Abstract:
A table top game uses two or more light-weight balls that are staged within an open enclosure overtop of a fan or other pneumatic source that generates a vertical air stream of sufficient flow rate to suspend the balls. Toy weapons are selectively attached to each light-weight ball as part of game play to vary the aerodynamic oscillation, simulating attacking movements that may cause a given light-weight ball to fly out of the air stream or to knock another opponent light-weight ball out of the air stream. Each round of the game concludes with one light-weight ball remaining suspended. The enclosure may advantageously funnel a fallen light-weight ball back into the air stream if not propelled laterally a significant distance out of play. Interactive elements that vary the air stream or inject a lateral air stream or projectile may also be included.

Description:
CROSS REFERENCE TO RELATED APPLICATIONS  
       [0001]     The present application claims the benefit of U.S. Pat. Appln. Ser. No. 60/719,274 “Airstream supported asymmetric battling spheres toy” to Brattesani, et al., filed on 21 Sep. 2005, the disclosure of which is hereby incorporated by reference in its entirety. 
     
    
     FIELD OF THE INVENTION  
       [0002]     The present invention relates, in general, to an action toy or a dynamic display and more particularly to an apparatus for at least a short duration suspending a plurality of light elements in midair, each element selectively given nonsymmetrical attachments to impart oscillatory or random movements.  
       BACKGROUND OF THE INVENTION  
       [0003]     Science demonstrations have long been known wherein a light-weight spherical object is placed over an upwardly blown air stream. Bernoulli&#39;s effect causes the light-weight spherical object to hover, perhaps with some vertical oscillation and rotation, over a source of the air stream. Toys have long incorporated this feature, such as U.S. Pat. No. 137,119 wherein a hand cranked fan was employed to cause a ball to hover.  
         [0004]     Of course, the novelty of such motion is soon lost so a more interactive use of this effect has also been long recognized. In amusement games such as described in U.S. Pat. No. 2,129,489, players used long-handled baskets to capture a ball among many that hover over a funnel that directed the balls into an air nozzle.  
         [0005]     As another example, in U.S. Pat. No. 4,345,765, a carnival shooting gallery includes a plurality of balls each hovering over a respective air nozzle. A volume rate of air dispensed from each nozzle is randomly varied to impart an ever changing height of the respective hovering ball to enhance the challenge in shooting the ball.  
         [0006]     While such toys may have been successful in their day, it is desirable to find new types of game play to engage the imagination of children. Consequently, a significant need exists for a toy that provides an entertaining, interactive experience with an aerodynamically suspended light-weight object.  
       BRIEF SUMMARY OF THE INVENTION  
       [0007]     The invention overcomes the above-noted and other deficiencies of the prior art by providing a game based upon a small base suitable for placement on a floor or a table in a residential home that projects an air stream up through an enclosure to suspend one or more light-weight, generally-spherical objects. Each object may receive a projection that varies the movement of the object within the air stream such that a plurality of such adorned objects simulates battle.  
         [0008]     These and other objects and advantages of the present invention shall be made apparent from the accompanying drawings and the description thereof. 
     
    
     BRIEF DESCRIPTION OF THE FIGURES  
       [0009]     The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments of the invention, and, together with the general description of the invention given above, and the detailed description of the embodiments given below, serve to explain the principles of the present invention.  
         [0010]      FIG. 1  is perspective view of a vertical air stream producing base having an overhanging funnel enclosure suspending a plurality of light-weight, generally spherical objects selectively adorned with outwardly projecting toy weapons as part of an action toy apparatus.  
         [0011]      FIG. 2  is a detail front view of a main air unit being installed into a tripod base unit.  
         [0012]      FIG. 3  is a front detail view of indicia confirming the locking of the main air unit into the tripod base unit.  
         [0013]      FIG. 4  is a front detail view of a pedestal arm being attached to an arena basket of the toy apparatus.  
         [0014]      FIG. 5  is a front detail view of the tripod base unit supporting a lower portion of the main air unit of the toy apparatus being electrically connected to a wall outlet via a power adapter.  
         [0015]      FIG. 6  is a cross sectional view through a light-generally spherical object and projecting element of  FIG. 1 .  
         [0016]      FIG. 7  is a front isometric view of the main air unit being attached to an alternative arena basket that includes launchers and storm actuators.  
