score-keeping games using a combination of colored dice, colored cubes and numbered cubes.
  • Dice have been commonly used for various games. Many game variations require the use of dice with various other game pieces or game boards. Other games use specialized dice and other complicated equipment. Oftentimes the specialized dice and game pieces are only usable for the specific game for which they were designed. Moreover, many games have complicated rules or require formulaic or algorithmic understanding, which may not be suitable for all ages. For example, young children may not be able to add, but may be capable of recognizing patterns and matching colors and/or numbers.
  • the present disclosure relates to a game using colored cubes, along with variations.
  • One aspect of the present disclosure is to provide a game playable by matching colored cubes.
  • Another aspect of the present disclosure is to provide a game playable by matching color cubes and numbered cubes, but requiring simple math.
  • Yet another aspect of the present disclosure is to provide game pieces which may be safe for very young children, whether played within the context of the principal game or not.
  • the method of playing the game comprises providing at least five indicator cubes, each including an indicator on each side and an alternate indicator for each indicator cube, providing a playing surface on which to roll the at least five indicator cubes, receiving, on the playing surface, a first roll of the at least five cubes, dividing the rolled at least five indicator cubes into a first subset and a second subset such that the first subset includes scored indicator cubes and the second subset includes unscored indicator cubes, tracking a score value for the first roll, and receiving, on the playing surface, a second roll of the second subset.
  • the method of playing the game comprises providing five color cubes, each including a different color or symbol on each side, providing five number cubes, each including a different number on each side, providing a container for holding the five color cubes and the five number cubes for rolling the at least five indicator cubes, providing a playing surface on which to roll the five color cubes and the five number cubes, receiving, on the playing surface, a first roll of the five color cubes and the five number cubes, dividing the rolled five color cubes and the five number cubes into a first subset and a second subset such that the first subset includes scored cubes and the second subset includes unscored indicator cubes, adding a first score value for the first roll to a cumulative score, receiving, on the playing surface, a second roll of the second subset, moving scored cubes from the second subset to the first subset, adding a second score value for the second roll to the cumulative score, and receiving, on the playing surface, subsequent rolls of
  • the method of playing the game comprises providing five color cubes, each including a different color or symbol on each side, providing a playing surface on which to roll the five color cubes, receiving, on the playing surface, a first roll of the five color cubes, dividing the rolled five color cubes into a first subset and a second subset such that the first subset includes color cubes showing a selected color or symbol and the second subset includes color cubes not showing the selected color or symbol, receiving, on the playing surface, a second roll of the second subset, dividing the second subset such that the color cubes of the second subset showing the selected color or symbol is added to the first subset and the remainder of the second subset forms a third subset, receiving, on the playing surface, a third roll of the third subset, and dividing the third subset such that the color cubes of the third subset showing the selected color or symbol is added to the first subset, wherein the game is won when the first subset includes the five selected color or symbol
  • the method of playing the game comprises providing a plurality of saucers, each saucer having a plurality of notches, and connecting together the plurality of saucers by linking respective notches of the plurality of saucers such that the connected plurality of saucers forms a shape, wherein the shape persists for at least five days until the plurality of saucers are used for another game.
  • FIG. 1 depicts a set of colored dice according to an implementation of the present disclosure
  • FIG. 2 depicts a container for rolling colored dice, or colored cubes and/or numbered cubes according to an implementation of the present disclosure
  • FIG. 3A depicts saucers for re-rolling purposes or for linking together according to an implementation of the present disclosure
  • FIG. 3B depicts the saucers of FIG. 3A linked together
  • FIG. 3C depicts a bag for holding all game pieces according to an implementation of the present disclosure
  • FIG. 4 depicts a game board according to an implementation of the present disclosure
  • FIG. 5 depicts a game coin according to an implementation of the present disclosure
  • FIG. 6A depicts a set of colored indicator cubes according to an implementation of the present disclosure
  • FIG. 6B depicts a perspective (or symbol) view of a colored indicator cube from FIG. 6A ;
  • FIG. 7 depicts a set of numbered indicator cubes according to an implementation of the present disclosure.
  • FIGS. 1-7 depict an exemplary set of game pieces according to one implementation.
  • the game pieces of FIGS. 1-7 may be stored and carried in a bag, such as the bag 335 in FIG. 3C .
  • FIG. 1 illustrates a set of indicator cubes or color dice 100 , which may be 6-sided dice having different colors. More specifically, the set includes a pair of red dice 101 , a pair of yellow dice 102 , a pair of green dice 103 , a pair of blue dice 104 , and a pair of purple dice 105 . In other implementations other colors may be used.
  • the color dice 100 may all share same dimensions, are unweighted (i.e.
  • the color dice 100 may have generally consistent weight distribution throughout), and have indicator values of 1-6, signified by dots, on each side.
  • the color dice 100 may have different sizes or may be weighted, and may have different indicator values, represented by other markings. In other implementations, more or less than a pair of each color may be used.
  • the color dice 100 may be made of non-toxic materials, such as plastic.
  • FIG. 2 illustrates a container 206 .
  • the container 206 may be referred to as a CupTin ⁇ , which may be a cup or similar container having an opening 207 , and a base 208 , which is closed.
  • a marking 209 which may be a logo, may serve as a label to the container 206 .
  • the container 206 may taper from a wider opening 207 to a narrow base 208 .
  • the container 206 is used to hold indicator cubes, such as the color dice 100 or other indicator cubes described herein, and allows a player to roll the indicator cubes onto a playing surface.
  • the container 206 allows the player to shake the indicator cubes before rolling, and further allows easier rolling of a large number of indicator cubes, such as the 10 color dice 100 shown in FIG. 1 or color cubes 640 in FIG. 6A and numbered cubes 750 in FIG. 7 , described below.
  • the container 206 may be made of non-toxic materials such as plastic.
  • FIG. 3A illustrates a set of saucers 310 .
  • Each saucer 310 includes a rim 317 surrounding a recessed surface 318 .
  • the rim 317 has one or more notches 316 .
  • each saucer 310 has 3 equidistant notches 316 .
