GB2209958A - Game based on rules of American football - Google Patents

Game based on rules of American football Download PDF

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Publication number
GB2209958A
GB2209958A GB8821522A GB8821522A GB2209958A GB 2209958 A GB2209958 A GB 2209958A GB 8821522 A GB8821522 A GB 8821522A GB 8821522 A GB8821522 A GB 8821522A GB 2209958 A GB2209958 A GB 2209958A
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United Kingdom
Prior art keywords
projectile
ball
game
player
models
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Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Withdrawn
Application number
GB8821522A
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GB8821522D0 (en
Inventor
Trevor Leslie Dollive
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Individual
Original Assignee
Individual
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Publication date
Priority claimed from GB878722092A external-priority patent/GB8722092D0/en
Application filed by Individual filed Critical Individual
Publication of GB8821522D0 publication Critical patent/GB8821522D0/en
Publication of GB2209958A publication Critical patent/GB2209958A/en
Withdrawn legal-status Critical Current

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F7/00Indoor games using small moving playing bodies, e.g. balls, discs or blocks
    • A63F7/06Games simulating outdoor ball games, e.g. hockey or football
    • A63F7/0668Games simulating outdoor ball games, e.g. hockey or football the ball being flicked with a finger or hit with a stick, cue or sliding disc which are not connected to the table

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Toys (AREA)

Abstract

The game comprises a playing surface 1 marked as an American football pitch with goal posts 5 located, one at each end, a ball 23, disc or other projectile used for throwing, catching, kicking, flicking, flipping or otherwise playing with and a plurality of models 10, 19 formed to represent two teams of American football players and used to interact with the projectile to imitate a live football game. Player models are moved by finger action - push, tap, flick. The model 19 has a ledge 22 which forms a throwing platform for the projectile - ledge 22 projects from back of player portion (20, Figure 9) or from a sleeve or hood. To imitate catching a projectile catching means 24 is utilised (see Figures 10, 11 for details of construction). Kicking of the ball is imitated using a model and launching pad (32, Figures 13, 15) Playing surface 1 may be solid board, flexible mat or fabric - preferably made from nonwoven polyester fabric on which pitch marking 1A - 1K have been made by heat transfers. Further details of construction of pieces are given. Set of rules is disclosed. <IMAGE>