         [0017]      FIG. 8  is a front detail view of an arena basket assembly being attached to a porous neck of the alternative arena basket of  FIG. 7 .  
         [0018]      FIG. 9  is a front detail view of a storm actuator being moved toward the assembled arena basket and porous neck of the alternative arena basket assembly of  FIG. 7 .  
         [0019]      FIG. 10  is a front detail view of a storm actuator installed onto the assembled arena basket and porous neck of the alternative arena basket assembly of  FIG. 7 .  
         [0020]      FIG. 11  is a front detail view of a launcher being installed onto the arena basket of the alternative arena basket assembly of  FIG. 7 .  
         [0021]      FIG. 12  is an isometric view of two launchers and an interposed weapon rack attached therebetween of the alternative arena basket assembly of  FIG. 7 .  
         [0022]      FIG. 13  is a detail view of a light-weight generally spherical object being inserted into a launcher of the alternative arena basket assembly of  FIG. 7 .  
         [0023]      FIG. 14  is a detail view of the light-weight generally spherical object inserted into the launcher of  FIG. 13 .  
         [0024]      FIG. 15  is a detail view of the light-weight generally spherical object being ejected from the launcher of  FIG. 13 .  
         [0025]      FIG. 16  is a bottom view of a light weight generally-spherical object of  FIG. 1  bearing game indicia affecting allowable projecting elements to be armed and disarmed and a manner of according winning bouts with other objects.  
         [0026]      FIG. 17  is a top view of a Team Combat Map used with the toy apparatus of  FIG. 1  to form a game assembly. 
     
    
     DETAILED DESCRIPTION OF THE INVENTION  
       [0027]     In  FIG. 1 , a toy apparatus  110  assembles without the need for tools in order to be transported in reduced size packaging (not shown). In particular, in  FIG. 2 , a central hole  111  in a tripod base unit  112  receives a throttle lever  113  and main air unit  114 , the latter being then rotated vertically as depicted in  FIG. 1  and rotated until the upper indicia (crosshairs)  116  on the main air unit  114  align with the lower indicia (crosshairs)  118  ( FIG. 3 ) on the tripod base unit  112  indicating locking engagement. Thereafter, each of three identical pedestal arms  120  have an upper tab  122  respectively snap fit into a radially spaced aperture  123  in a half spherical arena basket  124  and a lower male end  126   a - 126   c  inserted into a radially spaced female aperture  128  formed in the tripod base unit  112 . Each pedestal arm presents an upper and lower warrior holder  130 ,  132 , respectively, that are generally half spherical with a pair of inwardly biased gripping fingers  134 ,  136 , respectively for holding a warrior sphere (spherical object)  137 , below which, a plurality of gripping channels  138  respectively extend laterally outwardly from each pedestal arm  120 . The toy apparatus  110  is then powered via an AC adapter  140  that is inserted into a wall outlet  142  and the main air unit  114  and activated by a power switch  144  ( FIG. 5 ).  
         [0028]     The game apparatus  110  is adjusted for play by placing one warrior sphere  137  into the arena basket  124  and turning on the power switch  144 , launching the warrior sphere  137  into the air. Adjustment of the throttle lever  113  controls the amount of air allowed into the main air unit  114 , thereby adjusting the height of the warrior sphere  137 , preferably about 3-4′ above an upper edge of the arena basket  124 . Additional air flow that passes through a bottom aperture (not shown) in the arena basket, depicted by arrows  146 , tends to shorten the time until battling warrior spheres  137  are ejected from the air flow and lower air flow tends to increase the time.  
         [0029]     For instance, a plurality of generally spherical objects  137   a - 137   d  are formed of a light weight and/or hollow material such that each may be suspended within the air stream  18  by Bernoulli&#39;s effect. This shape may be varied by texture, roundness, etc. The bottom aperture in the arena basket  124  is sized and proximate to the upper opening in the main air unit  114  such that the generally spherical object  137   a  that has fallen out of the air stream  18  may be directed back into the air stream  146 , continuing game play. One or more projections  150   a - 150   d , which are retrieved from the gripping channels  138   a - 138   c , may be inserted or affixed to a selected generally spherical object  137   a - 137   b  to add a degree of movement ( FIG. 6 ), either unpredictable or aerodynamically stable (e.g., rotation) to change the likelihood of the selected spherical object remaining in the air stream  146 , such as object  137   b , or being ejected beyond the reach of the arena basket  124  and out of play, such as object  137   c  by either contact between objects  137   b ,  137   c  or self-induced movement. Examples of projections include a rigid weapon-like projection  150   a , an aerodynamic enhancement projection  150   b  (e.g., wing), an appendage projection  150   c  (e.g., hand, claw, leg), and a floppy weapon-like projection  150   d  (e.g., mace).  