  • there may be more or less notches 316 which may be located in alternate or non-equidistant positions along the rim 317 .
  • the surface 318 may have different colors.
  • FIG. 3A depicts a red saucer 311 , a yellow saucer 312 , a green saucer 313 , a blue saucer 314 , and a purple saucer 315 .
  • An exemplary set of saucers 310 may include 25 saucers, for example 5 of each color. However, more or less saucers 310 may be needed for a particular game, depending on the number of players as will be discussed below.
  • the saucer 310 may be made of non-toxic materials such as plastic.
  • the saucers 310 may be stored in a bag 335 in FIG. 3C , or a saucer cubby (such as a saucer cubby 426 ) in a game board 420 , seen in FIG. 4 , or other similar storage.
  • FIG. 3B illustrates an additional feature of the saucers 310 .
  • the saucers 310 may be linked together by mating the notches 316 .
  • young children capable of snapping items together may build various structures by linking together the saucers 310 .
  • the locations of the notches 316 along the rim 317 may determine the types of links, specifically an angle 319 of the links.
  • the angle 319 may be 120 degrees. In other implementations, the angle 319 may be different.
  • FIG. 3C illustrates the bag 335 .
  • the bag 335 may be referred to as a Gresham Gold Bag, which may be a gold colored cloth bag.
  • the bag 335 includes a marking 339 , which may be a logo, and is closed by drawstrings 337 having aglets 336 .
  • the aglets 336 may be marked similar to the marking 339 .
  • the bag 335 may be large enough to carry all required game pieces. In an exemplary implementation, the bag 335 is large enough to carry 10 color dice 100 ( FIG. 1 ), 5 color cubes 640 ( FIG. 6A ), 5 number cubes ( FIG. 7 ), 25 saucers 310 ( FIG. 3A ), 1 game coin 530 ( FIG. 5 ), 1 container 206 ( FIG. 2 ), an instruction/rule booklet, a pencil, and a pad.
  • the bag 335 may further hold a game board 420 , which may be collapsible.
  • FIG. 4 depicts a game board 420 .
  • the game board 420 is circular, although in other implementations it may take on another shape.
  • the game board 420 includes a central surface 427 which includes a marking 429 .
  • the surface 427 is surrounded by saucer cubbies 426 , which alternate between a red section 421 , a yellow section 422 , a green section 423 , a blue section 424 , and a purple section 425 . In other implementations other colors may be used.
  • Each of the sections is separated by walls 428 , such that each section provides a partitioned wall in which the scoring indicator cubes may utilized.
  • the game board 420 also includes an outer wall or rim 433 . In FIG.
  • the saucer cubbies 426 are smaller than the colored sections, and are utilized by indicator cubes (such as Wild Push Dice described below) and saucers 310 , but the sizes may be different or re-sectioned and not equidistant in alternative implementations.
  • the saucer cubbies 426 further includes two dice cubbies 432 , for holding indicator cubes.
  • the size of the dice cubby 432 correlates to the size of an indicator cube, whereas the size of the saucer cubby 426 correlates to the size of the saucer 310 .
  • the marking 429 may be a logo, a portion of which may light up. For example, the “G” may light up when a saucer 310 lands on it.
  • the marking 429 may be capable of spinning.
  • the marking 429 is an alternative logo to the marking 339 in FIG. 3 , and in other implementations the logo of the marking 339 or the marking 429 may be utilized instead.
  • the surfaces of the surface 427 , saucer cubbies 426 , the red section 421 , the yellow section 422 , the green section 423 , the blue section 424 , and the purple section 425 may be made of or lined with fabric, foam or other similar material suitable for receiving the indicator cubes.
  • the underside of the game board 420 may be made of other non-toxic materials, such as plastic.
  • the game board 420 may be foldable or otherwise collapsible for easier storage, such as to fit within the bag 335 .
  • FIG. 5 shows a game coin 530 .
  • the game coin 530 may have a marking 531 , which may be a logo.
  • the game coin 530 may be made of gold flaked resin or other similar weighted material.
  • the game coin 530 may be a marker or trophy, as will be described below.
  • FIG. 6A depicts a set of indicator cubes or color cubes 640 , which may share certain characteristics with the color dice 100 .
  • the color cubes 640 may have the same general dimensions, composition, and materials as the color dice 100 , but may be different in alternative implementations. Although five color cubes 640 is an exemplary set, in other implementations more or less may be needed.
  • Each color cube 640 is a 6-sided cube, with each side having a different color.
  • Each color cube 640 has a red side 641 , a yellow side 642 , a green side 643 , a blue side 644 , and a purple side 645 .
  • the sixth side may have a symbol or other marking.
  • the color cubes 640 have a star side 646 having a white star, although in other implementations other shapes may be used.
  • the color cubes 640 may be made of a non-toxic material such as plastic.
  • FIG. 7 depicts a set of 5 indicator cubes or number cubes 750 .
  • the exemplary set contains 5 number cubes 750 , in other implementations more or less may be used.
  • Each side of the number cubes 750 have a number, rather than dots.
  • the numbers may be Arabic numerals, which may aid young children in recognizing the numbers. Although only digits 1-5 are shown, each number cube 750 also has a 6. In other implementations, other digits may be used, and are not restricted to Arabic numerals.
  • the game pieces described above may be used in dice games, which may be called Gresham Dice ⁇ games.
  • the game pieces described above may be virtual, or represented as images, such as in online implementations.
  • the rules and variations on the rules are described below. Special terms used in the rules are defined in the following glossary.
  • “Brooklyn” Rolling two of the same number chains with a full CupTin 206 .
  • a number chain includes 5 color dice 100 having consecutive values, either 1-5 or 2-6.
  • the Red Six Wild red six dice (the red die 101 showing 6), which scores an optional 100 points per R6 die in the Purist Game only.
  • “Saucers” Game chips (the saucers 310 ) tossed onto the game board 420 for de-bunking purposes. De-bunking only allows the player to re-roll the color dice 100 that Bunked the player, i.e. the dice that did not score. To add variation to the game, optional rules may be used. When a player is out of saucers 310 , and a color dice 100 randomly lands on a partitioned matching color section of the game board 420 , the player may have a free de-bunk or an additional saucer 310 . Online implementations may have additional options. In the Short Trip and Long Journey games, when a player is out of saucers 310 , each player gets one spin of the marking 429 (i.e. the “G” circle) for a chance to win an additional saucer 310 to de-bunk.
