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`APPARATUS FOR PLAYING
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`play money which is used to settle financially-related
`transactions; question and answer cards which contain
`various types of instructions that bring about unex-
`pected advances and reversals; a doubling device which
`is used to initiate and increase bets; a standardized, offi-
`cial set of rules governing proper methods of play; and
`a notation system which may be used to record play for
`analytical purposes.
`2. Description of the Prior Art
`The state of the prior art relating to Vectorial and
`Mancala-like games has remained relatively unchanged
`in modern times. Several patents have been granted,
`locally and abroad, but these have not significantly
`improved the primitive forms underlying techniques,
`apparatus, embodiments or methods. For instance, none
`of the patents found disclosed any modification relating
`to simulation of real-life subjects and events.
`The following patents best exhibit the prior art: U.S.
`Pat. No. 448,574, 1891, assigned to Milton Bradley; U.S.
`Pat. No. 3,170,696, 1955, Champion; U.S. Pat. No.
`1,265,761, Ehrenhardt, 5/15/1918; U.S. Pat. No.
`2,119,751, Nichols, 6/7/1935; U.S. Pat. No. 2,292,219,
`Escaudra, 8/14/42; U.S. Pat. No. 2,319,159, Salomon,
`5/11/1943; British Pat. No. 11051, Parsonby, 1902;
`British Pat. No. 28115, Dyson, 1909 British Pat. No.
`476,480, 12/9/1937; South African Pat. No. 751,664,
`Price, 1955.
`A careful study of these and other patents revealed
`that they all failed to significantly change the conven-
`tional structure and methods of playing Mancala games.
`Undoubtedly, the two most pertinent patents are U.S.
`Pat. No. 448,574, dated 1891 and U.S. Pat. No.
`3,170,696, dated 1955. The first relates to a conventional
`4-row Mancala game (called Chuba) and the second to
`an improved game board, with built-in scoring beads,
`for 2-row Mancala games. The intelligence that forms
`the basis for the Vectorial games of the_ invention are
`unique. Halma, Mill, Wari and Mastermind,
`in part,
`evidence some basic aspects of Vectorial techniques
`which we have significantly improved.
`The basic Vectorial game of the invention is a minia-
`ture built on a MX; matrix, as defined, and may be
`played with 4 pieces placed in the 4 cells. Structurally,
`this game is the smallest—and one of the most difficult
`games of skill. Tic-tac-toe, Totlaspi, Achi, Mu Torre
`and even the 5 points/4 pieces Pong Hau K’i are larger.
`A technical analysis of this basic miniature game—-
`called Vector—reveals that certain dynamics occur
`directly as a result of the limitation of its syntactical
`essences. In respect to time the game has no equal as to
`speed of play in all three phases: opening game, middle
`game and end game. In space the action takes place on
`a Vectorial matrix which is limited to four cells, four
`pieces and forward, reverse and diagonal moves. Rules
`assign roles and values, moves and captures, and accu-
`racy of thought isalmost as important as speed of imple-
`mentation.
`
`An important aspect of the game is its diversity of
`forms. The basic, cellular matrix of the miniature game
`(4 cells) was expanded both in respect to the number of
`cells, rows and directional sense of the vectors.
`Mancala (from the Arabic “naqala”, meaning “to
`transfer”) is the generic name for a count and capture
`type game widely played in Africa and the Middle East.
`It is known by hundreds of different names among
`which WARI (a 2-row version) and OMWESO (a
`4-row version) are the two best known in the West.
`
`This is a continuation of Ser. No. 165,373, filed July 2,
`1980, now U.S. Pat. No. 4,569,526.
`
`5
`
`CONTENTS
`
`Abstract of the Disclosure
`Background of the Invention
`Summary of the Invention
`.
`Brief Description of the Drawings
`Detailed Description of the Present Invention Part I:
`Game Apparatuses
`Detailed Description of the Present Invention Part II:
`The Basic Cellular “Vectorial” Game
`Detailed Description of the Present Invention Part III:
`Regular Simulation/Scenario Games
`Detailed Description of the Present Invention Part IV:
`Electronical Computerizations
`Detailed Description of the Present Invention Part V:
`The Game Process
`Detailed Description of the Present Invention Part VI:
`Methods of Play Rules of the Game
`Detailed Description of the Present Invention Part VII:
`Evaluation Framework
`Claims
`
`10
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`15
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`20
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`25
`
`BACKGROUND OF THE INVENTION
`
`30
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`35
`
`1. Field of Invention
`The present invention is multi-faceted. Its various
`aspects relate particularly, to preferred embodiments of
`direction, formation, transference and count and cap-
`ture games. Significant emphasis is placed on what is
`called the “MACHTHINK” factor which involves the
`rapid and skillful setting up of certain winning positions
`to capture and accumulate value. Speed accounts for up
`to 50% of the values in the game.