         [0030]     In  FIG. 7 , an alternate arena basket assembly  200  may be installed upon the main air unit  114  for providing additional game play interactivity, to include standardized launchers  202  of spherical objects  137  and air flow turbulence introduction by “storm” actuators  204 . In  FIG. 8 , the arena basket assembly  200  is assembled first by snapping a porous neck  206  to a lower center portion  208  of an arena basket  210 . Downward gripping flanges  212  of the porous neck  206  are sized to engage an outer rim of an exhaust nozzle  214  of the main air unit  114 . In  FIGS. 9-10 , the storm actuator  204  includes an upper arm  216  that inwardly terminates in a downward locking detail  218  that slides inwardly through a detail slot  220  and downwardly into a detail locking receptacle  222 , both formed in the arena basket  210 . An outer pivoting end  224  of the upper arm  216  has an outwardly projecting thumb tab  226  and is pivotally attached to a lower arm  228  sized to present its other end, depicted as a fin  230 , through a fin slot  232  formed in the porous neck  206 . In  FIGS. 11-12 , the launcher  202  includes lower fingers  234  of a sphere holder  235  shaped to encompass a lower, outward portion of a spherical object  137 . An upper, downwardly curved finger  236  is pivotally attached to an upper fork  238  and has an outwardly extending trigger lever  240 , under which is attached a pusher rod  242  that extends through an aft hole  244  in the sphere holder  235  such that downward actuation of the trigger lever  240  releases the curved finger  236  from any gripped spherical object  137  as the push rod  242  simultaneously forces the spherical object  137  out of the sphere holder  235  ( FIG. 14 ). The sphere holder  235  is attached to an inwardly projecting leg  245  with a downward detail end  246  that is inserted into a launcher receptacle  248  formed on an upper edge  249  of the arena basket  210 .  
         [0031]     Thus, in  FIG. 12 , a spherical object  137  may be inserted into the sphere holder  235  of the launcher  202  with the trigger lever  240  depressed. It should be appreciated that the spherical object  137  would encounter the pusher rod  242 , which helps in coordinating the locking of the curved finger  236  onto the spherical object  137  during insertion. In  FIG. 13 , the launcher  202  encompasses the spherical object  137 , awaiting game play. It should be appreciated that the lower fingers  234  and curved finger  236  provide recesses that would receive a weapon-like projection  150 , if present. In  FIG. 14 , the trigger lever  240  is depressed to eject the spherical object.  
         [0032]     In  FIG. 15 , a curved weapon rack  250  has male ends  251  that are inserted into a respective rack hole  252  ( FIG. 11 ) in an adjacent inward projecting leg  245  of a launcher  202 . The weapon rack  250  includes a plurality of pairs of gripping flanges  253  that may hold weapon-like projections  150 . In  FIG. 16 , these weapon-like projections  150  are selected based on characteristics printed on a particular warrior sphere  137 . In particular, a clan association  254  (e.g., Zhangcons, Brattezans, Logons, Soroms, Kaans, Praags, Citics, Gertazons) is associated with specific types of weapons. An Arm Number  255  specifies a maximum number of weapons that a particular clan member name  256  may hold. A disarm rating number  257  specifies how many weapons this particular clan member name  256  may remove from a loser warrior sphere  137 . Combat terms used below include “KNOCKOUT”, which occurs when a Warrior  137  falls, is knocked or is blown out of the Arena basket  24 ,  210 /air stream  146 . “PIN” refers to when a Warrior  137  gets stuck or hangs in the Arena basket  24 ,  210 . When this occurs, the player knocks the warrior  137  loose and combat continues. “DOUBLE-PIN” refers to when a Warrior  137  is pinned twice in the same match and counts as a Knockout. “DOUBLE-OUT” occurs when both Warriors  137  are knocked out at the same time, which counts as one Pin for each. It is necessary to drop them both back into the air stream  146  on the count of three and continue the match.  