  • the marking 429 i.e. the “G” circle
  • Wild Push Dice determined for each player at the start of the game by rolling one color cube 640 and one number cube 750 to indicate a bonus score when that specific (WPD) color dice 100 , such as a green three (G3). It scores an additional 100 points, but is optional; the player may keep it as a scoring dice on the board or the WPD may be returned to the CupTin 206 and re-rolled.
  • the WPD changes each game, in other words is re-rolled at the start of each game.
  • Score keeping Beginners are encouraged to keep track of their own (cumulative) score to better understand the tempo of the selected game, when to toss saucers, and the end game. When a scorekeeper is used, the scorekeeper is not responsible for seeing Sparks or tallying up a player's rolled total.
  • Toss'n Saucers When tossing in a Saucer, the player's hand should not cross the outer rim 433 of the game board 420 . If the saucer 310 lands on the “G” of the marking 429 , the player may keep that saucer 310 for another toss. All Saucers are returned to the Gresham Gold Bag 335 when the game ends.
  • Tiebreaker When there is a WPD tie at the start of a game, there are various tiebreakers. Color order is used, in decreasing value, first red, then yellow, green, blue, and purple. If still tied, then one CupTin 206 high roll is used. If still tied, the player having a birthday closes to February 27 is used. If still tied, then any other suitable tiebreaker is used.
  • a die may fly off the game board 420 and onto a player's playing surface or the floor. If the player shouts “Gresham” before it lands and shows its number, the player may keep the number. Otherwise, that one die is re-rolled.
  • Gresham Gold Coin The game coin 530 may be gold in color.
  • a Purist i.e. a player in a Purist rules game
  • the player owns it for as many games until: (a) the player chooses to Toss-A-Coin to de-bunk, usually Going for Gresham with “G” board rules in effect; or (b) another Purist rolls a Gresham and the player must relinquish the coin.
  • the average roll is usually between 600 and 900. Rolling for big totals every time tends to be a losing strategy.
  • the End Game As you approach the Goal, try to leave between 500 and 1000 to hit your Mark. Scoring 700 is easier than scoring 100. A player may want to Bunk on purpose so as not to get too close to the Goal.
  • Knowing other players scores may assist in the use of the saucers 310 for de-bunking. If using a scorekeeper, the scorekeeper must let players know all current totals when requested. If scoring separately, each player must reveal their current total when asked. Mid-game tossing of the saucer 310 and late-game tossing of the saucer 310 can change things quickly.
  • Dice 100 tossing Seasoned players, when out of saucers 310 , may try the “wild roll” when a CupTin 206 gets low, for a possible extra roll. Too many consecutive “Dice Off the Table” rolls and the player should lose their turn. Game players may decide.
  • Selling Saucers This may be available in online versions only. Selling a saucer 310 for points is a strategy move between online players. A player (x) may “tap” another player (y) to see if they will sell a saucer 310 for 1000 points. Player (x) loses 1000 points but gains the other player's (y) saucer 310 , and the player (y) gains 1000 points but loses that one saucer 310 . The exchange must be completed before the player's (x) next roll. A player may not sell a saucer 310 to post, or reach the Goal. Players may also sell their one “G” Circle Spin (i.e. the marking 429 ) in the same manner for the cost of 500 points.
  • G Circle Spin
  • R6 Purists If a Purist player's WPD is the R 6 , that Purist has the option to score all or half of it (i.e. 100), or push it back into the CupTin 206 to re-roll.
  • a first variation suitable for beginners, has a Post of 700 and a Goal of 10,000 (without going over).
  • Game play starts with each player rolling for their own WPD, using one color cube 640 and one number cube 750 . Each player receives 2 saucers 310 . The highest WPD starts, and play continues clockwise.
  • the Post is 700, meaning the player must score at least 700 to start.
  • Triple Links which are 3 of the same number, scores with the dice number ⁇ 100. For example, three 2's is a score of 200.
  • WPD is an optional +100 score; the player may push it into the player's tally or push it back into the CupTin 206 and re-roll.
  • Toss-A-Saucer to debunk and roll the dice that did not score. If the saucer 310 lands on the center G of the marking 429 , the player keeps the saucer 310 . Otherwise, the saucer 310 is used, and returns to the Gresham Gold Bag.
  • the player must keep the scoring dice. If all 10 color dice 100 score, the player may roll the CupTin over again, but risk the chance of bunking. The player chooses when to Park and Mark. The WPD is worth an optional 100 points, the player may add it to his score or push it back into the CupTin for re-rolling.
  • a second variation, suitable for more experienced players, has a Post of 900 and a Goal of 20,000.
  • Journey players may decide if the goal is higher than 20,000.
  • Each player starts with 5 saucers 310 . Otherwise, the rules for The Long Journey are the same as The Short Trip.
  • a third variation, suitable for seasoned players and “Purists,” has a post of 800 and a Goal of 15,000. Each player blindly chooses 1 color die 100 from the CupTin 206 and rolls it for their WPD of the game. Certain Purist players may choose to keep their WPD forever, not re-rolling for subsequent Purist games.
  • the Purist game utilizes the game coin 530 , which is won by scoring a Gresham only. Purist players Go for Gresham whenever possible. The player with the lowest WPD starts, and play continues counter-clockwise. Saucers 310 are not used. Rather, the Gresham gold coin 530 is used, as described above in the Gresham House Rules.
  • the scoring is similar to The Short Trip and The Long Journey with a few differences.
  • the Red Six are wild for all players and score an extra 100 each, but scoring is optional.
  • the Gresham Gold Coin 530 may be used when available to de-bunk.
  • the saucers 310 can be linked together. Very young children may link together various saucers 310 to create various structures. Young children may also wish for their creations to remain assembled.
  • the Clip'N game allows any saucer creation to stay assembled for 5 days or until the next Gresham game is played.