`Playing pieces used are color-coded discs, chips,
`blocks, miniature cards, or 3-D figures and the like,
`which are differentiated by identifying indicia as to role,
`value and powers. Opposing players compete to maxi-
`mize scores by racing against the Mach-1 time frame
`prescribed—rather than merely making captures. Ac-
`cordingly; a concerted attempt must be made to expe-
`dite moves, captures and settlement
`transactions in
`order to earn the maximum Mach-1 speed-of-perfor-
`mance bonus at the stipulated level.
`The basic Vectorial game may be described as a min-
`iature directional and formation oriented game which is
`based on structural behavioral and intellectual aspects
`represented by the Mancala family games. Such games
`usually involve the initial setting up of a plurality of
`seeds in holes on two or four sides of a board and the
`transference of said pieces with a view toward captur-
`ing agreed-upon numerical quantities with the last piece
`dropped. Games of the present invention improve upon
`this basic primitive technique by utilization of signifi- ‘
`cantly new means, methods and apparatus to achieve
`significantly new ends. Games usually represent one of
`over 1000 “simulated scenarios” and are embodied in a
`wide range of commercially feasible ways e.g. encase-
`ments, Boards, video cartridges, hand-held computer-
`izations, tables and the like.
`Improved apparatus for making and playing these
`Vectorial and Mancala-like games include a game case
`which contains two built-in timing devices and four
`storage units for up to two hundred pieces which are
`differentiated as to color, class, role, power and value;
`
`45
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`4,666,160
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`
`3
`An in-depth study (see H. R. Murray’s “History of
`Board Games”, Oxford Press, 1952) reveals that the
`essential aspects of play common to most forms of Man-
`cala games have remained constant, with few, if any,
`changes in the state of the art. For instance, in the two-
`row games called “Wari,” the board consists of two
`horizontal rows of six cells along its edges with two
`larger depressions for storage to the left and right of the
`rows. The initial set up calls for four pieces (beans,
`stones, cowrie shells, etc.) to be placed in each cell. A
`move begins with one player lifting all the pieces in any
`hole and “sowing” one in each successive hole, counter-
`clockwise, until the last piece is deposited in a hole on
`the player’s or his opponent’s side of the board. No
`capture can be made on the player’s side of the board
`and a move ends when the last bean is dropped whether
`or not capture occurs. If the last bean dropped is in a
`hole on the opponent’s side of the board and if that last
`bean “made” the contents of said hole two or three,
`then these beans are captured and placed in the player’s
`storage compartment. Further, if there are additional
`holes “made” with two and three beans and if these are
`contiguous to and continuous with the hole captured,
`then contents of these holes ae also taken by way of
`bonus capture(s). Even if the beans have different col-
`ors, there is no differentiation as to value or powers.
`Thus, the object of the game is to win the majority of
`beans, each having the same value of one point.
`The four-row game is somewhat more sophisticated.
`In the game called Omweso, the board consists of four
`rows of eight depressed, egg-shaped holes. The initial
`set-up is four seeds per back row hole for a total of 64.
`In some variations of the game, seeds or beans may be
`rearranged on making the opening move. A player lifts
`and sows seeds in any hole with dropping restricted to
`the front and back row cells on his/her side of the
`board. Since the object of the game is to de-mobilize or
`capture all of your opponent’s pieces and so transfer
`them to your own side of the board, there is no need for
`storage facilities and none are provided on the board. If 40
`now in moving along and round these two rows (coun-
`ter-clockwise), the last bean drops in a loaded front row
`hole on the player’s side with both cells directly oppo-
`site loaded, then all the pieces in those two cells are
`captured. Captures are not removed but “sowed back”
`with several rounds being possible before the move
`ends. A move ends when the last piece sowed falls in an
`empty cell. In some cases,
`if only the front hole is
`loaded, seeds in these are taken. A rule variation permits
`capture of a single back row cell from the player’s
`loaded back row cell directly opposite. A move contin-
`ues, relay-fashion (as in a race) with all the captured
`beans until further captures are made or the move
`comes to an end with the player dropping his last bean
`in an empty hole. The object of the game is to immobil-
`ize your opponent by reducing him/her to “singletons”
`(which cannot be moved) or to capture and transfer all
`the pieces to your side of the board. Thus, captured
`pieces are merely transferred from one player’s side to
`the other and never removed from the board.