         [0033]     After one Warrior  137  is Knocked Out, the winning Warrior  137  gets to DISARM him according to the winner&#39;s DISARM RATING number  257 . For example, a winning Warrior  137  with a Disarm of “2” can choose any 2 weapons to remove from the losing Warrior. Disarming can be affected by Abilities and Special Rules, as listed in Table 1. An ability label  258  specifies a special power that a warrior possesses during battle or after a knockout. An ability color label  259  specifies that an associated ability must match a color of at least one attached weapon  150  in order to be active. Those abilities without a color label  259  are always active regardless of the color of attached weapons  150 .  
                                 TABLE 1                           Series Combat Ability Chart                    IS USED               The warrior   WHEN . . .           wins and   The warrior           is disarming the   is being           ABILITY   loser   disarmed   In battle               COUNTER: Can remove 1 weapon from the   X               winner (unless it&#39;s the winner&#39;s last weapon)       DEFEND: The winner&#39;s Disarm rating is   X       reduced by 1, unless rating already is 1       GRACE: Loser (not winner) decides which   X       weapon he loses       RAGE: Can take on the loser&#39;s Disarm rating       X       if it is higher than his own       RE-ARM: Can re-arm himself with 1       X       weapon of his choice, in addition to       Disarming loser       RE-FIT: Can rearrange any weapon(s) he   X       still has       RESIST: Loses only 1 weapon, despite       winner&#39;s Disarm rating       RUTHLESS: Knocks out opponent with only           X       1 Pin       SABOTAGE: Can Disarm ANY Warrior in       X       opponent&#39;s Army instead of Disarming loser       SACRIFICE: When Disarming loser, can       X       remove 1 of his OWN weapons in exchange       for removing 1 more of the loser&#39;s weapons       STEALTH: Disables opponent&#39;s   X   X       COUNTER, RESIST, SABOTAGE or       SACRIFICE       SUPPORT: When this Warrior is eliminated,   X       he can stay alive by re-arming himself with 1       or more weapons from any ONE Warrior of       HIS OWN Army (even if he eliminates that       Warrior)       WEAK: This Warrior is Knocked Out after           X       only 1 Pin                  
 
         [0034]     Part of game play may include a collector aspect, wherein the packaging and rarity of certain warrior types adds another preparatory element. For example, the game apparatus  110 ,  210  may initially be accompanied with a set of four warrior spheres comprising (name, clan ARM/DISARM, Attribute  1 , Attribute  2 ): (a) Lott/Brattezan, 2•3, DEFEND, RE-ARM; (b) Urg/Gertazon, 4•1, COUNTER, RE-FIT; (c) Sektur/Sorom, 3•2, RAID; and (d) Fyn/Praag, 3•2, SACRIFICE, RUTHLESS. A team combat assembly that includes the launchers  202  may further include additional warrior spheres such as comprising (name, clan ARM/DISARM, Attribute  1 , Attribute  2 ): (e) Niloc/Brattezan, 4•1, RAGE; and (f) Wirr/Praag, 2•3, SABOTAGE, RUTHLESS.  
         [0035]     To further enhance the attraction of collecting warrior spheres  137 , or to allow customizing with a preferred clan, two sets of three Brattezan warriors may be aesthetically adorned to go along with this description: Brattezans—REGION OF ORIGIN: Woodland. Brattezans are barbaric warriors with large, heavy weapons used to overpower the competition. Skilled in combat, these warriors are powerful but not very agile. When they strike, they strike big! WEAPON OF CHOICE: Battle-Axes. The clan members may include (name, clan ARM/DISARM, Attribute(s)): Nivlem/Brattezan, 5•1, FEND; Avlis/Brattezan3•2, RAGE; Dellnar/Brattezan2•3, DEFEND, RUTHLESS; Teon/Brattezan3•2, RE-ARM; Killun/Brattezan, 4•2, RAGE, WEAK; Ergio/Brattezan, 2•3, RAID, RUTHLESS.  