  • the color cubes 640 may be used for the Cube'N game, which is a game of matching color. Each player gets 3 rolls to try to get all five color cubes 640 to match, or roll the same color. White stars 646 may be re-rolled, even on the last roll, but may not be substituted as a color. After the first roll, the player chooses which specified color to continue to roll for, and rolls the color cubes 640 which did not roll that color. On the second roll, the color cubes 640 which match remain, and the remaining color cubes 640 are re-rolled.
  • the player may re-roll the white star die 646 again.
  • a player may choose to go for “ALL STARS” if at least one star appears in the first roll, but they are no longer wild and that player only gets three rolls. Any five matching cubes win.
  • Cubers is a game of matching pairs, played with the color cubes 640 and the number cubes 750 .
  • the winning Goal number is set by the players each game.
  • Cubers use Gresham rules, except you “score” or set aside matching number pairs, with the number being the score.
  • the matching pairs are set aside, and the remaining cubes are re-rolled.
  • Players choose when to Park and Mark.

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Abstract

A game playable with game pieces including color dice, color cubes, number cubes, a container, saucers, a game board, and a gold coin. Players take turns rolling combination of the color dice, color cubes, and number cubes onto the game board using the container. Number and/or color matching determines point values of each roll, depending on a specific variation on the game's rules. The rules and game pieces used may be modified to allow younger players to play without requiring arithmetic.

Description

    CROSS REFERENCE TO RELATED APPLICATIONS
  • This application claims the benefit and priority of U.S. Provisional Application No. 61/735,464, filed on Dec. 10, 2012, the entire contents of which are hereby incorporated by reference.
  • BACKGROUND
  • 1. Field
  • The present disclosure relates to a cube-based matching game. More particularly, the present disclosure relates to various score-keeping games using a combination of colored dice, colored cubes and numbered cubes.
  • 2. Description of the Related Art
  • Dice have been commonly used for various games. Many game variations require the use of dice with various other game pieces or game boards. Other games use specialized dice and other complicated equipment. Oftentimes the specialized dice and game pieces are only usable for the specific game for which they were designed. Moreover, many games have complicated rules or require formulaic or algorithmic understanding, which may not be suitable for all ages. For example, young children may not be able to add, but may be capable of recognizing patterns and matching colors and/or numbers.
  • Thus, there is a need for game pieces which may be used for a variety of games, suitable for young children and challenging and engaging to people of all ages.
  • SUMMARY
  • The present disclosure relates to a game using colored cubes, along with variations. One aspect of the present disclosure is to provide a game playable by matching colored cubes. Another aspect of the present disclosure is to provide a game playable by matching color cubes and numbered cubes, but requiring simple math. Yet another aspect of the present disclosure is to provide game pieces which may be safe for very young children, whether played within the context of the principal game or not.
  • In one implementation, the method of playing the game comprises providing at least five indicator cubes, each including an indicator on each side and an alternate indicator for each indicator cube, providing a playing surface on which to roll the at least five indicator cubes, receiving, on the playing surface, a first roll of the at least five cubes, dividing the rolled at least five indicator cubes into a first subset and a second subset such that the first subset includes scored indicator cubes and the second subset includes unscored indicator cubes, tracking a score value for the first roll, and receiving, on the playing surface, a second roll of the second subset.
  • In another implementation, the method of playing the game comprises providing five color cubes, each including a different color or symbol on each side, providing five number cubes, each including a different number on each side, providing a container for holding the five color cubes and the five number cubes for rolling the at least five indicator cubes, providing a playing surface on which to roll the five color cubes and the five number cubes, receiving, on the playing surface, a first roll of the five color cubes and the five number cubes, dividing the rolled five color cubes and the five number cubes into a first subset and a second subset such that the first subset includes scored cubes and the second subset includes unscored indicator cubes, adding a first score value for the first roll to a cumulative score, receiving, on the playing surface, a second roll of the second subset, moving scored cubes from the second subset to the first subset, adding a second score value for the second roll to the cumulative score, and receiving, on the playing surface, subsequent rolls of the second subset, moving the scored cubes from the second subset to the first subset and adding subsequent score values for the subsequent rolls to the cumulative score until no scored cubes are moved to the first subset, the cumulative score reaches a pre-selected total score, or voluntary stopping.
  • In yet another implementation, the method of playing the game comprises providing five color cubes, each including a different color or symbol on each side, providing a playing surface on which to roll the five color cubes, receiving, on the playing surface, a first roll of the five color cubes, dividing the rolled five color cubes into a first subset and a second subset such that the first subset includes color cubes showing a selected color or symbol and the second subset includes color cubes not showing the selected color or symbol, receiving, on the playing surface, a second roll of the second subset, dividing the second subset such that the color cubes of the second subset showing the selected color or symbol is added to the first subset and the remainder of the second subset forms a third subset, receiving, on the playing surface, a third roll of the third subset, and dividing the third subset such that the color cubes of the third subset showing the selected color or symbol is added to the first subset, wherein the game is won when the first subset includes the five selected color or symbol cubes.
  • In yet another implementation, the method of playing the game comprises providing a plurality of saucers, each saucer having a plurality of notches, and connecting together the plurality of saucers by linking respective notches of the plurality of saucers such that the connected plurality of saucers forms a shape, wherein the shape persists for at least five days until the plurality of saucers are used for another game.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • The features, obstacles, and advantages of the present application will become more apparent from the detailed description set forth below when taken in conjunction with the drawings, wherein:
  • FIG. 1 depicts a set of colored dice according to an implementation of the present disclosure;
  • FIG. 2 depicts a container for rolling colored dice, or colored cubes and/or numbered cubes according to an implementation of the present disclosure;
  • FIG. 3A depicts saucers for re-rolling purposes or for linking together according to an implementation of the present disclosure;
  • FIG. 3B depicts the saucers of FIG. 3A linked together;
  • FIG. 3C depicts a bag for holding all game pieces according to an implementation of the present disclosure;
  • FIG. 4 depicts a game board according to an implementation of the present disclosure;
  • FIG. 5 depicts a game coin according to an implementation of the present disclosure;
  • FIG. 6A depicts a set of colored indicator cubes according to an implementation of the present disclosure;
  • FIG. 6B depicts a perspective (or symbol) view of a colored indicator cube from FIG. 6A; and
  • FIG. 7 depicts a set of numbered indicator cubes according to an implementation of the present disclosure.
