HIGH-SCORING GAME PLAYED ON A PLAYING FIELD OR COURT BY OPPOSING TEAMS
RELATED APPLICATION This application claims the benefit of the filing date of U.S. Provisional Application,
Serial No. 60/541,094, filed February 2, 2004, titled "High-Scoring Game Played on a Playing Field or Court by Opposing Teams," the entirety of which provisional application is incorporated by reference herein.
FIELD OF THE INVENTION The invention relates generally to sports. More particularly, the invention relates to a sport in which each team attempts to score against the opposing team by causing a game ball to enter the opposing team's goal.
BACKGROUND Spectators at a sporting event want to see a well-played contest between opposing teams. Not only do fans closely watch the skill of the players, but also the score. Defensive battles between the teams can generate considerable tension among the fans, but nothing excites like high scoring. For instance, one purported explanation for the slow acceptance of soccer in the United States is the relatively low amount of scoring during a typical game. In contrast, many fans have left a high-scoring baseball or football game feeling that they have gotten their moneys' worth. Spectators are not alone in the desire for high-scoring contests; participants in the game, i.e., the players, also enjoy the opportunity to make plays that put points on the scoreboard for their team. Many people have personally experienced, witnessed, or recognized the sense of elation and surge of self-confidence felt by a player who has just scored. Moreover, today's players know all too well that the highest accolades often fall upon those who can score the most.
SUMMARY In one aspect, the invention features a game played by opposing teams of players. The game includes a game ball, a playing field, and opposing goal regions at opposite ends of the
playing field. Each goal region has a net structure and a tower structure with an opening formed therein. The tower structure is connected to the net structure by a passageway for transporting the game ball from the tower structure into the net structure when the game ball enters the tower structure through the opening.
5 In another aspect, the invention features a goal region for a game played by opposing teams on a playing field. The goal region includes a net structure and a tower structure adjacent to the net structure. The tower structure has a surface with an opening formed therein above the level of the playing field and through which a game ball can enter the tower structure.
In another aspect, the invention features a method of playing a game on a playing field by .0 opposing teams of players. The method comprises providing a goal structure at each end of the playing field. The goal structure includes a net structure and at least one tower structure. The net structure and each tower structure provide a different means by which a player can score. A game ball is thrown into an opening formed in the tower structure to score at least one point. The game ball can be kicked into the net structure to score at least one point.
.5 In another aspect, the invention features a sports event between opposing teams involving movement of a game ball into a goal region of an opposing team. The sports event comprises a tug-of-war between the opposing teams to determine which team gains possession of the game ball.
BRIEF DESCRIPTION OF THE DRAWINGS
:0 The above and further advantages of this invention may be better understood by referring to the following description in conjunction with the accompanying drawings, in which like numerals indicate like structural elements and features in various figures. The drawings are not necessarily to scale, emphasis instead being placed upon illustrating the principles of the invention.
:5 FIG. 1A is a diagram of an embodiment of a playing field upon which opposing teams can engage in a sports event in accordance with the invention. FIG. IB is a diagram of an embodiment of an arena within which opposing teams can engage in a sports event in accordance with the invention.
FIG. 2A is a diagram of an embodiment of a goal structure for use, e.g., in an outdoor playing field in accordance with the invention. FIG. 2B is a diagram of another embodiment of a goal structure for use, e.g., in an indoor arena in accordance with the invention. 5 FIG. 3A is a diagram of yet another embodiment of a goal structure in accordance with the invention. FIG. 3B is a diagram of still another embodiment of a goal structure for use in accordance with the invention. FIG. 3C is a diagram of still yet another embodiment of a goal structure for use in L0 accordance with the invention. FIG. 4 is a flow diagram of an exemplary method of playing a sports event of the present invention.
DETAILED DESCRIPTION In brief overview, the present invention features a new sports event, called "Super 5 Scoreball," involving a contest between opposing teams. The objective of each team in the event is to score more points than its opponent. Scoring involves moving a game ball into the opponent's goal region comprised of a net structure and at least one tower structure. Players can either kick the ball into the net structure to earn a number of points or throw the ball into an opening in the tower structure to score another number of points. Scoring in each of these '.0 structures in a particular order qualifies a team for a special scoring opportunity in which that team can score additional points. The rules of the game and the variety of scoring opportunities can lead to high-scoring matches.