Description

A GAME This invention relates to a board game based on the rules of American football.
The object of the invention is to provide a board game which imitates the play and manoeuvres encountered in a live game of American football in as realistic a manner as possible using scale model players and a projectile to represent the ball.
According to the present invention there is provided a game based on the rules of American football comprising a playing surface marked substantially as an American football pitch and with two locations, one at each end, for an American football goal; a ball, disc or other projectile for throwing, kicking, catching, flicking, flipping or otherwise playing with; and a plurality of models formed to represent two teams of American football players.
Preferably, the projectile comprises a hollow soft plastics ball. However, the projectile may comprise a plastics plate or disc.
Preferably also, at least one of the model players in each team is adapted to bear the projectile. Such a player model may be provided with a platform on which the projectile can rest and a flat bottomed base to enable the model to be tipped by finger action beneath the platform to launch the projectile into the air.
Alternatively, or in combination, the player model may be provided with a spigot capable of fitting into a hole formed in the projectile and retaining it thereon.
The game preferably incorporates a projectile receiving means in which the projectile imitating the football can land after it has been lofted into the air and which defines a first larger offensive area and a second smaller defensive area. In a preferred embodiment, these areas are adjacent and defined by upstanding walls with the offensive area being circular and large enough to accommodate at least one of the player models and the projectile and with the defensive area being crescentshaped and large enough to accommodate the projectile.
Preferably also a projectile launching pad is used in the simulation of kicking of the ball and comprises a platform on which the projectile can be placed so as to be capable of being struck by one of the player models and thereby lofted into the air.
The game will now be described in more detail by way of example and with reference to the accompanying drawings in which: Figure 1 is a plan view of a playing surface and the positions of two teams of player models in an offence and defence formation; Figures 2 and 3 are respectively side and perspective views of goal posts for use in combination with the playing surface; Figure 4 shows views of three different designs of the player portion of models forming members of each team of models for the game; Figures 5 and 6 are perspective views of two base portions for use in combination with the player portions shown in Figure 4; Figures 7 and 8 are transverse sectional views of the base portions shown in Figures 5 and 6 respectively; Figure 9 is an enlarged view of a player model capable of bearing a ball and provided with a base portion as shown in Figures 5 and 7;; Figures 10 and 11 are respectively a perspective and a plan view of a projectile catching means forming part of the equipment of the game; Figure 12 is a diagram showing a manoeuvre in the game imitating throwing of the ball using a player model shown in Figure 9 and the projectile catching means shown in Figures 10 and 11; Figure 13 is a perspective view of a projectile launching pad; Figures 14 and 15 are respectively side and plan diagrammatic views of a manoeuvre in the game imitating kicking of the ball using the projectile launching pad shown in Figure 13; and Figure 16 is a perspective view of a projectile for use in the game.
American football is played by two teams of eleven men using a ball to score points. A predetermined length of time is allowed for play, which is split into four equal periods called "Quarters". At the end of the playing time, the team which has scored the most points wins. During play, the team with the possession of the ball is called the "Offence" and the opposing team is called the "Defence".
Essentially, the Offence have to try to move the ball 10 yards or more down the field in a maximum of four set piece manoeuvres called "Downs". If the Offence manage to move the ball the required 10 yards within the four Downs allowed then they are allowed a further four Downs to gain another 10 yards of field. By repeatedly gaining 10 yards or more the Offence team systematically gain territory down the field with the eventual object of scoring points.
If the Offence fail to gain the necessary 10 yards during four Downs then possession of the ball is transferred to the Defence team, who then become the Offence.
Points are scored when an Offence player either runs with the ball into an area at the Defence's end of the field known as the "End Zone" or catches the ball when located within the End Zone. This manoeuvre is worth sis points and is called a "Touchdown". After every Touchdown, the Offence are also allowed to score an extra point by kicking at the goal. A kick at goal non as a "Field Goal" can also be made by the Offence at any time within the game to gain 2 points if successful.
Points can also be conceded in a manoeuvre called a "Safety Score" wherein, if an Offence player holding the ball is tackled in his team's own End Zone or runs off the field from the End Zone, his team concedes two points to the Defence.
The board game of the present invention attempts to imitate all the manoeuvres and match play of a live game of American football as briefly described above. To this end, the game comprises a playing surface 1 and two teams of model players 2 and 3 together with pieces of equipment, as will now be described with reference to the drawings, which enable the manoeuvres of throwing and kicking of the ball to be imitated.
The playing surface 1 may comprise a solid board or flexible mat or fabric. However, the surface 1 is preferably made from a nonwoven polyester fabric on which pitch markings (1A - 1K) have been made by heat transfer.
The surface 1 should be a scale replica of an actual American football pitch with End Zone markings 4 and location markings at each end thereof for a goal post 5.
Each goal post 5, as shown in Figures 2 and 3, comprises a heavier flat base 6 with feet 7 supporting a lighter curved rod 8. The rod 8 supports a substantially U-shaped rod 9 defining the goal mouth. Each goal post 5 is also a scale replica of an American football goal post and is arranged to stand on the surface 1 at one of the marked locations in an End Zone 4.
Models are used to represent the two opposing teamC of players. Each model comprises a model player portion 10, as shown in Figure 4 and a base portion 11, as shown in Figures 5 to 8. With reference to Figure 4, the player portions 10 are modelled to represent the attitudes of players during the game and each of the teams of models is provided with eleven player portions 10 corresponding to portions 12 and 13, as shown in Figure 4, and one player portion 14 who is capable of bearing the ball as will be described.