  • DETAILED DESCRIPTION
  • Apparatus, systems and methods that implement the implementations of the various features of the present application will now be described with reference to the drawings. The drawings and the associated descriptions are provided to illustrate some implementations of the present application and not to limit the scope of the present application. Throughout the drawings, reference numbers are re-used to indicate correspondence between referenced elements.
  • FIGS. 1-7 depict an exemplary set of game pieces according to one implementation. When not in use, the game pieces of FIGS. 1-7 may be stored and carried in a bag, such as the bag 335 in FIG. 3C. Turning to FIG. 1, FIG. 1 illustrates a set of indicator cubes or color dice 100, which may be 6-sided dice having different colors. More specifically, the set includes a pair of red dice 101, a pair of yellow dice 102, a pair of green dice 103, a pair of blue dice 104, and a pair of purple dice 105. In other implementations other colors may be used. The color dice 100 may all share same dimensions, are unweighted (i.e. have generally consistent weight distribution throughout), and have indicator values of 1-6, signified by dots, on each side. In other implementations, the color dice 100 may have different sizes or may be weighted, and may have different indicator values, represented by other markings. In other implementations, more or less than a pair of each color may be used. The color dice 100 may be made of non-toxic materials, such as plastic.
  • FIG. 2 illustrates a container 206. The container 206 may be referred to as a CupTin ©, which may be a cup or similar container having an opening 207, and a base 208, which is closed. A marking 209, which may be a logo, may serve as a label to the container 206. The container 206 may taper from a wider opening 207 to a narrow base 208. The container 206 is used to hold indicator cubes, such as the color dice 100 or other indicator cubes described herein, and allows a player to roll the indicator cubes onto a playing surface. The container 206 allows the player to shake the indicator cubes before rolling, and further allows easier rolling of a large number of indicator cubes, such as the 10 color dice 100 shown in FIG. 1 or color cubes 640 in FIG. 6A and numbered cubes 750 in FIG. 7, described below. The container 206 may be made of non-toxic materials such as plastic.
  • FIG. 3A illustrates a set of saucers 310. Each saucer 310 includes a rim 317 surrounding a recessed surface 318. The rim 317 has one or more notches 316. In FIG. 3A, each saucer 310 has 3 equidistant notches 316. In other implementations, there may be more or less notches 316, which may be located in alternate or non-equidistant positions along the rim 317. The surface 318 may have different colors. FIG. 3A depicts a red saucer 311, a yellow saucer 312, a green saucer 313, a blue saucer 314, and a purple saucer 315. In other implementations, different colors and/or patterns or the same pattern may be used. An exemplary set of saucers 310 may include 25 saucers, for example 5 of each color. However, more or less saucers 310 may be needed for a particular game, depending on the number of players as will be discussed below. The saucer 310 may be made of non-toxic materials such as plastic. The saucers 310 may be stored in a bag 335 in FIG. 3C, or a saucer cubby (such as a saucer cubby 426) in a game board 420, seen in FIG. 4, or other similar storage.
  • FIG. 3B illustrates an additional feature of the saucers 310. The saucers 310 may be linked together by mating the notches 316. For example, young children capable of snapping items together may build various structures by linking together the saucers 310. The locations of the notches 316 along the rim 317 may determine the types of links, specifically an angle 319 of the links. In FIG. 3B, with three equidistant notches 316, the angle 319 may be 120 degrees. In other implementations, the angle 319 may be different.
  • FIG. 3C illustrates the bag 335. The bag 335 may be referred to as a Gresham Gold Bag, which may be a gold colored cloth bag. The bag 335 includes a marking 339, which may be a logo, and is closed by drawstrings 337 having aglets 336. The aglets 336 may be marked similar to the marking 339. The bag 335 may be large enough to carry all required game pieces. In an exemplary implementation, the bag 335 is large enough to carry 10 color dice 100 (FIG. 1), 5 color cubes 640 (FIG. 6A), 5 number cubes (FIG. 7), 25 saucers 310 (FIG. 3A), 1 game coin 530 (FIG. 5), 1 container 206 (FIG. 2), an instruction/rule booklet, a pencil, and a pad. The bag 335 may further hold a game board 420, which may be collapsible.
  • FIG. 4 depicts a game board 420. The game board 420 is circular, although in other implementations it may take on another shape. The game board 420 includes a central surface 427 which includes a marking 429. The surface 427 is surrounded by saucer cubbies 426, which alternate between a red section 421, a yellow section 422, a green section 423, a blue section 424, and a purple section 425. In other implementations other colors may be used. Each of the sections is separated by walls 428, such that each section provides a partitioned wall in which the scoring indicator cubes may utilized. The game board 420 also includes an outer wall or rim 433. In FIG. 4, the saucer cubbies 426 are smaller than the colored sections, and are utilized by indicator cubes (such as Wild Push Dice described below) and saucers 310, but the sizes may be different or re-sectioned and not equidistant in alternative implementations. The saucer cubbies 426 further includes two dice cubbies 432, for holding indicator cubes. The size of the dice cubby 432 correlates to the size of an indicator cube, whereas the size of the saucer cubby 426 correlates to the size of the saucer 310. The marking 429 may be a logo, a portion of which may light up. For example, the “G” may light up when a saucer 310 lands on it. An online implementation of the marking 429 may be capable of spinning. The marking 429 is an alternative logo to the marking 339 in FIG. 3, and in other implementations the logo of the marking 339 or the marking 429 may be utilized instead. The surfaces of the surface 427, saucer cubbies 426, the red section 421, the yellow section 422, the green section 423, the blue section 424, and the purple section 425 may be made of or lined with fabric, foam or other similar material suitable for receiving the indicator cubes. The underside of the game board 420 may be made of other non-toxic materials, such as plastic. In addition, the game board 420 may be foldable or otherwise collapsible for easier storage, such as to fit within the bag 335.