The sports event of the invention also involves elements of military pageantry and demonstrations of team strength and cooperation. At the start of each contest, opposing teams 15 proudly display their team colors at midfield. Then the teams engage in a tug-of-war to determine the initial possession of the game ball and to reward immediately the tug-of-war winner with a special scoring opportunity. When the contest concludes, the losing team surrenders its team colors to the winning team, which may choose to keep or return them to the losing team.
Play of the game of the invention can occur on an outdoor field, in an indoor arena, or in a gymnasium. FIG. 1 A shows an embodiment of a playing field 2 divided in halves 6A, 6B by a midfield line 8. Each half 6A, 6B includes a respective goal region 10A, 10B (generally 10) and a respective plurality of zones. The half 6A has a scoring zone 12A, a downtown scoring zone 14A, and a midfield zone 16A; the other half 6B has corresponding zones 12B, 14B, and 16B. Reference numeral 18 identifies center field. Each goal region 10A, 10B includes a respective net structure 20A, 20B (generally 20) and a respective plurality of tower structures 24A-1, 24A- 2, and 24B-1, 24B-2. As a representative example, the tower structures 24A-1, 24A-2 of the goal region 10A are on opposite sides of the net structure 20A. Although shown to be disposed in a forward position with respect to the net structure, the tower structures can be located anywhere along the side and, in some embodiments, along the rear periphery of the net structure without departing from the principles of the invention. This particular embodiment may be typical of outdoor playing fields, such as those used to play soccer, football, and rugby, or of gymnasiums. End lines 28 A, 28B and sidelines 32A, 32B define the boundaries within which play occurs - hereafter referred to generally as boundary lines. Field lines 36A-1, 36A-2 and 36B-1, 36B-2 delineate between zones within the field of play. A player is considered to be in a particular zone upon touching the line defining that zone. For example, a player whose foot touches field line 36A-1 is considered to be in the scoring zone 12A, or whose foot touches the field line 36A-2 as being in the downtown zone 14A. The width (side-to-side) and length (end- to-end) of the field 2 and the length of each zone may vary, depending upon the forum in which the game is played, without departing from the principles of the invention. As an example, in one embodiment the playing field 2 is approximately 100 yards in length and 40 yards in width.
FIG. IB shows another embodiment of a playing field 2' upon which the game may be played. In this embodiment, the goal regions 10A, 10B reside outside of the field of play, behind a respective end line 28A, 28B (although considered in play, as described below). This particular embodiment may be typical of indoor playing fields or arenas, such as those used to play indoor soccer or floor hockey. In an indoor arena or gymnasium, walls (e.g., with Plexiglas) may define the end lines 32 and sidelines 28. In such forums, the game ball may
remain in play after striking any one of the walls, and an out-of-bounds condition occurs if the game ball passes over the wall.
FIG. 2A shows a particular embodiment of a goal region 100, including a net structure 104, a left tower structure 108-1 and a right tower structure 108-2. The net structure 104 includes a top side, and two perimeter sides spatially separated from each other by a backside. The top, perimeter, and backsides define a goalmouth through which a game ball can enter the net structure. In one embodiment, the net structure 104 has mesh netting with the dimensions of a conventional soccer net, i.e., eight feet in height, 24 feet in width, ten feet in depth at the base, and four feet in depth at the top. Net structures with different dimensions than those described can be used in the practice of the invention.
Each tower structure 108-1, 108-2 (generally, 108) includes a respective base 112-1, 112- 2 (generally, 112) and a top 110-1, 110-2 (generally, 110). The tower structures 108 abut opposite sides of the net structure 104, with the bases 112 having approximately the same height as the net structure 104. The net structure 104 is sufficiently wide to make it difficult for a goaltender (or tower watch) to defend both tower structures simultaneously. The front edge of each base 112 is parallel to and in alignment with the goal line (not shown) of the net structure 104. The forward-facing planar surface of each base 112 rises perpendicularly from the plane of the playing field.