         [0036]     In addition, two sets of three Soroms warriors may be aesthetically adorned to go along with this description: Soroms—REGION OF ORIGIN: Rainforest. Sorom warriors are primitive and fierce. This clan uses much simpler weapons and paints them with symbols of their region. Although their weapons are not as advanced as other clans, Soroms move fast and have exceptional battle skills. WEAPON OF CHOICE: Skull Blades. The clan members may include (name, clan ARM/DISARM, Attribute(s)): Naro/Soroms, 4•1, RAGE; Exil/Soroms, 2•3, RAID, SACRIFICE; Ezik/Soroms, 5•1, RAID; Helter/Soroms, 5•1, SABOTAGE; Nej/Soroms, 3•2, RAID, SACRIFICE; Maado/Soroms, 2•2, RAGE, SABOTAGE.  
         [0037]     In addition, two sets of three Gertazons warriors may be aesthetically adorned to go along with this description: Gertazons—REGION OF ORIGIN: Desert Cliffs. Gertazon weapons are hook-shaped, double-edged and RAZOR-sharp! These fierce hooks are designed to slice through the air at an opponent—but be careful—if they get hooked on an edge, your warrior might get pinned! WEAPON OF CHOICE: Sickles. The clan members may include (name, clan ARM/DISARM, Attribute(s)): Ollock/Gertazons, 4•1, RAID, RE-FIT; Krahz/Gertazons, 4•1, COUNTER, SUPPORT; Roc/Gertazons, 3•2, RAID; Herkon/Gertazons, 5•1, COUNTER; Oron/Gertazons, 3•1, RAGE, RE-FIT; Bram/Gertazons, 3•2, GRACE, RE-FIT, SUPPORT.  
         [0038]     In addition, two sets of three Praags warriors may be aesthetically adorned to go along with this description: Praags—REGION OF ORIGIN: Ocean. Praag warriors are known for being fast. Living in the ocean has made them lanky and tall with stealth-like skills. They prefer to use specially-designed maces to sneak up on their opponent, strike fast, and slip away. WEAPON OF CHOICE: Maces. The clan members may include (name, clan ARM/DISARM, Attribute(s)): Fesh/Praags, 3•1, COUNTER, SABOTAGE; Rill/Praags, 3•2, SACRIFICE, STEALTH; Zeerum/Praags, 2•3, COUNTER, STEALTH; Leach/Praags, 2•3, SABOTAGE, STEALTH; Wing/Praags, 3•2, COUNTER; Scoe/Praags, 3•2, SABOTAGE, SACRIFICE.  
         [0039]     To further the collective appeal of the game, interspersed within the various sets or other collections, members of the four hidden tribes may be included. The available members within each clan may advantageously be listed in decreasing regularity of inclusion (e.g., uncommon, rare, ultra-rare). The first hidden clan Kaans may be aesthetically adorned to match the description: Kaans—REGION OF ORIGIN: Tropics. The Kaans are the most inventive warriors. Very mystical, they use hidden energy and mental strength to beat their opponents. They wield symbolic weapons crafted from the objects that surround them. WEAPON OF CHOICE: Horned Skulls. The clan members may include (name, clan ARM/DISARM, Attribute(s)): Kane/Kaans, 3•2, RE-ARM; Odg/Kaans, 5•1, RE-FIT, SUPPORT; Brock/Kaans, 4•1, DEFEND, RE-FIT; Blork/Kaans, 2•3, DEFEND, RE-ARM; Rudge/Kaans, 4•1, DEFEND, STEALTH; and Gowan/Kaans, 3•3, STEALTH.  
         [0040]     The second hidden clan Logons may be aesthetically adorned to match the description: Logons—REGION OF ORIGIN: Tundra. Logon warriors are small, lean and super fast! Even though they aren&#39;t as strong as some warriors, they rely on their technical abilities and strategic planning to overpower even their strongest opponents! WEAPON OF CHOICE: Ice Spikes. The clan members may include (name, clan ARM/DISARM, Attribute(s)): Thur/Logons, 5•1, GRACE, RE-FIT; Holt/Logons, 5•1, RE-FIT, SACRIFICE; Etch/Logons, 4•1, RE-ARM, SUPPORT; Jorm 4•2, GRACE, SACRIFICE; Von/Logons, 5•1, RAID•RE-ARM, WEAK; and Skinner/Logons, 5•1, RAID, RE-FIT.  