Each of the player portions 10 is provided with either a moulded-on base or a push-on base portion 11, which engages a part-conical plug 15 on which each of the player portions 10 are mounted. The plug 15 can be pushed into a recess 16 formed in each of the base portions 11 and is retained therein by friction.
The base portions 11, as shown in Figures 5 to 8, are formed with either a flat bottom 17, see Figures 5 and 7, or a rounded or part-hemispherical bottom 18, see Figures 6 and 8. Some of the player portions 10 can be provided with base portions 11 having the rounded bottom 17 to facilitate a curving movement over the playing surface 1, as is described below, but for most manoeuvres the flat bottomed base portion 11 as shown in Figures 5 and 7 is more appropriate. As these base portions 11 are easily attached, they can be interchanged on a player model 10 when necessary during play.
A further player model 19, as shown in Figure 9, is also provided, to the same scale as the rest, in each team of models. This model 19 comprises an upstanding player portion 20 with a flat bottomed base portion 21.
Projecting from the back of the player portion 20 is a ledge 22 on which a projectile can be located and which thereby becomes a throwing platform for the projectile, as will be described. Alternatively, a sleeve or hood carrying a ledge can be used and fitted over the top part of player model 19, the ledge providing the platform for the projectile.
The player models are moved over the playing surface 1 by finger action. This can take the form of a push, a tap, or a flicking motion of the finger. The rounded bottom 18 of the base portions 11 facilitates a curved line motion of the model and the flat bottom 17 a straight line motion, which both imitate running and tackling in the live game. Throwing of the ball is imitated using the player model 19, which should be substituted for the player model making the throw to enable the action to take place. As shown diagrammatically in Figure 12, a ball 23 or a projectile being used to imitate the ball, is located on the throwing platform 22 and the player model 19 is tipped or flicked forwards quickly by finger action beneath the platform 22.This launches the ball 23 or projectile into the air, imitating a throw, and the distance travelled by the ball 23 will be commensurate with the force applied to the ledge 22.
In order to imitate catching of the ball 23 by one of the player models a projectile catching means 24 is used. This means 24 comprises the definition of two receiving areas for the ball 23 or projectile when it lands on the playing surface 1. The first area 25 is a circular area termed the offensive area and the second area 26, called the defensive area, is crescent-shaped and adjoins the first area 25. As shown in Figures 10 and 11, the projectile catching means 24 is preferably formed by upstanding walls 27 made from a plastics material or metal. The circular offensive area 25 is made large enough to accommodate at least one of the player models and the ball 23 or projectile. In addition, the wall 28 defining this area is stepped, as at 29 so as to be higher at the side 30 of the area 25 opposite the defensive area 26.The defensive area 26 itself, is made large enough to accommodate at least the ball 22 or projectile and the wall 31 defining this area is made lower than the walls 28 defining the offensive area 25.
In use as shown in Figure 12, the projectile catching means 24 is placed on the playing surface 1 so that the player model 10 whom it is intended should imitate catching the ball 23 or projectile is located within the offensive area 25 along with any other player models located close by. The means 24 is positioned so that the defensive area 26 is located between the player model intended to catch the ball 23 or projectile and the player model 19 imitating the throw. If the ball 23 or projectile lands within the offensive area 25, the ball 23 is deemed caught by the nominated player model 10 but if the ball 23 or projectile lands within the defensive area 26, the ball 23 is deemed to have been intercepted by the Defence. The rules of the game, as defined below, provide for the ball 23 or projectile landing outside the areas 25 and 26 defined by the means 24.
Kicking of the ball is imitated using a projectile launching pad 32, as shown in Figure 13, which comprises an angled plastics plate defining a base 33 and an upwardly projecting portion 34. The portion 34 has cut out therefrom a flap 35 which is resiliently hinged to the base 33 and forms a platform on which the ball 23 or projectile can rest. The angle of orientation of the platform 35 can be varied with respect to the horizontal to alter the angle of lift achieved by the ball 23 or projectile launched therefrom.
As shown diagrammatically in Figures 14 and 15, in order to imitate kicking of the ball, the launching pad 32 is located in front of the player model 10 supposed to make the kick and the ball 23 or projectile is placed on the platform 35. The model 10 should be provided with a flat bottomed base portion 11 and then pushed by finger action against the ball 23, which projects out slightly from the gap defined by the portions 34 formed by the platform 35. If the ball 23 is struck with sufficient force, it will be lifted into the air imitating a kick.
During pushing of the player model, the launching pad 32 can also be retained in position and the platform 35 supported by location of a finger on the base 33.
The projectile used to imitate the ball in the game may take the form of the oval ball 23 shown in Figure 16.
This ball 23 is made of a soft plastics material so as to be resilient and is made hollow. In addition, a slot 36 is formed therein to enable the ball 23 to be carried or borne by at least one of the player models in each team.
The player portion 14, as shown in Figure 4, is in a standing attitude and his right hand 37 is clenched into a fist which forms a spigot. This spigot 37 can be pushed into the slot 36 formed in the ball 23 so that the ball 23 is frictionally engaged thereon and in this way the player model 14 bears or carries the ball 23. In this attitude, the player model 14 can be flicked, tapped or pushed by finger action over the playing surface 1 to imitate the running of a player with the ball.
Although it is more realistic for a ball 23 as shown in Figure 16 to be used in the game, in use, it may be desirable to play with two types of projectile. There may be a larger or heavier projectile used for simulated throwing and a smaller and lighter projectile used for simulated kicking. In addition, the projectile may take the form of a disc to enable it to be lofted by means of a flat-bottomed player model pressing the edge of the disc so that it flips into the air in a manner similar to a wink in the game of tiddlywinks.