Each top 110-1, 110-2 has an opening 114-1, 114-2 (generally 114) formed therein. The openings 114 face towards the playing field. Each opening 114 is large enough to permit passage of the game ball. Here, the openings 114 are circular in shape, but any shape can be used in the practice of the invention. In the embodiment shown, the top 110 slopes back at an angle (approximately 30 - 45 degrees). The height of the openings 114 above the level of the playing field can be designed for the height of the expected players. For example, the height of the openings above the level of the playing field can be approximately 9 to 12 feet for adult players and 6 to 8 feet for children players.
A chute 116-1, 116-2 (also called a passageway) extends from one of the openings 114-1, 114-2 to a respective opening 120-1, 120-2 (generally, 120) in the sides of the net structure 104.
When a game ball enters an opening in the top of a tower structure, the game ball travels downward through the chute into the net structure. In one embodiment, the locations of the openings 120 are near the lower back of the sides of the net structure 104. The openings 120 can be at other locations in the sides of the net structure 104, such as higher, lower, or more forward than shown in FIG. 2A, without departing from the principles of the invention. In addition, alternative locations of the openings 120 can be at the back or through the top of the net structure 104. In still other embodiments, instead of being connected to the net structure, the chutes can direct the ball onto the playing field in front of the tower structure 108 or in front of the net structure 104. FIG. 2B shows another embodiment of a goal region 100' useful, e.g., in indoor arenas.
In this embodiment, formed within a recessed region of a wall 154 is a net structure 150. The sides and back of the net structure 150 can be constructed of mesh netting, wallboard material, or a combination thereof, and have dimensions commensurate with the size of the arena. Formed in the wall 154 are openings 158-1, 158-2 (generally, 158). In one embodiment, each opening 158 in the wall 154 is located above and towards one side of the net structure 150, with one opening 158 on each of the opposite sides of the net structure 150. Here, the openings 158 have a hexagonal shape (as an example) and are sufficiently large to permit passage of the game ball therethrough. The height of the openings 158 above the field of play can vary according to the desired degree of ease (or, conversely, difficulty) for scoring through the openings 248. Passageways (e.g., chutes) 162-1, 162-2 extend from the openings 158-1, 158-2 to respective openings 166-1, 166-2 in the sides of the net structure 150. In this embodiment, the wall 154 and each opening 158 define a separate tower structure. A decal with an image of a tower structure can be adhered to the wall 154 on each side of the net structure 150 to give the appearance of a tower structure and present a clear target at which to shoot. FIG. 3A shows another embodiment of a goal region 200 for practicing the invention.
The goal region 200 includes a net structure 204 and only one abutting tower structure 208. Here, the tower structure 208 is on the left side of the net structure 204. Alternatively, the tower structure 208 can be on the right side of the net structure 204, without departing from the principles of the invention. The tower structure 208 includes a top 210 and a base 212 having
approximately the same height as the net structure 204. The top 210 has an opening 214 formed therein and a passageway 216 extending from the opening 214 to an opening 220 in one side of the net structure 204.
FIG. 3B shows still another embodiment of a goal region 200'. A recessed region within 5 a wall 244 forms a net structure 240. Formed in the wall 244 above the net structure 240 are openings 248-1, 248-2 (generally, 248). Passageways 252-1, 252-2 extend from the openings 248-1, 248-2 through the top of the net structure 240. In this embodiment, the wall 244 and each opening 248 define a separate tower structure. Again, the openings 248 are sufficiently large to permit passage of a game ball therethrough. A game ball passing through one of the openings [0 248 will drop through a passageway into the net structure 240 (as shown by the arrow 254). The height of the openings 248 above the field of play can vary, according to the height of the net structure 240 and the desired degree of difficulty for scoring points through the openings 248.
FIG. 3C shows yet another embodiment of a goal region 200" with a net structure 280 defined by a recessed region within a wall 284. In this embodiment, openings 288-1, 288-2 .5 (generally, 288) formed above the net structure 280 are connected to openings 292-1, 292-2 behind the net structure 280 by respective passageways 296-1, 296-2. In this embodiment, the wall 284 and each opening 292 define a separate tower structure. A game ball thrown through one of the openings 288 drops behind the net structure 280, by way of one of the passageways 296, and emerges in the back of the net structure 280 (arrow 298).