`In sum, these specific features represent the prior
`state of the art where the most widely-accepted meth-
`ods and rules of playing Mancala two and four-row
`games are concerned. The disadvantages implicit in the
`prior state of the art account for Mancala’s lack of wide
`appeal
`in America. These and other disadvantages,
`summarized hereinafter, are overcome by the wide
`range of improvements offered by my invention._ A
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`careful evaluation of the prior art reveals the following
`major points:
`1. Mancala is played in the ground or on a board,
`usually with six to eight cup-shaped depressions on
`either side.
`
`2. The initial set-up is usually one, two, three, four, or
`more beans in each hole of the two-row game or in
`the back row holes of the four-row game.
`3. Playing pieces are usually seeds, beans, stones,
`cowrie shells, or marbles, all of the same color,
`without any value being attached to color variation
`(if/when they occur), size or shape of the pieces.
`4. There are no special pieces, with all the pieces
`having the same values and powers.
`5. Play is usually restricted to two persons or two
`teams facing each other in north/south confronta-
`tion position.
`6. There is no official time factor as an integral part of
`the game. However, an honored tradition does
`exist wherever Mancala is played: “speed is of the
`essence.”
`
`7. The game carries no penalties or fines in terms of
`forfeiting pieces; and bonuses, if any, are limited to
`the contents of en prise cells as described herein-
`tofore.
`
`8. There are no reverse moves in the two-row game.
`9. There are no diagonal moves in the two-row game.
`10. There are no diagonal moves in the four-row
`game, although some variances of Omweso permit
`a reverse move from left comer cells if such a
`move results in capture.
`11. The game is never designed to depict or simulate
`an event beyond the intrinsic nature and essence of
`the game itself.
`12. There is no standardized method of play or nota-
`tion for professional
`tournaments, recording of
`games for review and analysis, or masters/grand-
`masters classifications.
`With these limitations inherent in all commercialized
`forms of the game, Mancala predictably failed to cap-
`ture the imagination of the American consumer. This is
`so in spite of the fact that several attempts have been
`made by established toys and games companies to mar-
`ket the game locally. In each case the historical boat-
`shaped or rectangular board with depressed cup-shaped
`holes on two or four horizontal rows was used. Playing
`pieces used have been seeds, stones, beans, or marbles.
`Among the firms which have attempted to make and
`market Mancala games along conventional lines, i.e., on
`a rectangular or boatshaped board with depressed, cup-
`shaped holes and with beans or seeds for pieces, are
`Milton Bradley (Richard’s invention, dated 1891) U.S.
`Pat. No. 448,574; the Mystic Company (Champion’s
`invention dated l955—-U.S. Pat. No. 3,l70,696).
`All the limiting features of the prior art are overcome
`by the present invention, in regard to a new and im-
`proved form of the game, as well as methods and appa-
`ratus. The net effect is enhanced educational and enter-
`tainment appeal. Furthermore, standardization of rules
`and regulations (together with a new system of nota-
`tion) provide bases for re-positioning the game among
`the world’s best.
`Vectorial miniatures and their large Mancala-like
`variations may be graphically designed to simulate a
`scenario for any subject-matter with dramatic appeal.
`This claim is attested to by the drawings and a sampling
`of examples which exemplify the infinite scope of the
`process and product line capability.
`
`
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`5
`Prior art achievements may be gleaned from an in-
`depth study of the available literature of which the
`following bibliography is highly representative:
`1. Alamayahu, S. “The Game of Ghana,” Ethnological
`Society Bulletin, Addis Ababa, 9, 1959, pp. 9-27.
`2. Bennett, G. T. “Wari,” Religion and Art in Ashanti,
`(R. S. Rattay, ed), Oxford: Oxford University Press,
`1927, pp. 382-98.
`3. Chaplan, J. H. “A Note on Mancala Games in North-
`ern Rhodesia,” Man, London, 56, 1956, p. 168.
`4. Collins, G. N. “Kboo, A Liberian Game,” National
`Geographical Magazine, 21, 1910, pp. 944-948.
`5. Courlander, H. “The Ethiopian Game of Gobeta,”
`Negro History Bulletin, Washington, D.C., 7, 1941,
`pp. 21-23.
