GB2227947A - A board game - Google Patents

A board game Download PDF

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Publication number
GB2227947A
GB2227947A GB8926616A GB8926616A GB2227947A GB 2227947 A GB2227947 A GB 2227947A GB 8926616 A GB8926616 A GB 8926616A GB 8926616 A GB8926616 A GB 8926616A GB 2227947 A GB2227947 A GB 2227947A
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ball
game
player
goal
team
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GB8926616D0 (en
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Maurice Gray
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Individual
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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
    • A63F3/00Board games; Raffle games
    • A63F3/00003Types of board games
    • A63F3/00028Board games simulating indoor or outdoor sporting games, e.g. bowling, basketball, boxing, croquet, athletics, jeu de boules, darts, snooker, rodeo
    • A63F3/00041Football, soccer or rugby board games

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  • Engineering & Computer Science (AREA)
  • Educational Technology (AREA)
  • Multimedia (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)
  • Toys (AREA)
  • Pinball Game Machines (AREA)

Abstract

A game for simulating soccer, rugby or hockey comprises a board 10 provided with markings corresponding to the markings of the game to be simulated. The pitch area is additionally divided up into smaller areas 12 by a grid structure 11. Movable pieces are placed on the board in the grid areas and represent, for example, players 16, a referee 22 and a ball 20 or similar object with which the full scale game is played. Also included are one or more dice and attacker and defender cards 24, 26. In use, the game is played by two or more players who alternately throw the dice and move the pieces about the grid according to the number on the dice thrown. The piece 20 representing the ball can be moved together with one of the pieces 16 representing a player and the rules can allow the ball to be passed between players and to be transferred from a player of one team to a player of another team. <IMAGE>