The rules of the game of the present invention will now be defined substantially in the form of a flow chart.
American Football Rules should be used in combination with these rules and should be consulted for the correct positions to be adopted by the player models at the start of certain manoeuvres.
RULES TACKLING A tackle is complete when a DEFENCE player model touches the ball carrier model without touching any other OFFENCE player model first.
PENALTY No player can knock an opponent's player model the equivalent of more than 5 yards up or down the field at any one time. If he does, a penalty is awarded as follows 1st offence - 5 yards conceded 2nd offence by same team - 10 yards conceded 3rd offence by same team - 15 yards conceded Thereafter, 15 yards conceded for each offence after 3rd in that Quarter. At the start of the next Quarter restart from first offence MOVEMENT OF PLAYERS MODELS Knock the base of the player model with one finger to slide it in any direction as required.
PASS OFF For one player model to pass or give the ball to another, they must touch. For example, the quarterback model can give the ball to a running back model by touching it.
Once models have touched they swap places so that the receiver model can carry the ball.
FUMBLE If the ball carrier model falls over while being moved when carrying the ball, this is a fumble. Possession is given to the team that has a player model nearest the ball carrier as follows: A) OFFENCE player model nearest Re-start play from where the ball carrier was before being moved with the loss of a DOWN.
B) DEFENCE player model nearest OFFENCE: replace the ball carrier with an ordinary player model.
DEFENCE: replace the player model nearest the ball carrier with the team's ball carrier - DEFENCE now becomes OFFENCE.
GO TO 5 In order to play the game follow the sequence below.
KICK OFF Set the teams up in KICK OFF positions as defined in American Football rules.
(1) KICKING TEAM Kick the ball downfield as hereinbefore described using the launching pad.
If the ball goes over or lands in the opponent's End zone GO TO 8 otherwise GO TO 2 (2) RECEIVING TEAM Move a player model once, to try to touch the ball If the ball is touched, replace or swap that player model with the ball carrier model and attach the ball to the model - GO TO 3 If the ball is not touched - GO TO 7 (3) DEFENCE Move all the player models once to try to tackle the ball carrier.
If the tackle is complete - GO TO DOWNS If the tackle is incomplete - GO TO 4 (4) OFFENCE Move the ball carrier once downfield - GO TO 5. If it falls over see FUMBLE.
If it touches or goes over the side lines - GO TO DOWNS.
Play restarts from where it touched or crossed the line.
(5) OFFENCE Move 2 player models once to cover the ball carrier - GO TO 6 (6) DEFENCE Move 2 player models once to try to tackle the ball carrier.
If the tackle is complete - GO TO DOWNS If the tackle is incomplete - GO TO 4 (7) KICKING TEAM Move all player models once to try to touch the ball.
If no player model touches the ball, the receiving team becomes the OFFENCE - GO TO DOWNS and play starts from the OFFENCE team's 20 yard line.
If a player model does touch the ball, replace or swap that player model with the ball carrier and attach the ball to the ball carrier model - GO TO 4 (8) If the ball goes over the End Zone GO TO DOWNS and the receiving team starts play from its own 20 yard line.
If the ball lands and stays in the End Zone the receiving team can either do as above or GO TO 2.
DOWNS Set the teams up in their OFFENCE and DEFENCE formations.
The Quarterback is the ball carrier model with the ball and carries the ball.
9 OFFENCE Move up to any 5 player models once. NOTE: No runs forwards or throws can be made in this move.
10 DEFENCE Move as many player models once as the OFFENCE did.
If a tackle is completed - GO TO DOWNS If there is no tackle - GO TO 11 11 OFFENCE The OFFENCE can either: (A) Move up to 5 player models once, the ball carrier can now be moved forwards - GO TO 10 or (B) GO TO 12 - THROWING THROWING 12 OFFENCE Place the catching means over the chosen receiver model and any DEFENCE player models that will go inside it without being moved - GO TO 13 13 OFFENCE Place the ball at the back of the ball carrier model on the ledge or replace the ball carrier model with the throwing player model or fit the sleeve or hood carrying the ledge to the ball carrier model and flip the ball into the catching means.
If the ball does not land and stop in the means - GO TO 14 If the ball lands in the defensive area - GO TO 15 If the ball lands in the offensive area - GO TO 16 14 INCOMPLETE THROW If the ball does not land in the catching means and stay there, re-start play from the original scrimmage line with the loss of a DOWN for the OFFENCE - GO TO DOWNS 15 INTERCEPTION If the ball lands in the defensive area and stays there, replace the OFFENCE ball carrier with a normal player model; replace the DEFENCE player model nearest the intended OFFENCE receiver player model with the DEFENCE team's ball carrier (DEFENCE now becomes OFFENCE); and remove the catching means - GO TO 5 16 COMPLETE THROW If the ball lands in the circular area of the catching means and stays there, exchange the positions of the ball carrier and the ball receiving player models - GO TO 5 If there are 2 or more DEFENCE player models within the catching means, the ball receiver. is tackled at this point - GO TO DOWNS PUNTING Set the teams up in punt formation as defined in American Football rules.
DEFENCE: Move 2 player models to put then into tackling positions OFFENCE: Move 2 player models to try and block any tackle attempt DEFENCE: Move the same 2 player models to try to tackle the punt kicker model.
If the tackle is complete - GO TO DOWNS If the tackle is incomplete - GO TO 1 FIELD GOAL ATTEMPT Set the teams up in field goal formations as defined in American Football rules.
DEFENCE: Move 2 player models to get into tackling positions OFFENCE: Move 2 player models to try to block any tackle attempt DEFENCE: Move the same 2 player models to try to tackle the ball carrier. If the tackle is complete - GO TO DOWNS.
If the tackle is incomplete, OFFENCE attempt to kick the ball through the goal posts.
If the kick is successful - GO TO KICK OFF If the kick is unsuccessful, DEFENCE take possession and play re-starts from the original scrimmage line.
EXTRA POINT ATTEMPT Set up the teams in an extra point attempt formation as defined in American Football rules.
OFFENCE: Kick the ball through the goal posts using the launching pad.
Regardless of whether the kick is successful or unsuccessful - GO TO KICK OFF.
SAFETY SCORE If the ball carrier model is tackled in his own End Zone or runs over his own End Zone line out of play when carrying the ball, 2 points are conceded - GO TO KICK OFF