`6. Herskovits, M. J. “Wari in the New World,” Journal
`of the Royal Anthropological Institute, London, 42,
`1923, pp. 23-37.
`7. Jobson, R. “Wari,” The Golden Trade (1623), Lon-
`don, 1904, p. 48.
`8. Martin, G. “Somali Game,” Journal of the Royal
`Anthropological
`Institute, London, 61, 1931, pp.
`499-511.
`9. Powell-Cotton, P. H. “A Mancala Board Called
`Songo,” Man, London, 31, 1931, p. 133.
`10. Rohrbourgh, R. “Count and Capture: The World’s
`Oldest Game,” Delaware, Ohio: Cooperative Recre-
`ation Service, 1955.
`.
`ll. Shackell, R. “Mueso, The Board Game,” Uganda
`Journal, Dampala, 2, 1935, pp. 14-20.
`12. Zascavsky, C. “Africa Counts,” Prindle, Weber &
`Schmidt, 1973, pp. 116-136.
`A careful study of the above cited sources attests to
`the fact that all aspects of the inventions described here-
`inafter represent significant
`improvements over the
`prior art.
`SUMMARY OF THE INVENTION
`
`Two groups of games are disclosed: one is a miniature
`set of games evidencing Vectorial techniques; the other
`relates to new and improved types of Mancala-like
`games. In sum, the multi-facted aspects of the invention
`may be classified as follows:
`1. Apparatus of the games of the invention
`2. Game Process
`3. Game Products of the Invention:
`
`electro-
`
`21. Miniature “MachThink” Vectorial games in
`various forms of embodiments e.g. Boardgames,
`video and hand-held computerizations.
`b. Machcala Generic
`boardgames,
`mechanicals and computerizations.
`c. Machcala Simulation/Scenario boardgames and
`computerizations: Entertainments, Advertise-
`ments, and “Enter-trainments,” as defined.
`4. New and improved methods of play and descrip-
`tive annotation System: focus on standardization
`and professionalization.
`Under 3(c) a number of games are described which
`simulate real-life subject matters—events, sports, hob-
`bies and lend themselves to diverse forms of commer-
`cially feasible embodiments. They are syntactically
`constructed to draw upon the logical, judgmental and
`creative abilities of playing pieces in selecting, moving
`and capturing a plurality of playing pieces which are
`differentiated by symbolic characteristics as to class,
`powers, roles and values. The objective of the game is
`to maximize property accumulation (points, runs, cash,
`etc.) or create certain assigned patterns and formations
`
`6
`within a predetermined Mach-1 time frame speed of-
`play accounts for 10-50% of the total values in the
`game and is an intrinsic aspect of play.
`The primary objective of the invention, however,
`goes beyond improvements in apparatus and quality of
`play. By simulating popular,
`real-life subjects and
`events of educational and entertainment value to mil-
`lions, the game of the invention will serve to assist in the
`training function in diverse fields requiring technical
`expertise via mastery of a body of knowledge. Further,
`they may be used for advertising and promotional pur-
`poses with a view toward furthering trade and com-
`merce, establishing goodwill, generating prospects, etc.
`Obviously, the games meet the expected norms as enter-
`taining devices and have been rated very highly by
`several consumer testing panels.
`The games of the invention utilize a wide range of
`so-called “game matrices” consisting of one to eight
`rows of two to twelve cells. The choice of the game
`matrix is one of the critical variables essential to the
`simulation/scenario function. Others include: the deter-
`mination of pay-off odds and vectors for said matrix; the
`design of the “centerfold” or central motif in the “trans-
`action” area at the center of the matrix; the decoration
`of the badges for the respective cells (in order to en-
`hance the reach of the scenario); the choice, classifica-
`tion, decoration and valuation of value pieces, special
`pieces, special “power” pieces and designation of same;
`the determination of questions and answers for the ques-
`tion and answer (Q & A) cards if necessary to create the
`educational function; establishment of speed-of-perfor-
`mance or Mach-1 time frame and bonus level; creation,
`testing and refinement of the rules of play regarding the
`setup, moving, switching, capturing, scoring, etc. These
`structural and behavioral aspects are particularly essen-
`tial to the proper development of promotional objec-
`tives.
`
`The simulation effect must succeed in “psyching-in”
`the player to a fair representation of “real” areas of the
`subject matter beingtreated. The establishment of a
`related glossary of terms and interrelated rules of play
`are extremely important functions. All other aspects of
`the “scenario” must be so structured as to heighten the
`degree of the “simulation” quotient as well as its aes-
`thetic, educational and/or entertainment appeal. The
`various steps of the simulation process are described in
`depth and several examples are presented to exemplify
`the scope of the invention.