         [0041]     The third hidden clan Zhangcons may be aesthetically adorned to match the description: Zhangcons—REGION OF ORIGIN: Lava Pools. Zhangcon warriors are tough-minded and physically strong. Years of living in rough conditions has trained them to handle ANYTHING! They can last through the longest battle if they think through their moves. WEAPON OF CHOICE: Hook Blades. The clan members may include (name, clan ARM/DISARM, Attribute(s)): Kurr/Zhangcons, 4•1, RAGE; Zurc/Zhangcons, 3•3, STEALTH; Goff/Zhangcons, 5•2, DEFEND, WEAK; Brank/Zhangcons, 5•2, RAGE, WEAK; Hoj/Zhangcons, 2•4, DEFEND, STEALTH; and Birn/Zhangcons, 4•2, RAGE.  
         [0042]     The fourth hidden clan Citics may be aesthetically adorned to match the description: Citics—REGION OF ORIGIN: Urban Wastelands. The Citics are the most athletic and competitive of all the warrior clans. Their unique weapons and protective armor are created from objects scavenged from the ruins of once beautiful cities. WEAPON OF CHOICE: Iron Hammers. The clan members may include (name, clan ARM/DISARM, Attribute(s)): Clure/Citics, 4•1, COUNTER, SUPPORT; Rett/Citics, 3•2, COUNTER, SUPPORT, Ott/Citics, 4•2, RUTHLESS; Fitz/Citics, 2•4, COUNTER, RE-FIT, Gord/Citics, 3•3, RUTHLESS; and Yelib/Citics, 5•1, RUTHLESS, SUPPORT.  
         [0043]     In  FIG. 17 , play conditions are specified by a Team Combat Map  260  that combine with the toy apparatus  110  to form a game assembly for building armies of warrior spheres  137  and competing for control of Territories, which comprise eight Clan Regions  261 - 268  (i.e., Zhangcons, Brattezans, Logons, Soroms, Kaans, Praags, Cities, Gertazons regions et seq.) and a central neutral Wasteland region  269 , each region comprising four territories annotated “a” through “d”. The player who earns the most Territory Points Number  272 , indicated as a number  2 - 6  on an individual territory  261   a - 269   d  inclusive. A Combat Label  274  on each territory indicates whether Match Combat (like Series Combat but with only one Warrior selected to represent each army), or Team Combat (multiple warrior battle using the special features of the Team Combat Attachment). Each Territory tells you which type of combat to use and what special rules  276  are active during combat. The latter include: “ERODE”: Upon entering this territory, each player must remove one weapon from one of his Warriors (unless it is the last weapon of the last Warrior in the army); “EQUIP [NAME OF CLAN]”: Each Warrior of this clan (on both teams) can re-attach 1 lost weapon; “HONOR”: Unless he has RAGE Ability, the winner takes on the loser&#39;s Disarm rating if it is lower than his own; “NO [NAME OF ABILITY]”: The ability named doesn&#39;t work in this territory; “RAID”: After Disarming loser, winner may remove one weapon from any other Warrior in the opposing army; “RE-FIT”: Upon entering this territory, can re-arrange any weapon(s) he still has; “STORM”: Players can use the Storm Levers to disrupt the air stream; “WEAK”: The Warrior is Knocked Out after only one Pin. Ability cards (not shown) and/or a legend on the Team Combat Map  260  may be included for quick reference to the meaning of abilities and special rules.  