Claims (12)

  1. CLAIMS 1. A game based on the rules of American Football comprises a playing surface marked substantially as an American football pitch with two locations, one at each end, for an American football goal; a ball, disc or other projectile for throwing, kicking, catching, flicking, flipping or otherwise playing with; and a plurality of models formed to represent two teams of American football players.
  2. 2. A game as claimed in Claim 1, wherein a projectile catching means is used to receive a projectile after it has been lofted into the air and which defines a first larger offensive area and a second smaller defensive area.
  3. 3. A game as claimed in Claim 2, wherein the offensive area is circular and large enough to accommodate at least one of the player models and the projectile, and the defensive area is located adjacent the offensive area and is crescent-shaped and large enough to accommodate the projectile.
  4. 4. A game as claimed in Claim 2 or 3, wherein the offensive and defensive areas of the catching means are defined by upstanding walls.
  5. 5. A game as claimed in any one of Claims 1 to 4, wherein a projectile launching pad is used in the simulation of kicking of the ball and comprises a platform on which a projectile can be placed so as to be capable of being struck by one of the player models and thereby lofted into the air.
  6. 6. A game as claimed in Claim 5, wherein the platform is hinged at one side thereof to a base plate to enable it to be tilted at varying angles from a horizontal position so that the projectile can be launched therefrom with different angles of lift.
  7. 7. A game as claimed in any one of Claims 1 to 6, wherein at least one of the player models is adapted to bear the projectile.
  8. 8. A game as claimed in Claim 7, wherein at least one of the player models is provided with a platform on which a projectile can rest and with a flat bottomed base to enable the model to be tipped by means of finger action beneath the platform to launch the projectile into the air.
  9. 9. A game as claimed in Claim 17 or 8, wherein at least one of the player models is provided with a spigot capable of fitting into a hole formed in the projectile to retain it and with a base shaped so as to enable the model to be pushed, tapped or flicked by finger action along the playing surface to imitate a player running with the ball.
  10. 10. A game as claimed in any one of Claims 1 to 9, wherein the projectile comprises a hollow soft plastics ball.
  11. 11. A game as claimed in any one of Claims 1 to 10, wherein the playing surface comprises a nonwoven fabric with heat transferred pitch markings.
  12. 12. A game based on the rules of American Football substantially as herein described with reference to the accompanying drawings.
GB8821522A 1987-09-19 1988-09-14 Game based on rules of American football Withdrawn GB2209958A (en)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
GB878722092A GB8722092D0 (en) 1987-09-19 1987-09-19 Board game
GB878726828A GB8726828D0 (en) 1987-09-19 1987-11-17 Game