`New and improved methods of play developed relate
`to both Vectorial and Mancala-like games vis-a-vis:
`mach factor and determination of Mach-1 time-frames;
`standardization of initial set-up; moving and capture
`rules; new “switch” moves (reverse, vertical, diagonal);
`a system of fines and bonuses; and, descriptive notation
`system which is used to record moves and outcomes.
`Vectorial techniques gperfected led to the improve-
`ment of certain mathematical puzzles via inclusion of
`the game’s
`intelligence in playing tangrams and
`pyramid formation games. Transfer of all behavioral
`dimensions to computer-based micro-processing tech-
`nology was successfully accomplished.
`As a direct result of these and other improvements
`over the prior art, the games of the invention in particu-
`lar, and Mancala games in general, may now be played
`at much higher levels of intellectual challenge and with
`far more suspense. Professional level play—-in the cate-
`gory of Chess, Go, Checkers and Backgammon-is
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`directly facilitated by the standardization of official
`rules and the improvement of the notation system.
`Other merits of the invention will become clear from
`a study of the description of its apparatus, methods and
`games, as stated in the specification and shown in the
`accompanying drawings.
`BRIEF DESCRIPTION OF THE DRAWINGS
`
`The description herein makes reference to 21 sheets
`of accompanying drawings wherein like reference nu-
`merals refer to similar components throughout the sev-
`eral figures, and wherein:
`FIG. 1 is a plan view of the encased playing field of
`a “scenario” boardgame produced by the process in a
`preferred embodiment simulating a stock exchange
`game, hereinafter called Machcala “Stock Exchange”
`or parent simulation game. Machala Combination (MC
`III/8) Matrix.
`FIG. 2 is an illustration of a Machcala game “over-
`lay” for the game case of FIG. 75. It represents a matrix
`particularized by 3 rows on either side of a centrally-
`located value-line and a series of 8 cells per row. The
`overlay has a second game on the reverse side.
`FIG. 3 is a plan view illustrating.a variation of the
`preferred embodiment of
`the game on a 4-row
`(MRIV/8) game overlay matrix.
`FIG. 4 is a plan view illustrating the same game on a
`2-row (MRII/8) matrix. Note that optional moves from
`the “switch” cells are indicated by the 3-way arrows
`shown.
`
`FIG. 5 is a plan view illustrating the same game on an
`MXI/8 overlay-matrix.
`FIGS. 5a and 5b are examples of playing pieces used
`to play these and other games of the invention.
`FIG. 6 is an illustration of another subject matter
`(Sports: “CALA-OLYMPICS) simulated by the game
`process.
`FIG. 6a is a set of the pieces used to play the game of
`FIG. 6.
`
`FIG. 7 is an illustration of a popular British Common-
`wealth field game, CRICKET, simulated by the game
`process.
`FIG. 7a is a set of the pieces used to play the game of
`FIG. 7.
`
`FIG. 8 is an illustration of another product of the
`game process——’CALA-TENNIS.
`FIG. 9 is an illustration of a game overlay-matrix
`designed to simulate the playing field for ’CALA-
`FOOTBALL.
`
`FIG. 10 is an illustration of a Machcala game simula-
`tion overlay-matrix for ’CALA-BASKETBALL.
`FiG. 11 is an illustration of the game simulation over-
`lay-matrix for a game called ’CALA-SOCCER.
`FIG. 12 is an illustration of a circular game overlay-
`matrix for a mancala-like simulation game called
`’CALA-ROULETTE.
`
`FIG. 13 is an illustration of a quadratic game simula-
`tion overlay-matrix for a well-known casino card game
`called BACCARAT.
`FIG. 14 is an illustration of a non-encased Machcala-
`like game board for an educational game called ’CALA-
`PREPCENTER.
`
`FIGS. 14a and 14b illustrate subject matter of drills
`indicated on both surfaces of a 2-piece keyboard used to
`play the game of FIG. 14.
`FIG. 14c shows both faces of chips used to play this
`game.
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`FIG. 15 is a plan view of the game called “AFRA”:
`Afro-America’s Fight for Freedom 1619-1969. FIGS.
`15a—15fshow a configuration of accessories (game case,
`cards, doubler, chip, timer, etc.) used to play the game
`of FIG. 15 and other games as well.