         [0044]     In Table 2 below, the information contained in the illustrative Team Combat Map  260  is presented in tabular form, with territory  269   a  being the “start here” territory:  
                                   TABLE 2                               Territory           Adjacent       Clan Region   Territory   Points   Combat Label   Special Rule(s)   Territories                   Zhangcons   261a   3   Team Combat: 2   Weak, Erode   261b, 261d, 268c,                           268d           261b   4   Team Combat: 3   Storm, Equip   261a, 261c, 261d,                       Zhangcons   268c, 269d           261c   5   Match Combat   Erode   261b, 261d, 262d,                           269d           261d   6   Match Combat   Weak, Erode   261a, 261b, 261c       Brattezans   262a   3   Team Combat: 3   Equip Brattezans   262b, 262c, 263a,                           264a, 264c, 269a,                           269d           262b   4   Team Combat: 2   Equip Brattezans,   262a, 262c, 262d,                       No Grace   269d           262c   5   Match Combat       262a, 262b, 263a           262d   6   Team Combat: 2   No counter, Storm   261c, 262b, 269d       Logons   263a   3   Team Combat: 2   No counter   262a, 262c, 263b,                           263d, 264c           263b   4   Team Combat: 3   Equip Logons   263a, 263c, 263d,                           264b, 264c           263c   5   Match Combat   Honor   263b, 263d, 264a,                           264b           263d   6   Match Combat   Honor   263a, 263b, 263d       Soroms   264a   3   Team Combat: 3   Equip Soroms   262a, 264b, 264c,                           269a, 269b           264b   4   Team Combat: 2   No counter, Equip   263b, 263c, 264a,                       Soroms   264c, 264d, 265a,                           269b           264c   5   Team Combat: 3   Storm, No Stealth   262a, 263a, 263b,                           264a, 264b           264d   6   Team Combat: 3   Raid, Storm   263c, 264b, 265a,                           265b       Kaans   265a   3   Team Combat: 3   Equip Kaans,   264b, 264d, 265b,                       Weak   265c, 265d, 269b           265b   4   Team Combat: 2   Raid, Storm   264d, 265a, 265d           265c   5   Match Combat   Equip Kaans   265a, 265d, 266b,                           269b           265d   6   Match Combat   Equip Kaans   265a, 265b, 265c       Praags   266a   3   Team Combat: 2   Equip Praags   266b, 266c, 266d,                           269a, 269b, 269c           266b   4   Team Combat: 3   Weak   265c, 266c, 269b           266c   5   Match Combat   No rage   266a, 266b, 266d,                           269b           266d   6   Match Combat   No rage, Storm   266a, 266c, 267b,                           269c       Citics   267a   3   Team Combat: 2   No raid, Equip   267b, 267c, 267d,                       Citics   268b, 268d, 269c           267b   4   Team Combat: 2   Raid, Erode   266d, 267a, 267d,                           269c           267c   5   Match Combat   No rage   267a, 267d, 268d           267d   6   Match Combat   Equip Citics   267a, 267b, 267c       Gertazons   268a   3   Team Combat: 3   Storm   268b, 269a, 269c,                           269d           268b   4   Team Combat: 3   Honor, Equip   267a, 268a, 268c,                       Gertazons   268d, 269c, 269d           268c   5   Match Combat   Storm   261a, 261b, 268b,                           268d, 269d           268d   6   Team Combat: 2   Storm   261a, 267a, 267c,                           268b, 268c       Wasteland   269a   2   Team Combat: 2   START HERE   262a, 264a, 266a,                           268a, 269b, 269c,                           269d           269b   3   Team Combat: 2   Re-fit   264a, 264b, 265a,                           265c, 266a, 266b,                           266c, 269a           269c   3   Team Combat: 2   Re-fit   266a, 266d, 267a,                           267b, 268a, 268b,                           269a           269d   3   Team Combat: 2   Re-fit   261b, 261c, 262a,                           262b, 262d, 268a,                           268b, 268c, 269a                  
 
         [0045]     To prepare for play, (1) Each player chooses different markers to place on each Territory after the player has won it. For example, different coins or extra weapons (a different color for each player), etc.; (2) Players select an equal number of Warriors to make up their army for the game. Win the game by scoring Territory points equal to three times the size of your army (i.e., for two warriors, six points to win; for three warriors, nine points to win; for four warriors, twelve points to win; for five warriors, fifteen points to win; for six warriors, eighteen points to win; and for seven warriors, twenty one points to win); (3) If players have built their fighting forces ahead of time by picking up additional Warrior Packs (sold separately), each player selects the same number of his Warriors to fight against the enemy. If using only Warriors that came with the game, the player places all Warriors in the game box (or a bag, hat, etc.). Without looking, players take turns drawing out Warriors one at a time, until each has an equal number for his army (NOTE: If you have at least five Warriors of the same Clan in your army, you may add one extra Warrior from that Clan while the Territory points needed to win remains the same); (4) Players ARM their Warriors with weapons according to their ARM ratings, if necessary taking turns selecting weapons from a common pile until the warriors are fully armed or players can use weapons from their personal collection, with weapons selected in view of color attributes that apply (NOTE: A Warrior can be equipped with no more than two of the same weapon during battle).  