  • FIG. 5 shows a game coin 530. The game coin 530 may have a marking 531, which may be a logo. The game coin 530 may be made of gold flaked resin or other similar weighted material. The game coin 530 may be a marker or trophy, as will be described below.
  • FIG. 6A depicts a set of indicator cubes or color cubes 640, which may share certain characteristics with the color dice 100. The color cubes 640 may have the same general dimensions, composition, and materials as the color dice 100, but may be different in alternative implementations. Although five color cubes 640 is an exemplary set, in other implementations more or less may be needed. Each color cube 640 is a 6-sided cube, with each side having a different color. Each color cube 640 has a red side 641, a yellow side 642, a green side 643, a blue side 644, and a purple side 645. The sixth side may have a symbol or other marking. As seen in FIG. 6B, the color cubes 640 have a star side 646 having a white star, although in other implementations other shapes may be used. The color cubes 640 may be made of a non-toxic material such as plastic.
  • FIG. 7 depicts a set of 5 indicator cubes or number cubes 750. Although the exemplary set contains 5 number cubes 750, in other implementations more or less may be used. Each side of the number cubes 750 have a number, rather than dots. The numbers may be Arabic numerals, which may aid young children in recognizing the numbers. Although only digits 1-5 are shown, each number cube 750 also has a 6. In other implementations, other digits may be used, and are not restricted to Arabic numerals.
  • The game pieces described above may be used in dice games, which may be called Gresham Dice© games. In certain implementations, the game pieces described above may be virtual, or represented as images, such as in online implementations. The rules and variations on the rules are described below. Special terms used in the rules are defined in the following glossary.
  • Glossary
  • “Brooklyn”: Rolling two of the same number chains with a full CupTin 206. A number chain includes 5 color dice 100 having consecutive values, either 1-5 or 2-6.
  • “Bunk”: When the color dice 100 stop scoring, the accumulated total of that roll only is lost, or when the dice score passes the Goal. It is also known as “Bunkie,” “Bunker,” “Bunked,” “Bunk-A-Roonie,” etc.
  • “Cool Grand”: Scoring 1,000 points.
  • “CupTin”: The container 206 with all 10 color dice 100 in it, named for a “cup of ten.”
  • “Goal”: Scoring the exact mark for the game without going over, to win, or to roll a Gresham.
  • “Gresham”: Rolling ten of the same number, which instantly wins the game.
  • “Holy Toledo!”: From a full CupTin 206, three Links rolled at the same time, with the tenth color dice 100 matching one of the triple link numbers.
  • “Hooks”: A single dice number matching the Link dice numbers.
  • “Links”: Three of the same number.
  • “Mark”: To add your roll total to your score.
  • “Park”: To stop rolling and mark down your score, often called “Park and Mark.”
  • “Post”: The minimum amount needed to start scoring in the selected game.
  • “The Rainbow”: A Brooklyn that Sparks.
  • “The Red Six”: Wild red six dice (the red die 101 showing 6), which scores an optional 100 points per R6 die in the Purist Game only.
  • “Saucers”: Game chips (the saucers 310) tossed onto the game board 420 for de-bunking purposes. De-bunking only allows the player to re-roll the color dice 100 that Bunked the player, i.e. the dice that did not score. To add variation to the game, optional rules may be used. When a player is out of saucers 310, and a color dice 100 randomly lands on a partitioned matching color section of the game board 420, the player may have a free de-bunk or an additional saucer 310. Online implementations may have additional options. In the Short Trip and Long Journey games, when a player is out of saucers 310, each player gets one spin of the marking 429 (i.e. the “G” circle) for a chance to win an additional saucer 310 to de-bunk.
  • “Sparks”: When a triple Link or a Brooklyn chain match in color pattern to another triple Link or Brooklyn chain.
  • “Toledo”: Three Links rolled at the same time.
  • “WPD”: Wild Push Dice, determined for each player at the start of the game by rolling one color cube 640 and one number cube 750 to indicate a bonus score when that specific (WPD) color dice 100, such as a green three (G3). It scores an additional 100 points, but is optional; the player may keep it as a scoring dice on the board or the WPD may be returned to the CupTin 206 and re-rolled. WPD may be abbreviated by a letter for the color (R=red, Y=yellow, G=green, B=blue, P=purple) and a digit, such as Y5. If the color cube 640 lands on the white star, the player may choose a color. The player keeps the color cube 640 and the number cube 750 as a reminder for that game, which should be placed in the dice cubby 432. The WPD changes each game, in other words is re-rolled at the start of each game.
  • Gresham House Rules
  • “Mitchell”: Any time Sparks are possible on the next roll, and one Link and one Hook are rolled, and there are four different colors, the player must designate which colors are in the Triple Link and which color is set aside as a Single Hook. The player cannot change the Link colors on subsequent rolls. Players may also need to Mitchell when two Links are rolled.
  • Score keeping: Beginners are encouraged to keep track of their own (cumulative) score to better understand the tempo of the selected game, when to toss saucers, and the end game. When a scorekeeper is used, the scorekeeper is not responsible for seeing Sparks or tallying up a player's rolled total.
  • “Spark'n Toledo”: Add Sparks total first, then double all three Links for the total score.
  • “Toss'n Saucers”: When tossing in a Saucer, the player's hand should not cross the outer rim 433 of the game board 420. If the saucer 310 lands on the “G” of the marking 429, the player may keep that saucer 310 for another toss. All Saucers are returned to the Gresham Gold Bag 335 when the game ends.
  • Tiebreaker: When there is a WPD tie at the start of a game, there are various tiebreakers. Color order is used, in decreasing value, first red, then yellow, green, blue, and purple. If still tied, then one CupTin 206 high roll is used. If still tied, the player having a birthday closes to February 27 is used. If still tied, then any other suitable tiebreaker is used.
  • “Dice Off the Table”: A die may fly off the game board 420 and onto a player's playing surface or the floor. If the player shouts “Gresham” before it lands and shows its number, the player may keep the number. Otherwise, that one die is re-rolled.