Description

A GAME.
This invention relates to games. In particular it relates to board games.
The present board game is intended to simulate games such as soccer which is played between two teams each comprising a plurality of players the object of the game being to move an object typically a ball between members of the team and to direct the ball into the target area which in the case of soccer is a goal.
Although the game will be described particularly with reference to soccer, it should be appreciated that it is applicable to other similar types of game, such as rugby or hockey.
In accordance with the invention there is provided apparatus for playing a game comprises a board, one surface of which is provided with markings corresponding to the markings of the game which is to be simulated. The pitch area is additionally divided up into smaller areas by a grid structure. The apparatus also includes movable pieces, which can be placed on the board in an appropriate one of the grid areas. The movable pieces can represent, for example, players, a referee, or a ball or similar object with which the full scale game is played. The apparatus also includes one or more dice. In use the game is normally played by two or more players who alternately throw the dice and move the pieces about the grid according to the number thrown on the dice.The piece representing the ball can be moved with one of the pieces representing a player and the rules can allow the ball to be passed between players and to be transferred from a player of one team to a player of another team in a manner which simulates the way in which balls change possession in the full scale game.
The invention will be described now by way of example only, with particular reference to the accompanying drawings. In the drawings: Figure 1 is a plan view of a board which can be used in accordance with one embodiment of the present invention and is arranged to simulate the game of five-a-side football; Figure 2 is a similar plan view, but in this case the board is intended to represent a full scale football pitch; and Figures 3 illustrate moves which can be undertaken during the game.
Referring to Figure 1, there is shown a plan view of the surface of a board in accordance with one embodiment of the present invention, the surface of the board being marked out with the usual markings of a full scale five-a-side soccer pitch 10. The pitch area is also marked out with a grid arrangement 11 which defines a plurality of square areas 12, arranged in a 17 X 13 array. The game apparatus includes a plurality of model figures which are represented schematically at 16. Each figure can be a small model with an appropriate base which enables it to be placed on the board in an upright position. Each model figure is designed so that it can be placed on one of the square areas of the grid array. In the case of a five-a-side soccer game, there will be ten model figures representing players, so that two teams of five players are provided.On Figure 1 the model figures representing one team are shown by the letter A whilst the model figures representing the other team are shown by the symbol.
In addition a figure or object representing a ball 20 is provided and also a model figure representing a referee, which is shown at 22.
Also provided are two piles of cards shown generally at 24 and 26. The cards of one pile 24 are known as "attacker" game cards, whilst the cards of the other pile 26 are "defender" game cards. Each card contains printed instructions and is normally located in the pile face down. The way in which these are used will become apparent from the following description. Two dice are also provided.
The object of the game is for each team of players to attempt to move the ball about the pitch area with the object of directing the ball into the opposing teams goal in much the same way as this is carried out in a full scale game of five-a-side soccer. The ball 20 can be moved any distance in a straight line either, forwards, backwards, sideways or diagonally. The pieces representing players can be moved from square to square in any direction. The number of squares they move is determined by the throw of the dice. The players of each team have to keep one square clear of those of the other team. If not a foul results.
Similarly all players are required to remain one square clear of the piece representing the Referee.
An important aspect of the game is gaining and retaining possession of the ball. Only the team in possession can move the ball. A player can only be in possession of the ball if it is in a square immediately adjacent the ball.
A full scale five-a-side soccer game starts with a drop-ball. In the game which is the subject of the present description, this is simulated by each player rolling one dice each to see who wins possession.
Preferably this is decided by the player rolling the highest number starting the game. The player who has won the right to start can roll two dice, which determines how he may subsequently move his players.
If for example the highest dice shows a five, the player may move all his players up to five squares.
This is illustrated in Figure 3A of the drawings. One of the model players will be in possession of the ball and that player may move with the ball to simulate a dribble. In order for a player to be in possession of the ball, that player has to be on the square which is immediately adjacent to the square on which the ball is located. The model figures can be moved in any direction, i.e. forward, backward, sideways or diagonally, or even part forward, backward or sideways and part diagonally, e.g. two squares forward and our diagonally.
Alternatively without rolling any dice a player moves the ball as far as he likes in a straight line, i.e.