10 Equipment and Participants Equipment used in the play of a Super Scoreball game, as described below, include the game ball, team colors on a flagstaff, bonus markers, a rope (e.g., seventy-five feet long) used for a tug-of-war contest, and a chest for storing the markers, colors, flagstaff, and rope. In one embodiment, the game ball is spherical with a size (e.g., size 6) that is smaller than the size of a
15 basketball and larger than that of a professional soccer ball. A regulation size soccer ball, i.e., size 5, may be used, without departing from the principles of the invention. In one embodiment, the ball has an exterior surface comprised of an array of studs. In another embodiment, the weight of the ball is heavier than that of a basketball and of a professional soccer ball. Other game ball shapes and sizes can be used without departing from the principles of the invention.
The team colors comprise a flag or banner mounted on the flagstaff (e.g., oak). Bonus markers (e.g., triangular) designate locations on the playing field from which a player can attempt to score points, e.g., during a "round tripper" attempt or a penalty scoring opportunity, which are described in more detail below. Participants in a Super Scoreball game include two teams and officials comprised of a senior chief and one or more assistant chiefs. Each opposing team includes a field commander (i.e., coach) and a plurality of players of either gender. One particular player is the "tower watch" (i.e., the goaltender or goalie). The tower watch attempts to prevent opposing players from kicking the ball into the net structure or from throwing the ball into a tower opening. The other players on the team are designated either offensive or defensive players.
The number of players for each team that are on the field at any given time can vary, depending upon the size of the playing field and the character of the contest (e.g., tournament, championship, league play, adult, children. In one embodiment, each team fields 8 players, including the tower watch. Another embodiment has 14 players from each team on the playing field. Fewer than 8 or more than 14 players can play for a team without departing from the principles of the invention. In addition, teams may have more players than are permitted to play on the field at any given time (i.e., who may serve as reserves or substitutes). During the game, the players of one team not currently in the game may stand in the out-of-bounds region along one sideline and those of the other team along the other sideline. In some forums, players of both teams stand on the same sideline.
Rules of Play A prime objective of a Super Scoreball game is to score more points than the opposing team within the allotted time. Each game comprises three periods (referred to as campaigns), each having a specific duration (e.g., fifteen minutes, with 5-10 minute intermissions between campaigns). Players can score points during each campaign by kicking or throwing the game ball into the goal region of the opposing team. Two points are awarded to the team that can kick the game ball into the opposing team's net structure and three points are awarded for throwing the game ball into one of the tower structure openings. Each team resists the efforts of the opposing team to score, with the tower watch serving as the last line of defense.
If a player scores from a downtown zone - 14A, 14B — and beyond, an additional point is awarded. Throwing or heading the ball into the net structure does not earn any points. Also not permitted are dunking or jamming the game ball into a tower opening and goal tending. In front of each tower structure is a protection zone defined by, for example, a five-foot arc from the center of the tower structure. Any opposing player within the protection zone is not permitted to throw the game ball into the tower opening.