  • Gresham Gold Coin: The game coin 530 may be gold in color. When a Purist (i.e. a player in a Purist rules game) wins the Gresham Gold Coin, the player owns it for as many games until: (a) the player chooses to Toss-A-Coin to de-bunk, usually Going for Gresham with “G” board rules in effect; or (b) another Purist rolls a Gresham and the player must relinquish the coin.
  • Basic Strategy and Notes
  • Slow and steady: The average roll is usually between 600 and 900. Rolling for big totals every time tends to be a losing strategy.
  • The End Game: As you approach the Goal, try to leave between 500 and 1000 to hit your Mark. Scoring 700 is easier than scoring 100. A player may want to Bunk on purpose so as not to get too close to the Goal.
  • Timing: Knowing other players scores may assist in the use of the saucers 310 for de-bunking. If using a scorekeeper, the scorekeeper must let players know all current totals when requested. If scoring separately, each player must reveal their current total when asked. Mid-game tossing of the saucer 310 and late-game tossing of the saucer 310 can change things quickly.
  • Chatter: Seasoned players may try to convince novice players to Toss-A-Saucer unwisely.
  • Dice 100 tossing: Seasoned players, when out of saucers 310, may try the “wild roll” when a CupTin 206 gets low, for a possible extra roll. Too many consecutive “Dice Off the Table” rolls and the player should lose their turn. Game players may decide.
  • Selling Saucers: This may be available in online versions only. Selling a saucer 310 for points is a strategy move between online players. A player (x) may “tap” another player (y) to see if they will sell a saucer 310 for 1000 points. Player (x) loses 1000 points but gains the other player's (y) saucer 310, and the player (y) gains 1000 points but loses that one saucer 310. The exchange must be completed before the player's (x) next roll. A player may not sell a saucer 310 to post, or reach the Goal. Players may also sell their one “G” Circle Spin (i.e. the marking 429) in the same manner for the cost of 500 points.
  • Note to R6 Purists: If a Purist player's WPD is the R6, that Purist has the option to score all or half of it (i.e. 100), or push it back into the CupTin 206 to re-roll.
  • Note to scorekeepers: A Gresham tradition involves using a player's initials with the WPD abbreviation.
  • Gresham Games
  • “The Short Trip”
  • A first variation, suitable for beginners, has a Post of 700 and a Goal of 10,000 (without going over). Game play starts with each player rolling for their own WPD, using one color cube 640 and one number cube 750. Each player receives 2 saucers 310. The highest WPD starts, and play continues clockwise.
  • On a player's turn the player rolls the 10 color dice 100, using the container 206, onto the game board 420. The Post is 700, meaning the player must score at least 700 to start.
  • Triple Links, which are 3 of the same number, scores with the dice number ×100. For example, three 2's is a score of 200.
  • Single Hook, which is a single die matching a Link, adds an extra 100. Matching Hooks also score on any subsequent roll until all 10 dice have scored, or the player choses to Park and Mark. Hooks do not carry over to the next CupTin 206 roll.
  • WPD is an optional +100 score; the player may push it into the player's tally or push it back into the CupTin 206 and re-roll.
  • Sparks, when two Links match the same color pattern, the Link score doubles.
  • Toledo, when three Links are rolled at the same time, the Link score doubles.
  • Holy Toledo, when the 10th die of a Toledo Hooks, add an extra 200. The Holy Toledo score is unbunkable, even if the player Bunks on the next CupTin 206 roll.
  • Brooklyn, two chains from a full CupTin 206. The score is unbunkable. If a Brooklyn Sparks, the score is doubled and is also unbunkable.
  • Toss-A-Saucer, to debunk and roll the dice that did not score. If the saucer 310 lands on the center G of the marking 429, the player keeps the saucer 310. Otherwise, the saucer 310 is used, and returns to the Gresham Gold Bag.
  • Go for Gresham, when every Link and Hook ultimately rolls the same number. A Gresham wins the game instantly.
  • As the color dice 100 score, the player must keep the scoring dice. If all 10 color dice 100 score, the player may roll the CupTin over again, but risk the chance of bunking. The player chooses when to Park and Mark. The WPD is worth an optional 100 points, the player may add it to his score or push it back into the CupTin for re-rolling.
  • “The Long Journey”
  • A second variation, suitable for more experienced players, has a Post of 900 and a Goal of 20,000. Journey players may decide if the goal is higher than 20,000. Each player starts with 5 saucers 310. Otherwise, the rules for The Long Journey are the same as The Short Trip.
  • “The Purist Game”
  • A third variation, suitable for seasoned players and “Purists,” has a post of 800 and a Goal of 15,000. Each player blindly chooses 1 color die 100 from the CupTin 206 and rolls it for their WPD of the game. Certain Purist players may choose to keep their WPD forever, not re-rolling for subsequent Purist games. The Purist game utilizes the game coin 530, which is won by scoring a Gresham only. Purist players Go for Gresham whenever possible. The player with the lowest WPD starts, and play continues counter-clockwise. Saucers 310 are not used. Rather, the Gresham gold coin 530 is used, as described above in the Gresham House Rules.
  • The scoring is similar to The Short Trip and The Long Journey with a few differences.
  • The Red Six, are wild for all players and score an extra 100 each, but scoring is optional.
  • Toss-A-Coin, as explained above, the Gresham Gold Coin 530 may be used when available to de-bunk.
  • Extra Game Variations
  • “Clip'N”
  • As described above, the saucers 310 can be linked together. Very young children may link together various saucers 310 to create various structures. Young children may also wish for their creations to remain assembled. The Clip'N game allows any saucer creation to stay assembled for 5 days or until the next Gresham game is played.
  • “Cube'N”
  • Younger players may not wish to play the Gresham games, which have more complicated rules, or may have trouble with the addition involved in scoring. The color cubes 640 may be used for the Cube'N game, which is a game of matching color. Each player gets 3 rolls to try to get all five color cubes 640 to match, or roll the same color. White stars 646 may be re-rolled, even on the last roll, but may not be substituted as a color. After the first roll, the player chooses which specified color to continue to roll for, and rolls the color cubes 640 which did not roll that color. On the second roll, the color cubes 640 which match remain, and the remaining color cubes 640 are re-rolled. On the third roll, if all the color cubes 640 do not match, the next player plays. However, if the white star lands on the third roll, the player may re-roll the white star die 646 again. A player may choose to go for “ALL STARS” if at least one star appears in the first roll, but they are no longer wild and that player only gets three rolls. Any five matching cubes win.
  • “Cubers”
  • Young players may have difficulty with arithmetic, but may still know colors and simple math. Cubers is a game of matching pairs, played with the color cubes 640 and the number cubes 750. The colors of the color cubes 640 correspond to numbers: red=1, yellow=2, green=3, blue=4, purple=5 and star=6. The winning Goal number is set by the players each game. Cubers use Gresham rules, except you “score” or set aside matching number pairs, with the number being the score. The matching pairs are set aside, and the remaining cubes are re-rolled. Players choose when to Park and Mark.
  • The previous description of the disclosed examples is provided to enable any person of ordinary skill in the art to make or use the disclosed methods and apparatus. Various modifications to these examples will be readily apparent to those skilled in the art, and the principles defined herein may be applied to other examples without departing from the spirit or scope of the disclosed method and apparatus. The described implementations are to be considered in all respects only as illustrative and not restrictive and the scope of the application is, therefore, indicated by the appended claims rather than by the foregoing description. All changes which come within the meaning and range of equivalency of the claims are to be embraced within their scope.

Claims (20)

What is claimed is:
1. A method of playing a game, comprising:
providing at least five indicator cubes, each including an indicator on each side and an alternate indicator for each indicator cube;
providing a playing surface on which to roll the at least five indicator cubes;
receiving, on the playing surface, a first roll of the at least five cubes;
dividing the rolled at least five indicator cubes into a first subset and a second subset such that the first subset includes scored indicator cubes and the second subset includes unscored indicator cubes;
tracking a score value for the first roll; and
receiving, on the playing surface, a second roll of the second subset.
2. The method of claim 1, wherein the indicator corresponds to numerical values and the alternate indicator corresponds to color values.
3. The method of claim 1, further comprising determining a wild indicator.
4. The method of claim 3, wherein determining the wild indicator includes rolling a color cube and a number cube.
5. The method of claim 3, wherein determining the wild indicator includes rolling one of the at least five indicator cubes.
6. The method of claim 3, wherein an indicator cube showing the wild indicator in the first subset adds to the score value.
7. The method of claim 1, wherein three indicator cubes showing a same indicator in the first subset adds to the score value based on a value of the indicator.
8. The method of claim 7, wherein an indicator cube showing the same indicator in the first subset adds to the score value.
9. The method of claim 1, wherein a first group of three indicator cubes showing a first same indicator and a second group of three indicator cubes showing a second same indicator match an alternate indicator pattern to add to the score value based on a value of the first indicator and a value of the second indicator.
10. The method of claim 1, wherein a first group of three indicator cubes showing a first same indicator, a second group of three indicator cubes showing a second same indicator, and a third group of three indicator cubes showing a third same indicator add to the score value based on a value of the first indicator, a value of the second indicator, and a value of the third indicator.
11. The method of claim 10, wherein a tenth indicator cube matches one of the first same indicator, the second same indicator, or the third same indicator to add to the score value.
12. The method of claim 1, wherein a first group of five indicator cubes shows a series pattern of indicators and a second group of five indicator cubes shows the series pattern to add a value to the score value.
13. The method of claim 12, wherein the first group and the second group match an alternate indicator pattern to add another value to the score value.
14. The method of claim 1, wherein all of the at least five indicator cubes showing the same indicator wins the game.
15. The method of claim 1, further comprising receiving, on the playing surface, one or more subsequent rolls of the second subset, wherein scored indicator cubes are added to the first subset upon each subsequent roll and the score value cumulatively updated.
16. The method of claim 15, wherein a turn ends when the subsequent roll fails to add scored indicator cubes to the first subset.
17. The method of claim 16, further comprising receiving, on the playing surface, a saucer in order to re-roll the second subset when indicator cubes are not added to the first subset to prevent the turn from ending, wherein the saucer is reusable when the saucer lands on a marking on the playing surface and no longer usable when the saucer does not land on the marking.
18. The method of claim 1, wherein the at least five indicator cubes includes five color cubes and five number cubes.
19. A method of playing a game, comprising:
providing five color cubes, each including a different color or symbol on each side;
providing five number cubes, each including a different number on each side;
providing a container for holding the five color cubes and the five number cubes for rolling the at least five indicator cubes;
providing a playing surface on which to roll the five color cubes and the five number cubes;
receiving, on the playing surface, a first roll of the five color cubes and the five number cubes;
dividing the rolled five color cubes and the five number cubes into a first subset and a second subset such that the first subset includes scored cubes and the second subset includes unscored indicator cubes;
adding a first score value for the first roll to a cumulative score;
receiving, on the playing surface, a second roll of the second subset;
moving scored cubes from the second subset to the first subset;
adding a second score value for the second roll to the cumulative score; and
receiving, on the playing surface, subsequent rolls of the second subset, moving the scored cubes from the second subset to the first subset and adding subsequent score values for the subsequent rolls to the cumulative score until no scored cubes are moved to the first subset, the cumulative score reaches a pre-selected total score, or voluntary stopping.
20. A method of playing a game, comprising:
providing five color cubes, each including a different color or symbol on each side;
providing a playing surface on which to roll the five color cubes;
receiving, on the playing surface, a first roll of the five color cubes;
dividing the rolled five color cubes into a first subset and a second subset such that the first subset includes color cubes showing a selected color or symbol and the second subset includes color cubes not showing the selected color or symbol;
receiving, on the playing surface, a second roll of the second subset;
dividing the second subset such that the color cubes of the second subset showing the selected color or symbol is added to the first subset and the remainder of the second subset forms a third subset;
receiving, on the playing surface, a third roll of the third subset; and
dividing the third subset such that the color cubes of the third subset showing the selected color or symbol is added to the first subset, wherein the game is won when the first subset includes the five selected color or symbol cubes.
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