         [0046]     For Team Combat, (1) Play begins in the Wasteland territory in the center of the map. Players choose a number of Warriors equal to the TEAM COMBAT number on the Territory (e.g., TEAM COMBAT:  2  Each player uses two Warriors). The first player to Knock Out both of his opponent&#39;s Warriors gets the Territory Points in that space. NOTE: If players have fewer Warriors than are required to play in a Territory, they use the number of Warriors they have remaining. (2) With power turned off, place the first two Warriors in the Arena. Place any other Warriors in the Launchers. (3) Switch on-the battle begins! (4) After one Warrior is Knocked Out, the player releases another Warrior from a Launcher to replace it. (5) Only two Warriors can be in the air at one time. If one Warrior is alone in the air and falls out before his next opponent is released, the player puts him back in the air stream. A Warrior cannot lose by knocking out himself. (6) The player who has a Warrior left in the air after all his opponents have been Knocked Out is the winner. He places his marker on that Territory and is awarded the Territory Points. (7) The winning Warrior can Disarm any ONE of his opponent&#39;s Warriors from that battle by using the Abilities of the final winning Warrior and the Abilities of the Warrior that is chosen to be disarmed. (8) When a Warrior&#39;s last weapon is removed, he is Eliminated, and removed from the game. Weapons removed are set aside and can only be reused if certain Abilities or Territory Special Rules apply. (9) The LOSER chooses the next unused adjacent Territory to fight in (adjacent means a Territory that is touching the present Territory). If there is no unused adjacent Territory, the loser can choose any other unused Territory on the board.  
         [0047]     In Match Combat, in these Territories, each player selects only ONE Warrior to represent his army. The Warrior is armed according to his Arm rating. (1) With power turned off, the player places the two Warriors in the Arena. (2) Switch on-the battle begins! (3) After a Knockout, the winning Warrior can Disarm the loser. Abilities may apply. (4) As long as both Warriors still have weapons, they battle again. Both Warriors are placed in the Arena and the switch is turned on. (5) When one of the Warriors is Knocked Out and loses his last weapon, he is Eliminated. The Eliminated warrior is removed from the game and his weapons are set aside and can only be reused if certain Abilities or Territory Special Rules apply. (6) The winner places his marker on the Territory and scores the Territory Points. The LOSER chooses the next Territory. If there is no unused adjacent Territory, the loser can choose any other unused Territory on the board.  
         [0048]     Winning the Game occurs when the first player earns the winning number of points specified at the beginning of the game. If one player Eliminates all Warriors in his opponent&#39;s army, he wins, no matter what the score is.  
         [0049]     While the present invention has been illustrated by description of several embodiments and while the illustrative embodiments have been described in considerable detail, it is not the intention of the applicants to restrict or in any way limit the scope of the appended claims to such detail. Additional advantages and modifications may readily appear to those skilled in the art.  
         [0050]     For example, although having a plurality of weapons for an individual to select and attach to a given generally spherical object may increase the enjoyment of game play, applications consistent with the present invention may include permanently fixed weapons/projects. Alternatively, such weapons/projects may be permanently attachable by the end user.  
         [0051]     For another example, while a spherical enclosure is depicted in the illustrative version, it should be appreciated with the benefit of the present disclosure that additional interactive features may be included, such as the participants projecting an object laterally into the air stream (e.g., a dart gun, another generally spherical toy). For example, a base could contain two or more air stream producing nozzles that have a degree of rotation such that each participant may suspend their respective generally spherical toy over one nozzle and direct their generally spherical toy toward the others until interaction causes a “battle” to occur, and/or use their own controllable air stream to attempt to eject another player&#39;s object.  
         [0052]     As another example, the participants may cause the single air stream to vary in intensity, direction, turbulence, narrowness, etc. by use of other styles of mechanical obstructions and/or electrical controls to impart even more unpredictability or variation into the game play. This variation may give certain types of generally spherical objects with selected attachments an advantage in certain scenarios with a disadvantage in others (e.g., heavier doing better in high volume, rotationally more stable one less perturbed by turbulent flow, off balance arrangement doing better to eject other more spherical objects in a steady state air flow). The clans or clan member types may be varied in accordance with a desired style of play.  
         [0053]     As yet another example, although a circular enclosure is depicted in the illustrative version, it should be appreciated that an enclosure may be other shapes, such as square, rectangular, pentagon, oval, etc.  
         [0054]     As yet another example, while a hollow sphere is depicted, it should be appreciated that solid (e.g., foam) objects may be used instead.