`FIGS. 16-29 are illustrations of various playing
`pieces and other devices for the games of the invention.
`FIGS. 30-38 are illustrations of one-row Machcala
`“Xchange” (MXI/4-12) matrices. Switch (vectorial)
`options are shown completely in FIG. 30.
`NOTE: The row designations herein relate to the
`number of rows in each receptacle area on either side of
`the centrally-located
`FIGS. 39-47 are illustrations of two-row Machcala
`
`“Relay” (MRII/4-12) matrices with full vectorial op-
`tions shown in FIG. 39.
`FIGS. 48-56 illustrate three-row Machcala “Combi-
`nation” (MCIII/4-12) matrices with full vectorial op-
`tions shown in FIG. 48.
`-
`FIGS. 57-65 are illustrations of four-row" Machcala
`“Double Relay” (MRIV/4-12) matrices with full
`switch options, shown in FIG. 57.
`FIGS. 66-74 illustrate several design variation of the
`matrices used to make some of the “vectorial” games.
`Refer to FIGS. 30-65.
`
`FIG. 75 is an axiometric view of the game case which
`is used for encasing the matrices. Note the built-in tim-
`ers and storage compartments.
`"
`FIGS. 75a-75c illustrate three optimal forms of the
`receptacle areas: flat, mounded and troughed.
`FIGS. 76-80 illustrate electro-mechanical and com-
`
`puterized embodiments of ’Xchange and vectorial
`games of the invention——for “hand-held”, console or
`casino play.
`FIG. 79 illustrate the universe of vectorial moves
`
`created for the various games.
`DETAILED DESCRIPTION OF THE PRESENT
`INVENTION
`
`Part 1. Game Apparatuses
`
`Referring particularly to the invented game case
`illustrated in FIG. 75, it will be seen that numerous
`advantages will accure from usage of said game case to
`embody the game of the invention, in particular,» and
`Machcala games, in general.
`A cross-section (9) is shown cut through the case in
`order to illustrate structural fit of the timing device (7).
`The field of the case (12) should be regarded as a
`“stage” on which the drama of the game “scenario” or
`“simulation” will be staged. The stage should approxi-
`mate a square l8"><l8” with “stage left” and “stage
`right” separated by the ridge of the case which is usu-
`ally 1”—l.5” in height and width.
`The case consists of its playing field (12), two built-in
`timing devices (7), four storage units(1) with capacity
`for a plurality of playing pieces which may be chips,
`cards, discs, 3-D figures, etc. The four storage units (1)
`may be made of plastic or compressed cardboard with
`removable covering (2). Each storage unit (1) is held
`firmly inside its respective storage compartment by
`projections (3) along the sides which groove into inden-
`tations (4) and thus prevent spillage when opening or
`closing the game case. At the same time, the storage
`unit (1) may be pried loose and removed from the case
`if so desired. The storage units illustrated in FIG. 1 have
`dimensions of 1.5" deep, 2" wide, and 7.5” long.
`
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`10
`of his/her opponents. Again, although in the illustration
`the minimum number of posts is limited to four and the
`maximum to twelve,
`it is to be understood that the
`maximum number of cells may be extended beyond
`twelve and the minimum reduced to two.
`
`9
`The game case used to embody the games of the
`presentinvention is similar to the traditional backgam-
`mon case except for the above-mentioned improve-
`ments. In addition, the receptacle areas (consisting of
`one to four rows of horizontally-arranged cells) may be
`flat, troughed or mounded. See FIGS. 75a-75c. Con-
`ventional battery operated timing devices, of suitable
`dimensions, were secured and glued down, as shown.
`Thus, the timing devices become a unique feature of the
`game case, as well as the built-in storage units. In certain
`variations the usage of non-built-in timing devices, e.g.
`hourglasses, chess clocks, etc., may be used. This would
`in no way depart from the essence of the Mach or Speed
`feature of the exact game and variations of the present
`invention.
`
`FIGS. 57-65 illustrate a set of four-rowed rectangu-
`lar matrices containing four to twelve cells per row—-
`so-called MRIV/4-12 matrices. Any of these game ma-
`trices may be imprinted on the floor of the Machcala
`game case (FIG. 75), or on any other surface, to repre-
`sent the playing field. All MRIV/4-12 matrices consist
`of four horizontal rows of 4-12 cells or posts on either
`side of a “value-line” area which serves to separate each
`player’s “home board” from that of his/her opponent.
`Numerical designation of matrices relate to the