passed and before he does so the ball may be re-positioned into any empty square next to the player in possession by moving it round him one square at a time. Figure 3B illustrates the ball being re-positioned and then passed.
The option of passing is always available to the team in possession. That they can either roll the dice or move (pass) the ball in a straight line.
The game proceeds with each player throwing the dice in turn and moving his model figures over the grid accordingly. The team in possession attempts to move their players and ball towards the opponents goal in order to score a goal. The defending team attempts to move its players to a position in which he can gain possession of the ball from the opposing team.
Possession can pass from one team to another as follows. Whenever the team in possession roll the dice and move their players the other team do likewise and can move their players accordingly. The team in possession will try to keep possession by keeping the ball away from the other team. Typically possession will change in the tackle situation. This is achieved when during the dice throw of the defending team they are able to move one of their players to a square immediately adjacent to the ball. This is illustrated, for example, in Figure 3C. In this situation the outcome of the tackle is decided by each player throwing the dice to see who wins the tackle.
Typically the player with the highest score will gain possession. If each player throws the same score then the player who was in possession keeps it. In this way the game is able to simulate very closely situations which occur during the full scale game.
The team in possession must always move the ball when it is their turn even if it only moves by one square (if it is not moved the other team may claim an indirect free kick). When a player moves and takes the ball with him this constitutes movement of the ball.
After the throw of the player in possession the other player may be allowed to move the referee from one square to another, up to 6 squares.
It will be appreciated that there is a skill factor in the game in that the player in possession, at each roll of the dice, has to decide which are the best positions to move his players to, whether to dribble or whether to pass. Similarly the player not in possession, when it is his turn, has to decide to which squares he should move his players in order to gain the best opportunity of regaining possession, e.g. by tackle.
As previously mentioned there are provided a number of attacker game cards and a number of defender game cards which can influence the course of the play.
These come into operation when a particular number is thrown on the dice, e.g. a seven. This can be any predetermined number When such a number is thrown then the player who threw that number is required to turn up one of the game cards depending on whether he is an attacker or defender. This will give the player an instruction which has to be carried out. Typical instructions are to move certain player a certain number of squares on the board, to move the ball a certain number of squares on the board, to pass possession to the other side etc.
It will be appreciated that many real live situations can be simulated and examples of these are shown on the appendix at the end of this description. For example the attacking team may move their players and ball into a position from which they can direct the ball into the opposing players goal. The rules may declare that any player intending to shoot has to declare such intention to the opposing team.
Goalkeepers are allowed to make saves as follows. Each goalkeeper can effectively cover an area represented by two squares around the square on which it is located. Thus if a ball passes into that area, a save can be made.
If nobody is in possession of the ball the teams take it in turns to roll two dice and move their players until someone gains possession. Whoever is first starts a fresh turn as the team in possession. If a double is rolled that player gets an extra turn.
Turning now to Figure 2 there is shown an example of a board which is marked out for a game which simulates full scale soccer. This is similar to that shown in Figure 1, but in this case the markings are for a full size soccer pitch. The number of player on each side is accordingly different and in this case is eleven-a-side. A referee and ball are provided in a similar manner. players are moved about the board in much the same way as that described for the five-a-side game. However other variations may be provided. At the start of the game the player initially in possession, decided by, for example, the toss of a coin, throws two dice and this defines the number of squares over which the ball may be moved, for example to simulate a pass. Again each time a pass is made to a player of the same team, the two dice may be thrown again in order to achieve a passing movement.Also, as in the five-a-side game, a player to whom the ball is passed may dribble with it for the balance of moves reamining. In a manner similar to that described for the five-a-side game above the opposing team may move the referee after each movement of the players of the team in possession as already described. Similar game cards can be provided for the full scale simulation and in addition what are known as "overhead" cards may also be provided. These can used at any time and permit a player to simulate a ball played in the air, e.g. to move the ball over one of the opposing teams players.
The above is a general description of a way in which a game in accordance with the present invention can be arranged to simulate the events and rules of full scale games such as soccer. It is not a comprehensive description of all the rules which can be applied, but examples of these can be seen from the attached appendix.
It will also be appreciated that the apparatus can be modified so that other games can be simulated, e.g.
rugby or hockey.
APPENDIX ADVANTAGE A team that has been fouled may waive its right to a free-kick.
BALL 1. Only the team in possession gets to move the ball.
2. It can go through your own player's square if you want.
3. And any of your own players can go it's square.
4. It must be moved at least 1 square.
Opponents get an indirect free-kick if not.
BALL OUT OF PLAY 1. Off the pitch.
2. "Dead" ball - at the start of the game, after a goal, foul or caution.
3. See "Re-organising when ball is out of play" CAUTION 1. All details are on the Game-cards.
2. Any player receiving 2 cautions is sent off. (Make a note of any players cautioned).
CORNER (Also see "Game-cards") 1. Is awarded against a player who puts the ball over his own goal-line. 5-a-side roll-in corner. Super-soccer corner-kick.
2. Ball goes in corner square.
Player stands off the pitch beside the ball.
3. See "Shoot" for special option.
4. See "Re-organising when ball is out of play".
5. An overhead card may be used.
DEAD BALL See "Ball out of play" DICE Must be left on the board until the move has been completed.
DISAGREEMENTS Failing all else take a drop-ball.
DOUBLES 1. First use one 4 in the normal way.
2. Then you start a completely fresh turn.
3. (An in Super-soccer doubles get you an Over-head Card as well - see Supplementary Rules).
DRIBBLE 1. Ball & player occupy same square when dribbling.
2. Fouls & rebounds apply as if the ball was on its own - so avoid the hatched area.
But this is O.IC.
DROP BALL 1. When starting or re-starting 5-a-side after a goal - all must be in own half of pitch.
2. Otherwise each team uses its nearest
player.
cc.
ó ot DGE-CE ,+ A ibbomd 0 Re-bound above head-height "Defenders" put Referee 1 square clear of ball.
Facing goal.
3. Drop-ball is not "dead", nobody re-organises. But all other players must get 3 squares clear of the ball.
4. In 5-a-side ball must be "dropped" 1 square clear of goal-line, goal area or tough-line.
5. Roll 1 dice each to see who wins possession, same score roll again.
DURATION 5-a-side 6 minutes each way (but suggest 20 minutes each way for the board game).
Super-soccer, normally 45 minutes each way.
FOUL 1. Play stops immediately.
2. Direct free-kick unless otherwise stated.
3.
1GAME-CARI) 'S, IL Details are on the Game-card.
4. If you accidentally knock over one of your opponent's pieces - foul.
5. Foul if same player plays a "dead" ball twice.
6. (Same player cannot keep possession).
(Indirect free kick to other team)
Foul if opponent enters hatched area.
7. In 5-a-side foul if player goes into opponent's goal area. (Direct free-kick taken at point of entry), and penalty if player goes into his own goal area.
8. Obstruction cannot apply in the board game.
9. In a 5-a-side free-kicks against defending side must be at least 1 square clear of goal area.
10. In Super-soccer free-kicks in own goal area, same conditions apply as for goal-kicks.
11. If a foul is claimed in error other team may start a fresh turn.
12. Take free-kicks by moving the ball. (And same player may not keep possession).
13. See "Re-organising when ball is out of play1,.
FREE-KICK See "Re-organising when ball is out of play" for details of procedure.
GAME-CARDS 1. MIS-KICKS BELOW HEAD HEIGHT
7 Right: Roll-in or throw-in to the other team.
7 Left: Ball will not go. Other team start a fresh turn.
7 Left: Other team get a re-bound.
7 Left: Tackle. Either team would take possession and start a fresh turn if the other was not there.
7 Forward: Roll-out or goal-kick to the other team.
Wanderers taking a roll-in or throw-in or corner from this position:
7 Forward: Roll-out or goal-kick to other team.
7 Right: Not allowed. Ignore the Game-card and roll 2 dice again.
7 Left: Move the ball and play on from whatever situation arises.
2. MIS-KICKS ABOVE HEAD HEIGHT The ball may go over the player in all the above examples EXCEPT when taking a throw-in, (ball must go onto the pitch from a throw-in), in that case ignore the Game-card and roll 2 dice again.
3. Replace cards under the pack.
4. Shuffle at the start and after each goal.
GOAL Ball must go over goal-line to score. See "Shoot".
GOAL AREA In 5-a-side only the goal-keeper is allowed in. A ball on the line is not in.
GOAL-KEEPER 1. Has "arms" so takes possession 2 squares all round himself in the goal-area (5-a-side) or penalty area (Super-soccer). Outside these areas same as other players.
2. In 5-a-side not allowed to dribble in goal-area.
3. See Supplementary Rules for Super-soccer.
INDIRECT FREE KICK 1. Goal cannot be scored direct.
2. Offences: i Same player playing "dead" ball twice.
ii Obstruction, (does not apply in board game).
iii After a player has been cautioned.
iv In 5-a-side mis-kick above head height.
v Time-wasting.
3. See "Re-organising when ball is out of play".
LIVE BALL When the ball is not out of play.
LOOSE BALL When you take possession of a loose ball (or from a re-bound or mis-kick), you may finish moving your players, if applicable, then start a fresh turn.
MOVE 1. Opponent is entitled to see every move and ask for a re-play.
2. Note special "Shoot" procedure.
OBSTRUCTION See foul.
OFF-SIDE No off-side in 5-a-side.
See Supplementary Rules for Super-soccer.
PENALTY 1. Both teams may re-organise.
2. Goal-keeper must be behind goal-line.
3. Only 1 opponent in goal-area or penalty area, (and referee in Super-soccer).
4. In 5-a-side the player taking the kick must immediately leave the goal area.
5. Special procedure for penalties. Roll 2 dice. Ball must be moved the full nurnber of squares adding then together, and it must always go towards the goal-line (any part), AND IT CAN CHANGE DIRECTION ONCE.
6. Penalty for fouling an opponent in your own penalty area.
In 5-a-side the ball is allowed to rebound off the Touch-line and the goal line. But when following instructions on the Game-cards a Mis-kick Above Head Height would be deemed to go over the top and out of play.
PITCH
5-a-side I Centre square Touch Penalty spot line ) I 0 line Goal square Goal area I v I C Penalty area M S Circle snPeRsoccER I PLAYING A "DEAD" BALL TWICE Same player is not allowed to play the ball twice (i.e. not allowed to keep possession).
Opponents get indirect free-kick.
POSSESSION 1. Only one player in possession moves the ball.
2. Two team-mates can possess the ball simultaneously.
3. If no-one is in possession the ball is not moved. (Roll 2 dice each and move players, starting with the team who did not have possession last).
4. See "Loose Ball".
RE-BOUND Any time the ball is moved into a square next to the referee opponents may claim a re-bound, including when dribbling, and take over moving the ball. And there are 2 re-bound Game cards.
REFEREE May be used as a tactical piece by the team not in possession of the ball. He may be move each time the ball is moved, up to 6 squares.
Referee must keep 1 square clear of all pieces, and they must keep clear of him.
Keep out Re-bound Keep out,
RE-ORGANISING WHEN THE BALL IS OUT OF PLAY
At the start of the game and after each goal. Don't go till Before a penalty kick. ( both teams are When a player is sent off. ready.
For all other 'deadh balls the team moving the ball decide when to go.
(EXAMPLES, FREE-KICK TO WANDERERS) 1. Put the ball in place.
2. Opponents & referee move away 3 squares at least.
3. For free kicks player takes up position in any square next to the ball.
4. For corners Referee must be on the far side of the goal.
5. Each team may re-position other players alternately.
Team taking kick/throw start & say when to stop.
tZ go ~ ~, Wanrrhere ROLL IN (5-a-side-only) Roll-in corner to Wanderers
taken taken from corner square.
,Goal! X I L ~ < 1 Roll-in to Wanderers Ll | Taken from where the * ,-- - ~~7 4 4 = ~ ball went out of play Other conditions same as "Throw-in".
ROLL OUT (5-a-side only) 1. Goal-keeper stays put, rolls ball out from where he is.
Go I,li -I 1 1-1 I Goal-keeper will roll-out from here.
2. Ball must clear goal area (by any route) (same applies if goal-keeper takes possession of a loose ball inside goal area).
3. A goal cannot be scored.
4. Nobody re-organises.
SHOOT 1. May shoot at any time you are moving the ball, but must declare intention before rolling the dice. In Super-soccer you may score a goal when dribbling without declaring intention.
2. The ball must be moved into a square closer to the goal each time, or into a square no further away. (It may not be moved further away under any circumstances - special rule for board game).
3. There is a special option. You may move the ball in a straight line as usual OR you may roll 2 dice and move the ball the full number of squares adding them together (even if it goes off the pitch) AND it may change direction once.
Can't reach the goal so Wanderers try to keep the ball as far away from the goal-keeper as possible.
(It gets within 2 squares at its closest, so it may not go more than 2 squares away after that.
4. The special option also applied to corners.
TACKLE 1. Turn ends when a tackle is claimed. (If claimed in error the team in possession start a fresh turn).
2. United player moves
May choose, but tackle takes place immediately on contact with the ball.
3. Wanderers make a mistake when passing (dotted line shows intended route);
4. See "Dribble", "Game-cards" & Goal-keeper".
SUPER-SOCCER Supplementary Rules CORNER 1. A goal can be scored. Don't have to announce "shoot" beforehand.
2. See "Shoot" for special option.
3. You may use an Overhead Card.
4. See "re-organising when ball is out of play.
DOUBLES
and take an "Overhead card for future use.
= Extra turn GOAL KEEPER
Fair tackles by (and on) goalkeeper from all these positions. If he wins tackle he may pick ball up and have possession
in the normal way > He can't be tackled when&commat; stood like this, and may "carry" (dribble) for two squares without being tackled after than he can be tackled in the normal way.
GOAL KICK Goal-kick to United. Taken anywhere
gQi in this half of goal area.
All All opponents must leave penalty area and Referee.
IL . ;3 . PR 1. It must clear penalty area (by any route).
(It may go "through" your own players).
2. Same applies to free-kick in own penalty area.
3. A goal cannot be scored from a goal-kick.
4. See "Re-organising when ball is out of play".
KICK-OFF 1. All players must be in own half of pitch.
2. All defenders outside centre circle.
3. See "Re-organising when ball is out of play".
4. Starts each game and re-starts after a goal (taken by the team scored against).
5. Move the ball to take a kick-off. Not roll dice.
6. Ball must go forwards in soccer (but may go sideways on the board).
OFFSIDE
Co?rl 1 BI 1 1 If t,f L Off-side 1 l < t . l I X 1 T i If he is interfering with play and only one defender between him and the goal-line, (must be at least two). United get indirect free-kick).
Not off-side: 1. If opponents are in possession.
2. If player is behind ball or in his own half of the pitch.
3. From corner, throw-in or drop-ball.
OVERHEAD CARDS
Use any time
(Goal scored) 1 Goal 4t'j OVERHEAD CARDS (CONT'D) Ball may go in the air for the full number rolled. It cannot go over any player who is in his own goal area, unless the kicker is inside the penalty area. And cannot go straight over a goal-keeper in his own goal area.
Opponents may not score overhead from their own half of the pitch.
You must declare the card before moving.
Each person collects and uses their own Cards, they are not the property of the team.
(If you roll a 7 it still counts as having used the Overhead Card - when using the other "shoot" procedure.
THROW- IN A goal cannot be scored directly from one.
Ball stays on the pitch, player stands off it beside the ball.
Roll 2 dice to take the throw-in.
See "Re-organising when ball is out of play".
And see "Game-Cards".

Claims (6)

CLAIMS;
1. Apparatus for playing a game comprises a board, one surface of which is provided with markings corresponding to the markings of the game which is to be simulated, the pitch area being divided up into smaller areas by a grid structure, and a plurality of pieces each of which can be located as a grid area and which can be moved from one such area to another.
2. Apparatus according to claim 1, including one or more dice the throws of which are used to determine movement of the pieces about the board.
3. Apparatus according to claim 1 or claim 2, wherein the pieces represent the players, referee and ball in a game of soccer.
4. Apparatus according to claim 2 or claim 3, including a plurality of instruction cards which are brought in play when a given number is thrown on the dice.
c
5. Apparatus according to claim 4, wherein there is a first group of cards for the attacking team and a second group of cards for the defending teams.
6. Apparatus for playing a game substantially as hereinbefore described with reference to and as shown in the accompanying drawings.
GB8926616A 1988-11-24 1989-11-24 A board game Withdrawn GB2227947A (en)

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GB2227947A true GB2227947A (en) 1990-08-15

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Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2306894A (en) * 1995-11-04 1997-05-14 Mixalloy Ltd Wire mesh well filters
GB2321412A (en) * 1997-01-24 1998-07-29 George Paul Cooling Football board game
WO2005113082A2 (en) * 2004-04-13 2005-12-01 Bertus Oelofse Rugby game
WO2019115740A1 (en) * 2017-12-15 2019-06-20 Dm Giochi S.R.L.S. Football board game with team strategies and tactics

Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB1448943A (en) * 1974-05-31 1976-09-08 Cominos T M Rugby board game
GB2030456A (en) * 1978-09-30 1980-04-10 Markfield Plastics Ltd Football board game
GB2095568A (en) * 1981-03-26 1982-10-06 Plastolus Muanyagfeldolgozo Es Football board game
GB2181961A (en) * 1985-10-23 1987-05-07 Kevin Burrowes Board game apparatus

Patent Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB1448943A (en) * 1974-05-31 1976-09-08 Cominos T M Rugby board game
GB2030456A (en) * 1978-09-30 1980-04-10 Markfield Plastics Ltd Football board game
GB2095568A (en) * 1981-03-26 1982-10-06 Plastolus Muanyagfeldolgozo Es Football board game
GB2181961A (en) * 1985-10-23 1987-05-07 Kevin Burrowes Board game apparatus

Cited By (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2306894A (en) * 1995-11-04 1997-05-14 Mixalloy Ltd Wire mesh well filters
GB2306894B (en) * 1995-11-04 1999-06-02 Mixalloy Ltd Deep well filters
GB2321412A (en) * 1997-01-24 1998-07-29 George Paul Cooling Football board game
WO2005113082A2 (en) * 2004-04-13 2005-12-01 Bertus Oelofse Rugby game
WO2005113082A3 (en) * 2004-04-13 2005-12-22 Bertus Oelofse Rugby game
WO2019115740A1 (en) * 2017-12-15 2019-06-20 Dm Giochi S.R.L.S. Football board game with team strategies and tactics

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GB8926616D0 (en) 1990-01-17

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