Publications (2)

Publication Number Publication Date
GB8821522D0 GB8821522D0 (en) 1988-10-12
GB2209958A true GB2209958A (en) 1989-06-01

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GB8821522A Withdrawn GB2209958A (en) 1987-09-19 1988-09-14 Game based on rules of American football

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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
EP0641579A1 (en) * 1993-09-06 1995-03-08 G.S.G. Global Sports Games Establishment Toy figure for table ball game, in particular table football game

Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US3409298A (en) * 1965-09-17 1968-11-05 Hugh A Kirk Football game incorporating an eccentrically weighted rollable disc
US3642280A (en) * 1968-07-18 1972-02-15 Edouard Llorens Simulated football game apparatus
US3727915A (en) * 1971-10-12 1973-04-17 R Anderson Simulated football game
US3866915A (en) * 1973-03-12 1975-02-18 Coleco Ind Inc Player pieces for vibratory game apparatus
GB1390207A (en) * 1971-03-18 1975-04-09 Servotronics Game apparatus
US4306720A (en) * 1980-07-14 1981-12-22 Selengowski Stanley J Passer and kicker for electric football game

Patent Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US3409298A (en) * 1965-09-17 1968-11-05 Hugh A Kirk Football game incorporating an eccentrically weighted rollable disc
US3642280A (en) * 1968-07-18 1972-02-15 Edouard Llorens Simulated football game apparatus
GB1390207A (en) * 1971-03-18 1975-04-09 Servotronics Game apparatus
US3727915A (en) * 1971-10-12 1973-04-17 R Anderson Simulated football game
US3866915A (en) * 1973-03-12 1975-02-18 Coleco Ind Inc Player pieces for vibratory game apparatus
US4306720A (en) * 1980-07-14 1981-12-22 Selengowski Stanley J Passer and kicker for electric football game

Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
EP0641579A1 (en) * 1993-09-06 1995-03-08 G.S.G. Global Sports Games Establishment Toy figure for table ball game, in particular table football game
CH685742A5 (en) * 1993-09-06 1995-09-29 G S G Global Sports Games Esta Character for a playable on a table ball game, especially for a table football game.
US5582408A (en) * 1993-09-06 1996-12-10 G.S.G. Global Sports Establishment Playing figure for a ball game playable on a table, particularly a table football game
US5732951A (en) * 1993-09-06 1998-03-31 G.S.G. Global Sports Games Establishment Playing figure for a ball game playable on a table, particularly a table football game

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