Whenever the game ball enters the net structure, whether by being kicked into the net structure directly or by being dropped into the net structure after passing through a tower opening, the ball remains live (i.e., in play). Players other than the tower watch may not enter in the net structure area. The tower watch has a predetermined period (e.g., five seconds) within which to pick up the ball and return it to the field of play, either by kicking or by throwing the ball, thereby giving the opposition a chance to intercept the ball returning to the field of play. If the tower watch cannot or does not place the ball into play within the allotted time, possession of the ball passes to the players on the opposing team. The game also has an eight-point bonus scoring mechanism, referred to as a "round tripper." A team earns an opportunity to attempt a round tripper whenever that team accomplishes a certain scoring sequence. This certain scoring sequence is to score in each of the goals in clockwise succession. More specifically, a team earns an attempt at a round tripper by first throwing the ball into the left tower opening, then into the right tower opening, and then kicking the ball into the net structure. The opposing team may also be scoring points in the interim (and attempting to achieve this particular scoring pattern itself). In alternative embodiments, a round tripper attempt can instead be awarded for a counterclockwise sequence of scoring (right tower, then left tower, then net structure), or for either a clockwise or a counterclockwise sequence. When a team accomplishes the prerequisite scoring sequence, officials halt play and stop the clock. The player who completed the scoring sequence becomes the player to attempt the round tripper. The tower watch remains to guard against this attempt. The other active players of both teams move to the midfield line before the round tripper attempt begins. The shooting player stands in front of one tower, at a location designated by a bonus marker, and takes a free
throw at the tower opening. If the player throws the ball through the opening, he or she stands in front of the other tower to take a free throw at that tower opening. Upon scoring in that tower opening, the player attempts to kick the ball past the tower watch into the net structure. In one embodiment, the shooting player chooses the order of the targets (e.g., net, then right tower, then left tower; or left tower, right tower, then net, etc.). Any throw or kick that misses its target puts the ball in play (the game clock resumes), ending the round tripper attempt, and permitting the tower watch, shooting player, and players at midfield to rush to obtain possession of the ball. In one embodiment, a successful round-tripper scores eight points for a team. If the previous score that earned the opportunity of the round-tripper scored three points, then this special scoring opportunity can produce an 11-point swing in the score between the teams.
To move the ball towards the goal region of the opposing team, players may kick or throw the ball to other players on the team. Until the ball reaches a scoring zone (12A, 12B) of the opposing team, the players advance the ball towards the opposing goal region by kicking. Once the ball is in the opponent's scoring zone, the offensive players of the advancing team may now use their hands to catch a ball that has become airborne because of a throw, kick, head- bounce, chest bounce, or other type of rebound. Rebounds can occur off vertical structures and walls when the contestants play the game indoors. Within the scoring zone, defensive players may use their hands in an attempt to intercept or obstruct passes or shots by the other team's offensive players. With the exception of the tower watches, players may not use their hands to pick a ball up from the playing field, even if the player is in the scoring zone.
Once a player has handled the ball, kicking the ball by the team is not permitted until the ball strikes the field of play. The player can also move within the scoring zone with the ball by bouncing the ball with one hand while moving (referred to as dribbling). In one embodiment, the player is permitted to bounce the ball thrice only, and then must attempt to throw the ball to a teammate or at a tower opening. A player can hold the ball and move without dribbling, e.g., when the three bounces are done, if the player immediately throws the ball at a tower opening or to a teammate as part of a continuous motion integrated with the act of dribbling and throwing. After a player has handled the ball, kicking of the ball may resume whenever a missed shot or
inerrant throw falls to the playing field. An intentional grounding of the ball is not permitted if it would allow a team to benefit from being able to kick the ball once again.
While the game ball remains within boundary lines, play is live unless an official calls for stoppage, a team calls timeout - each team starts the contest with a certain number (e.g., 6) — or the clock runs out ending the current campaign or the game. Notably, the game ball remains in play after a team scores in the net structure or through one of the tower structures. Thus, a team may score any number of consecutive points by gaining and maintaining control of the game ball in the opponent's scoring zone after each score.
An official may stop play to call a penalty for an infringement of the rules or to declare that a team is "offsides." For example, a team becomes offsides when the team is operating in a defensive mode and yet has more than four players ahead of the ball (i.e., between the ball and the goal region of the opposing team).
Play also stops when an out-of-bounds condition occurs, for example, when any part of the game ball or player touches a boundary line. The game clock is stopped. Possession of the ball changes to the opposing team that did not cause the out-of-bounds condition. To return a ball from out-of-bounds into play, a player of the team obtaining possession throws the ball (e.g., over his or her head) from the nearest sideline into the field of play. Play does not stop when teams send in replacements or substitutions, although an official may stop play to permit attending to an injured player or to eject a player who has exceeded a limit for egregious fouls. A contest between opposing teams begins with pageantry and a demonstration of strength. The field commanders of the opposing teams meet each other and the senior chief at the midfield. Each field commander carries the flagstaff bearing the team colors and moves with a sense of urgency. The field commanders may vigorously post, throw down, or stake their team colors at midfield as a display of readiness to begin the contest. The senior chief then instructs the field commanders in the local rules of play while assistant officials inspect the players.
Afterwards, the field commanders return to the sidelines, from where they coach their respective teams throughout the game.
Opposing teams then engage in a tug-of-war at midfield to determine initial possession of the game ball for the first campaign. Officials instruct an equal number of players from each team to line up along the end lines on opposite sides of playing field. The home team extends the rope across center field. The center of the rope bears a distinctive marking to facilitate proper placement at center field. Officials ensure that the rope placement is correct and that neither team delays the start of the contest, setting a deadline (e.g., one minute after final instructions) within which the tug-of-war is to begin. Opposing tower watches are initially positioned near the center of the rope on opposite sides of center field to avoid a false start or an unfair advantage. A signal starts the contest (e.g., a starting gun, whistle, wave of a flag) and the players run towards center field to seize the rope and start the tug-of-war. The officials may award initial possession to the opposing team should one team fail to place the rope properly or cause delay in the start of the tug-of-war. In the event the rope breaks or is unavailable, a coin toss may determine initial possession. Officials can declare a winner when one team pulls two opposing players across midfield. The team winning the tug-of-war gains first possession of the game ball at the start of the first and third campaigns, the losing team gains first possession at the start of the second campaign. At the start of each campaign, the team with initial possession starts that campaign by attempting a round tripper. The tower watch of that team executes the attempt. Consequently, at the start of each campaign, the tower watch can score from 0 to 8 points for the team, depending upon the measure of success. Upon the first missed throw or kick, the clock begins and the ball becomes live.
When the third campaign ends, the field commander of the losing team surrenders the team colors to the field commander of the winning team at center field. During the surrender of the team colors, the players of each team stand behind their respective field commanders. Typically, the winning field commander returns the team colors to the surrendering team and the teams congratulate each other. During tournament or championship play, a winning team may keep the team colors of those teams that it defeats (and any other team colors previously collected by the losing teams).
Should both teams have the same number of points after three campaigns, the teams play one or more overtime campaigns. At the start or each overtime campaign, the teams engage in another tug-of-war to determine who receives first possession of the ball and an opportunity to attempt a round tripper. If a contest ends before the conclusion of three campaigns, the contest is void (i.e., no winner declared, as though the teams never played each other), unless one team leads the other by at least eight points when the time of the premature conclusion.
FIG. 4 shows an example of a method 300 of playing Super Scoreball in accordance with the invention. Before the contest begins, field commanders and players of both teams carry and present (step 304) their team colors at center field. At step 308, the officials speak with the field commanders regarding the local rules of the contest and inspect the players of the teams. The contest then commences (step 312) with a tug-of-war between opposing teams to determine which team gains initial control of the ball. (The home team removes the rope used for the tug of war from the chest specifically designed for safety and security of the rope when the rope is not in use). The team winning the tug-of-war attempts (step 316) a round-tripper play. The ball becomes live upon successful or unsuccessful completion of the round-tripper play and the teams engage (step 320) in play of the game.
During the play of the game, each team may strategically attempt to score points in a particular scoring sequence in order to trigger a bonus scoring opportunity referred to as the round tripper. If a round-tripper attempt is earned, a player from the team throws or kicks the ball from one of a plurality of designated locations on the playing field (e.g., three triangle shaped bonus makers placed on each end of the playing field, in front of the tower and net structures, for the purpose of aligning the player who is attempting the round tripper in front of his/her target).
The contest continues until time expires for the current campaign (step 324), and normally ends (step 328) upon the completion of three campaigns, except when the teams have an equal number of points. In this event, the contest continues (step 332) and the teams engage (step 336) in another tug-of-war to determine possession of the ball. The winner of the tug-of- war attempts (step 340) attempts another round-tripper score. Then the teams compete (step 344) against each other, as described above, for the duration of an overtime campaign. The
teams continue to play overtime campaigns, including a tug-of-war and round-tripper attempt, until there is a winner. At step 348, the losing team presents its team colors to the winning team as a spoil of victory.
While the invention has been shown and described with reference to specific preferred embodiments, it should be understood by those skilled in the art that various changes in form and detail may be made therein without departing from the spirit and scope of the invention as defined by the following claims.
What is claimed is: