Abstract:
A method and apparatus for playing a game of chance and skill. The apparatus includes a group of dice comprising a scoring die, a challenge die, and a choice die. The scoring die relates to the scoring of points. The challenge die relates to challenging another player in attempt to take points away from the other player, and to having an opportunity to roll the choice die. The choice die provides opportunities for challenging, gaining a free turn, losing a turn, and gaining extra points. The players take turns in rolling the dice. A player becomes the winner of the game by acquiring a predetermined number of points, having a predetermined excess of points of points relative to the points of any other player, and rolling one of predetermined die combinations to end the game.

Description:
BACKGROUND OF THE INVENTION  
         [0001]    1. Technical Field  
           [0002]    The present invention relates to a method and apparatus for playing a game of chance and skill, using a group of dice for scoring, challenging, gaining a free turn, losing a turn, and gaining extra points.  
           [0003]    2. Related Art  
           [0004]    Dice games involve players rolling dice and scoring points based on the result of the rolling. A standard die is a six-sided cube having numbers 1, 2, 3, 4, 5, and 6 (or symbols representing the numbers 1-6) on the six faces of the cube. Having alternative dice with other designs and functionality, and an associated method of playing with the alternative dice, would facilitate a much more interesting and challenging game. Thus, there is a need for an alternative dice game with alternative dice having designs and functionality, and an associated method of playing with the alternative dice, such that the alternative dice game differs from dice games in current use.  
         SUMMARY OF THE INVENTION  
         [0005]    The present invention provides a game apparatus, comprising a group of dice, said group of dice including a scoring die and a challenge die:  
           [0006]    said scoring die having six faces, wherein each face of the scoring die includes a scoring symbol of N scoring symbols, wherein N is at least 2 and no greater than 6, and wherein each of the N scoring symbols appears on at least one face of the scoring die,  
           [0007]    said challenge die having six faces, wherein each face of the challenge die includes a null symbol, a challenge symbol, a pick-challenge symbol, or a choice symbol, wherein the challenge symbol and at least one of the choice symbol, the null symbol, and the pick-challenge symbol must each appear on at least one face of the challenge die, wherein if the choice symbol appears on at least one face of the challenge die then the group of dice further comprises a third die.  
           [0008]    The present invention provides a method of playing a game for play by a plurality of M players, comprising:  
           [0009]    providing a game apparatus, said game apparatus including a group of dice, said group of dice including a scoring die and a challenge die:  
           [0010]    said scoring die having six faces, wherein each face of the scoring die includes a scoring symbol of N scoring symbols, wherein N is at least 2 and no greater than 6, and wherein each of the N scoring symbols appears on at least one face of the scoring die,  
           [0011]    said challenge die having six faces, wherein each face of the challenge die includes a null symbol, a challenge symbol, a pick-challenge symbol, or a choice symbol, wherein the challenge symbol and at least one of the choice symbol, the null symbol, and the pick-challenge symbol must each appear on at least one face of the challenge die, wherein if the choice symbol appears on at least one face of the challenge die then the group of dice further comprises a third die;  
           [0012]    establishing an initial order of play wherein the M players are denoted and order-sequenced as P 1 , P 2 , . . . , P M ;  
           [0013]    initializing each player&#39;s score;  
           [0014]    playing the game in which the players each have at least one turn of play in the order of P 1 , P 2 , . . . , P M , P 1 , P 2 , . . . until an end-game condition occurs, wherein for m=1, 2, . . . , and M executing P m &#39;s turn of play includes:  
           [0015]    firstly rolling the scoring die by P m ,  
           [0016]    rolling the challenge die by P m ,  
           [0017]    if k is one of 1, 2, . . . , M such that k≠m and if one of P m  and P k  procedurally challenges a remaining other of P m  and P k  and if the one of P m  and P k  is challenge-qualified, then executing a challenge sequence between P k  and P m ;  
           [0018]    updating P m &#39;s score if P m  gains or loses points during executing P m &#39;s turn of play exclusive of any points gained or lost by P m  during the challenge sequence if executed; and  
           [0019]    ending the game by occurrence of the end-game condition.  
           [0020]    The present invention provides a scoring sheet for a Challenge Game, said scoring sheet comprising a player&#39;s portion for at least one player, said player&#39;s portion comprising a Scoring Dice column, Challenges columns, a Total Score Of Turn column, and a Total Game Score column.  
           [0021]    The present invention provides a scoring board apparatus for a Challenge Game, said scoring board apparatus comprising:  
           [0022]    a scoring board that includes a plurality of scoring regions, each said scoring region identifying a scoring value; and  
           [0023]    a plurality of score pointers, said score pointers each being placed in a scoring region of the plurality of scoring regions while the Challenge Game is being played.  
           [0024]    The present invention provides an alternative dice game with alternative dice having designs and functionality, and an associated method of playing with the alternative dice, such that the alternative dice game differs from dice games in current use. 
       
    
    
     BRIEF DESCRIPTION OF THE DRAWINGS  
       [0025]    [0025]FIG. 1 depicts a perspective view of a scoring die and a challenge die, in accordance with embodiments of the present invention.  
         [0026]    [0026]FIG. 2 depicts the scoring die and the challenge die of FIG. 1 with all faces showing, in accordance with embodiments of the present invention.  
         [0027]    [0027]FIG. 3 depicts a perspective view of a scoring die, a challenge die, and a choice die, in accordance with embodiments of the present invention.  
         [0028]    [0028]FIG. 4 depicts the scoring die, the challenge die, and the choice die of FIG. 3 with all faces showing, in accordance with embodiments of the present invention.  
         [0029]    [0029]FIG. 5 depicts a flow chart of playing a game including a player&#39;s turn of play, in accordance with embodiments of the present invention.  
         [0030]    [0030]FIG. 6 depicts a flow chart of a player&#39;s turn of play that is shown in FIG. 5, in accordance with embodiments of the present invention.  
         [0031]    [0031]FIG. 7 depicts a table of sample scoring systems, in accordance with embodiments of the present invention.  
         [0032]    [0032]FIG. 8 depicts a table of scoring power for the of sample scoring systems FIG. 7, in accordance with embodiments of the present invention.  
         [0033]    [0033]FIG. 9 depicts a scoring sheet for recording scoring by a player of the Challenge Game described by FIGS.  1 - 8 , in accordance with embodiments of the present invention.  
         [0034]    [0034]FIG. 10 depicts the scoring sheet of FIG. 9, modified to show the scores of 2 players, in accordance with embodiments of the present invention.  
         [0035]    [0035]FIG. 11 depicts a scoring board for recording scoring by players of the Challenge Game described by FIGS.  1 - 8 , in accordance with embodiments of the present invention.  
         [0036]    [0036]FIG. 12 depicts FIG. 11 with lanes added to the scoring board. 
     
    
     DETAILED DESCRIPTION OF THE INVENTION  
       [0037]    The description herein of the present invention discloses a game of chance and skill for two or more players, called the “Challenge Game.” The Challenge Game utilizes a game apparatus that includes a group of dice. In first game embodiments of the Challenge Game, the group of dice comprises two die which are depicted in FIGS. 1 and 2. In second game embodiments of the Challenge Game, the group of dice comprises three die which are depicted in FIGS. 3 and 4.  
         [0038]    [0038]FIG. 1 depicts a perspective view of a group of dice  10  which comprise a scoring die  12  and a challenge die  14 , in accordance with first game embodiments of the present invention. FIG. 2 depicts the scoring die  12  and the challenge die  14  of FIG. 1 with all faces showing, in accordance with the first game embodiments of the present invention. The scoring die  12  and the challenge die  14  each have six faces and may have the shape of a cube. The scoring die  12  and the challenge die  14  may each alternatively have another geometrical shape which has six faces, such as the shape of a rectangular solid having six faces. One, and only one, symbol appears on each face of the scoring die  12  and the challenge die  14 .  
         [0039]    There is a “scoring” symbol on each face of the scoring die  12 . FIGS. 1 and 2 show that the scoring die as having three unique scoring symbols denoted as “Green”, “Red”, and “Green &amp; BlackDot”, which respectfully stand for the color green, the color red, and the color green with a block dot embedded within the green. The particular “scoring symbols” shown in FIGS. 1 and 2 are merely illustrative. Generally, a “scoring” symbol may have any visual appearance such as, inter alia, a color, a number, a fruit (e.g., a strawberry), a scene (e.g., a portion of a flower garden), etc. While FIG. 2 shows the scoring die  12  as having three unique scoring symbols distributed on its six faces, the scoring die  12  may have as few as 2 and as many as 6 unique scoring symbols distributed on its six faces. While FIG. 2 shows the scoring die  12  as the having three unique scoring symbols each appearing on opposite faces of the scoring die  12 , any unique scoring symbol appearing on more than one face of the scoring die  12  may appear on opposite faces or on adjacent faces of the scoring die  12 . A “scoring” symbol has an attribute of directly contributing to the scoring of points if the scoring symbol is “rolled” as the Challenge Game is played. A scoring symbol is “rolled” if the scoring die is rolled (i.e., “thrown”) and, as a result, the scoring symbol appear on a face of the die that faces upward after the rolled scoring die lands (i.e., ceases to move further). A scoring symbol may contribute directly to the scoring of points in various ways as will be discussed infra. A scoring symbol contributes “directly” to the scoring of points if as a result of rolling the scoring symbol, a player&#39;s score changes by X points, wherein X is a function of the particular scoring symbol that has been rolled, and wherein X=0 is possible (i.e., the player&#39;s score increases, decreases, or remains the same). A particular symbol appearing on a die used that is used in a game cannot be considered to be a scoring symbol if the particular symbol does not directly contribute to the scoring of points in the game. A scoring symbol may also have an attribute of “scoring power” as will be discussed infra.  
         [0040]    A “Null” symbol, a “Challenge” symbol, and a “Pick-Challenge” symbol each appear on the faces of the challenge die  14 , as shown in FIGS.  1 - 2 . The “Null” (or “null”) symbol, the “Pick-Challenge” (or “pick-challenge”), and “Challenge” (or “challenge”) symbol may each have any visual appearance such as, inter alia, a color, a number, a fruit (e.g., a strawberry), a scene (e.g., a portion of a flower garden), etc. While FIG. 2 shows the challenge die  14  as having 1 challenge symbol, 4 null symbols, and 1 pick-challenge symbol distributed on its six faces, the challenge die  14  may have any distribution of null, challenge, and pick-challenge symbols on its six faces, such that the distribution must include 1 challenge symbol and either 1 pick-challenge symbol or 1 null symbol. The distribution may include both the pick-challenge symbol and the null symbol. Each of the pick-challenge symbol and the null symbol may appear on any number of faces (including zero faces) of the challenge die  14  subject to the constraint that at least one of the pick-challenge symbol and null symbol must appear on the challenge die  14 . Examples of distributions include: 1 challenge symbol, 4 null symbols, and 1 pick-challenge symbol; 2 challenge symbols, 2 null symbols, and 2 pick-challenge symbols; 1 challenge symbol and 5 null symbols; 3 challenge symbols and 3 pick-challenge symbols; etc.  
         [0041]    If the challenge die includes at least 2 null symbols, then any 2 of the at least 2 null symbols may appear on opposite faces or on adjacent faces of the challenge die  14 . If the challenge die includes at least 2 challenge symbols, then any 2 of the at least 2 challenge symbols may appear on opposite faces or on adjacent faces of the challenge die  14 . If the challenge die includes at least 2 pick-challenge symbols, then any 2 of the at least 2 pick-challenge symbols may appear on opposite faces or on adjacent faces of the challenge die  14 .  
         [0042]    The challenge symbol is defined in terms of its functionality. If the challenge symbol is rolled by a player (P) as a result of rolling the challenge die by P, then any other player (Q) may “challenge” P. A challenge of P by Q results in a “challenge” sequence between P and Q in which P and Q compete for each other&#39;s points, as will be described infra. The Challenge Game rules may require a player to be “challenge-qualified” in order to make a challenge. Being challenge-qualified means meeting predetermined standards such as, inter alia, having a positive point score (i.e., a score that is greater than zero). If the game rules do not include such standards for challenge-qualification, however, then all players are automatically challenge-qualified. A particular symbol appearing on a die used in a game cannot be considered to be a challenge symbol unless upon being rolled by P, the challenge symbol permits the challenge by Q if Q is challenge-qualified.  
         [0043]    If the “Pick-challenge” (or “pick-challenge”) symbol is rolled, then the roller of the pick-challenge symbol has an option of picking a challenge with any other player. The discussion supra relating to challenging based on rolling the challenge symbol also applies to rolling the pick-challenge symbol, including requiring a player to be “challenge-qualified” in order to make a challenge regardless of whether the challenge symbol or the pick-challenge symbol has been rolled.  
         [0044]    The null symbol is defined generally in terms of its negative functionality; i.e., of not resulting in a challenge. Thus, if a null symbol is rolled by the player P, then the null symbol may cause any action, or lack thereof, not relating to challenging (e.g. not related to the challenge symbol and not related to the pick-challenge symbol). For example, a particular null symbol, when rolled, may result in nothing being done. It is within the scope of the present invention for two null symbols appearing on the challenge die to have different functionality.  
         [0045]    [0045]FIG. 3 depicts a perspective view a group of dice  20  which comprise a scoring die  22 , and a challenge die  24 , and a choice die  26 , in accordance with second game embodiments of the present invention. FIG. 4 depicts the scoring die  22 , the challenge die  44 , and the choice die  26 , of FIG. 3 with all faces showing, in accordance with the second game embodiments of the present invention. The scoring die  22  is the same as the scoring die  12  described supra in conjunction with FIGS.  1 - 2 . The challenge die  24  and the choice die  26  each have six faces and may have the shape of a cube. The challenge die  24  and the choice die  26  may each alternatively have another geometrical shape which has six faces, such as the shape of a rectangular solid having six faces. One, and only one, symbol appears on each face of the scoring die  22 , the challenge die  24 , and the choice die  26 .  
         [0046]    A “Null” symbol, a “Challenge” symbol, a “Pick-Challenge” symbol, and a “Choice” symbol each appear on the faces of the challenge die  14 , as shown in FIGS.  3 - 4 . The “Challenge” symbol and “Pick-Challenge” symbol are the same as described supra in conjunction with FIGS.  1 - 2 . The Null” (or “null”) symbol is the same as described supra in conjunction with FIGS.  1 - 2 , except that in FIGS.  3 - 4  the null symbol may cause any action, or lack thereof, not relating to challenging and not relating to choosing whether to roll a “third die” (e.g., the choice die). See discussion infra relating to rolling a “third die” in relation to the “Choice” symbol of the challenge die. Accordingly, a particular symbol appearing on a die used in a game can be considered to be a null symbol if said symbol, upon being rolled by P, cannot cause a result relating to challenging or relating to choosing whether to roll a third die.  
         [0047]    The “Choice” (or “choice”) symbol may have any visual appearance such as, inter alia, a color, a number, a fruit (e.g., a strawberry), a scene (e.g., a portion of a flower garden), etc. While FIG. 4 shows the challenge die  24  as having 1 challenge symbol, 3 null symbols, 1 pick-challenge symbol, and 1 choice symbol distributed on its six faces, the challenge die  24  may have any distribution of null, challenge, pick-challenge, and choice symbols on its six faces, such that the distribution must include 1 challenge symbol and 1 choice symbol. The challenge die  24  may also comprise, but is not required to comprise, one or more of: the pick-challenge symbol and the null symbol. Each of the pick-challenge symbol and the null symbol may appear on any number of faces (including zero faces) of the challenge die  24  subject to the constraint that at least one of the challenge symbol and the choice symbol must appear on the challenge die  24 . Examples of distributions include: 1 challenge symbol and 3 null symbols, 1 pick-challenge symbol, and 1 choice symbol; 3 challenge symbols and 3 choice symbols; 2 challenge symbols, 2 choice symbol, and 2 null symbols; 2 challenge symbols, 2 choice symbol, and 2 pick-challenge symbols; 2 challenge symbols, 2 choice symbols, 1 null symbol, and 1 pick-challenge symbol; etc.  
         [0048]    If the challenge die includes at least 2 challenge symbols, then any 2 of the at least 2 challenge symbols may appear on opposite faces or on adjacent faces of the challenge die  24 . If the challenge die includes at least 2 choice symbols, then any 2 of the at least 2 choice symbols may appear on opposite faces or on adjacent faces of the challenge die  24 . If the challenge die includes at least 2 null symbols, then any 2 of the at least 2 null symbols may appear on opposite faces or on adjacent faces of the challenge die  24 . If the challenge die includes at least 2 pick-challenge symbols, then any 2 of the at least 2 pick-challenge symbols may appear on opposite faces or on adjacent faces of the challenge die  24 .  
         [0049]    The challenge symbol and pick-challenge symbol on the challenge die  24  has the same characteristics and functionality as has been described supra for the challenge symbol and pick-challenge symbol on the challenge die  14  appearing in FIGS.  1 - 2 .  
         [0050]    The choice symbol is defined in terms of its functionality. If the choice symbol is rolled by the player (P) as a result of rolling the challenge die by P, then P has a choice of rolling the choice die or of not rolling the choice die  26 . The choice symbol is generally defined as having the characteristic that if the choice symbol is rolled then the roller of the choice symbol has an option of rolling another die (“third die”). The third die has six faces and may have the shape of a cube. The third die may alternatively have another geometrical shape which has six faces, such as the shape of a rectangular solid having six faces. Thus, a particular symbol appearing on a die used in a game can be considered to be a choice symbol if said symbol, upon being rolled by P, provides P with a choice of rolling or not rolling a third die. It is within the scope of the present invention for two choice symbols appearing on the challenge die to each relate to the same, or a different, third die. The third die may include, inter alia, the choice die  26 .  
         [0051]    In FIG. 4, the six faces of the choice die  26  include the “Challenge” symbol, a “Pick-challenge” symbol, a “Free-turn symbol”, a “Lose-turn” symbol, and two “Free-roll” symbols. The challenge symbol and the pick-challenge symbol on the choice die  26  have the same definition and functionality as the challenge symbol and the pick-challenge symbol, respectively, on the challenge die, as described supra in conjunction with FIGS.  1 - 2 .  
         [0052]    If the “Free-turn” (or “free-turn”) symbol is rolled, then the roller of the free-turn symbol receives a free turn. The details of what constitutes a free turn will be discussed infra. Free turns need to be kept track of. A method of keeping track of free turns is to have free-turn tokens such that the roller of the free-turn symbol takes a free-turn token. Thus, the game apparatus that includes the group of dice  20  may further include at least one free-turn token. The roller of the free-turn symbol may use a free-turn token to execute an extra turn of play immediately after terminating execution of the current turn of play of the roller of the free-turn symbol. If the “Lose-turn” (or “lose-turn”) symbol is rolled, then the roller of the lose-turn symbol loses a turn. The details of what constitutes loss of a turn will be discussed infra. A game rule alternative to losing a turn upon rolling the lose-turn symbol is having points subtracted from the score of the player rolling the free-roll symbol. With the game rule alternative, the number of points to be subtracted appears explicitly (e.g., “−1” denotes subtracting 1 point) on the choice die  26  instead of “Lose-turn.” 
         [0053]    If the “Free-roll” (or “free-roll”) symbol is rolled, then the roller of the free-roll symbol may have points added or subtracted from his or her score. The number of points to be added or subtracted from having rolled the free-roll symbol may be predetermined as a static game rule or may be dynamically determined from a dynamic game rule. With a static game rule, points are added only (i.e., not subtracted) and the number of points added appears explicitly (e.g., “+1” denotes adding 1 point) on the choice die  26  instead of “Free-roll.” A dynamic game rule is implemented by rolling one or two scoring die, and adding or subtracting points based on which scoring symbol or symbols are rolled (i.e., the dynamic determination may involve rolling either one or two scoring die). Each of the two free-roll symbols shown in FIG. 4 may have a same rule or a different rule for determining the number of points to be added. For example with a static rule, a particular free-roll symbol rolled may have an associated point value (called a “math power”) which is added to the score of the player who rolled the particular free-roll symbol. Note, however, that the math power may include a negative number which will actually lower the score of the person who rolled the free-roll symbol subject to the static rule. Thus the math power increases the score if positive points are added, and decreases the score if negative points are added (or, equivalently, if positive points are subtracted). Note that math powers associated with two different free-roll symbols on the same choice die  26  may differ from each other or may be the same for each other. If a dynamic game rule applies, the dynamic game rule provides the roller of the free-roll symbol an option of immediately rolling one or two scoring die (depending on the specifics of the dynamic game rule) for gaining or losing points as a consequence of such rolling of the one or two scoring die. Said gaining or losing points as a consequence of such rolling of the one or two scoring die may, but is not required to, follow the same scoring rule(s) as described supra in conjunction with steps  52  and  60  of FIG. 6.  
         [0054]    While FIG. 4 depicts a particular configuration of symbols for the choice die  26 , the choice die  26  generally comprises the challenge symbol, the pick-challenge symbol, or both the challenge symbol and the pick-challenge symbol. The choice die  26  may also comprise, but is not required to comprise, one or more of: the free-turn symbol, the lose-turn symbol, and the free-roll symbol. Each of the challenge symbol and the pick-challenge symbol may appear on any number of faces (including zero faces) of the choice die  26  subject to the constraint that at least one of the challenge symbol and the pick-challenge symbol must appear on the choice die  26 . Each of the free-turn symbol, the lose-turn symbol, and the free-roll symbol may appear on any number of faces (including zero faces) of the choice die  26  such that no more than one symbol may appear on each face of the choice die  26 . Any of the free-turn symbol, the lose-turn symbol, and the free-roll symbol may be absent from the choice die  26 .  
         [0055]    [0055]FIG. 5 depicts a flow chart  30  of playing the Challenge Game with a plurality of M players, in accordance with embodiments of the present invention. FIG. 5 is applicable for both the game apparatus of FIGS.  1 - 2  and the game apparatus of FIGS.  3 - 4 . The Challenge Game starts with an initialization  32 , that includes providing the game apparatus which includes the group of dice  10  of FIGS.  1 - 2  or the group of dice  20  of FIGS.  3 - 4 . The Challenge Game includes three phases: an initialization phase, a game-playing phase, and a game-ending phase.  
         [0056]    The initialization  32  includes: establishing an initial order of play such that the M players are denoted and order-sequenced as P 1 , P 2 , . . . , P M ; and initializing each player&#39;s score. The M players may be order-sequenced by any method known to one of ordinary skill in the art, such as by, inter alia, drawing numbers, picking letters, etc. Each player&#39;s score may be initialized to a common initial score such as zero points. Alternatively, each player&#39;s score may be initialized to values that differ from player to player, which would permit a less skillful player to be given a higher score initially than is given to a more skillful player. This alternative initialization includes setting initial scores of players P i  and P j  to different numerical values, wherein i is one of 1, 2, . . . , M, and wherein j is another of 1, 2, . . . , M.  
         [0057]    The game comprises “rounds of play” or “rounds.” During each round, each player P m  (m=1, 2, . . . , M) has a “turn of play.” Step  34  sets m equal to  1  for the first round of play, which effectively sets P m  equal to P 1  and thus establishes that the player P 1  is the first of the M players to have a turn of play. Step  36  executes P m &#39;s turn of play in a manner to be described infra in conjunction with FIG. 6. It should be noted that during P m &#39;s turn of play, P m  and other players may have their point scores adjusted upward or downward. Step  38  determines whether the game has ended by determining whether an end-game condition has occurred. If the end-game condition has occurred, then the game ends as denoted in step  40 . If the end-game condition has not occurred, then the next player&#39;s turn of play is executed in step  36 . In accordance with step  42 , the next player after P m  to have a turn of play is P m+1  if m&lt;M, or P 1  if m=M.  
         [0058]    If the end-game condition determines a winner P i  of P 1 , P 2 , . . . , P M , then the Challenge Game may include an end-game rule stating that the end-game condition must occur during execution of one of P i &#39;s turns of play. The end-game condition may be based on any predetermined rule for ending the game. For example, the end-game condition may require having P i  reach at least a predetermined score (e.g., 10 points) during executing the aforementioned one of P i &#39;s turn of play. The end-game condition may further require that P i &#39;s score exceeds each other player&#39;s score by at least a predetermined numerical amount (e.g., by 2 points). The end-game condition may alternatively or additionally require that the game must end on a rolling by P i  of a predetermined combination of scoring symbols S A  and S B  in conjunction with a first rolling and a second rolling, respectively, (or concurrent rollings) of the scoring die by P i  during the aforementioned one of P i &#39;s turn of play. An alternative end-game rule is that the game cannot end until every player has completed his or her turn of play during the round of play in which the game ends. With the preceding alternative end-game rule, the test step  38  in FIG. 5 for ending the game should be executed after the step  42  for the case of m=M. See discussion infra, in conjunction with FIG. 6, of first and second rollings (or concurrent rollings) of the scoring die (or dice) during a turn of play.  
         [0059]    [0059]FIG. 6 depicts a flow chart  50  of the player P m &#39;s turn of play, in accordance with embodiments of the present invention. The flow chart  50  of FIG. 6 provides a detailed description of the step  36  of FIG. 5. In FIG. 6, the flow chart  50  applies specifically to the game apparatus of FIGS.  3 - 4  which includes the group of dice  20  (including scoring die  22 , challenge die  24 , and choice die  26 ) described supra in conjunction with FIGS.  3 - 4 . Although In FIG. 6, P m &#39;s turn of play starts with step  52  in which the player P m  rolls the scoring die  22  (i.e., “first rolling” of the scoring die  22 ) and the challenge die  24 : see FIG. 4). The scoring die  22  is rolled prior to, or simultaneously with, the challenge die  24 . As shown from step  54  in FIG. 6, rolling the challenge die results in rolling the null symbol, the challenge symbol, the choice symbol, or the pick-challenge symbol, respectively, thereby causing the game execution to follow the path  55 ,  56 ,  57 , or  58 , respectively. Having the game execution follow the path  55 ,  56 ,  57 , or  58  is called “executing the challenge die result” following rolling the challenge die by P m .  
         [0060]    The paths  55 ,  56 ,  57 , and  58  each lead to step  60  (exceptions to be discussed infra). In step  60 , the player P m  rolls the scoring die  22  a second time (i.e., “second rolling” of the scoring die  22 ). After the player P m  rolls the scoring die  22  for the second time in step  60 , the point score of P m  is updated in step  62  based on what occurred during P m &#39;s turn of play. Then in accordance with step  64 , execution is transferred to step  38  in the flow chart  30  of FIG. 5.  
         [0061]    The updating of P m &#39;s point score in step  62  of FIG. 6 is based on the scoring symbols S α  and S β  rolled by P m  during the first rolling (i.e., step  52 ) and the second rolling (i.e., step  60 ), respectively, of the scoring die  22 . Any scoring system based on algebraically incrementing P m &#39;s score by a number of points that is a function of S α  and S β  is within the scope of the present invention. “Algebraically incrementing” means adding positive and negative numbers in an algebraically correct manner. FIG. 7 illustrates three such exemplary scoring systems , namely Scoring Systems 1, 2 and 3 identified respectively, as “System 1”, “System 2”, and “System 3” in FIG. 7. FIG. 7 shows three scoring symbols which can result from rolling the scoring die  22 : Green &amp; BlackDot, Green, and Red. In System 1, the points scored by P m  are as shown. In Systems 2 and 3, the scoring symbols Green &amp; BlackDot, Green, and Red are assigned scoring values of 1, 0, and −1, respectively. The preceding scoring values for Systems 2 and 3 are not shown in FIG. 7. Denoting V α  and V β  as scoring values of the rolled scoring symbols S α  and S β , respectively, the points scored by P m  in System  2  is V α +V β , and the points scored by P m  in System  3  is V α +V β . For example using the aforementioned scoring values (i.e., 1, 0, −1), if S α =Green and S β =Green &amp; BlackDot, then V α =0 and V β =1 resulting in V α +V β =1 for System 2 and V α +2V β =2 for System 3, as shown in FIG. 7.  
         [0062]    The scoring symbols of the scoring die  22  each have a “scoring power” relating to the propensity of each such scoring symbol to contribute to the points scored by P m  is step  60  of FIG. 6. More specifically, the scoring power of a given scoring symbol is the points scored by P m  algebraically summed over each unique combination of S α  and S β  under the assumption that S α  is the given scoring symbol. Thus from FIG. 7 and considering the 9 rows containing points scored by P m : the scoring power of Green &amp; BlackDot for each Scoring System is the sum of the points scored in rows 1-3 of the 9 rows, the scoring power of Green for each Scoring System is the sum of the points scored in rows 4-6 of the 9 rows, and the scoring power of Red for each Scoring System is the sum of the points scored in rows 7-9 of the 9 rows. See FIG. 8 for a tabulation of the scoring powers so derived from FIG. 7. FIG. 8 shows that for each of Scoring Systems 1, 2, and 3, the scoring power of Green &amp; BlackDot exceeds the scoring power of Green, and the scoring power of Green exceeds the scoring power of Red.  
         [0063]    [0063]FIG. 6 shows the player P m  rolling the scoring die  22  (see FIG. 4) a second time in step  60  following execution of any of the paths  56 ,  57 ,  58 , or  59  associated with rolling the challenge die  24 . The game rules may alternatively require that the player P m  roll the scoring die  22  (see FIG. 4) a second time in step  52  instead of in step  60 , such that step  52  comprises rolling the scoring die  22  twice and the challenge die  24  once and that step  60  is omitted. If step  52  comprises rolling the scoring die  22  twice and the challenge die  24  once, then any ordering of rolling the scoring die  22  twice and the challenge die  24  is within the scope of the present invention, and a second scoring die  22  may be used for the second rolling. As a first example, the first rolling of the scoring die  22 , the second rolling of the scoring die  22 , and the rolling of the challenge die  24  may be sequential and in any order. As a second example, two scoring die  22  may be rolled together followed by, or preceded by, the rolling of the challenge die  24 . As a third example, two scoring die  22  and the challenge die  24  may all be rolled together. The scoring rules and possibilities described supra in conjunction with rolling the scoring die  22  a second time in step  60  also apply to the alternative rolling the scoring die  22  a second time in step  52 .  
         [0064]    In FIG. 6 and as stated supra, the null symbol, the challenge symbol, the choice symbol, or the pick-challenge symbol may be rolled as a result of rolling the challenge die  24 . It is understood herein that each of the aforementioned symbols may be rolled only for those symbols that actually appear on the challenge die  24 , and that either or both of the null symbol and pick-challenge symbol may be absent from the challenge die  24 .  
         [0065]    If the null symbol is rolled as a result of rolling the challenge die  24 , then dice rolling during execution of P m &#39;s turn of play simply amounts to executing the first rolling of the scoring die  22  and the rolling of the challenge die in step  52 , and the second rolling of the scoring die  22  in step  60  (or all such rollings in step  52  as described supra). If either the challenge symbol, pick-challenge symbol, or the choice symbol is rolled, however, then additional possibilities exist for adjusting the point scores of P m  and of other players.  
         [0066]    If in rolling challenge die  24  (see FIG. 4) in step  52  of FIG. 6 the player P m  rolls the challenge symbol, then any other player P k  (k≠m) may elect (see step  66 ) to challenge P m . Challenging P m  means engaging in a challenge sequence (see step  68 ) with P m  in a transfer of at least one point from P m  to P k  or from P k  to P m . In the challenge sequence, P k  and P m  alternate in rolling the scoring die  22  (see FIG. 4) until a particular one of P k  and P m  rolls a predetermined scoring symbol (e.g., Red). A challenge sequence initiation rule either states that P k  (i.e., the challenger) is the first to roll the scoring die  22 , or that P m  (i.e., the challengee) is the first to roll the scoring die  22 , in the challenge sequence. When the particular one of P k  and P m  rolls the predetermined scoring symbol, then a point transfer rule either states that the at least one point is transferred from the particular one of P k  and P m  to a remaining one of P k  and P m , or states that the at least one point is transferred to the particular one of P k  and P m  from the remaining one of P k  and P m .  
         [0067]    If in rolling challenge die  24  (see FIG. 4) in step  52  of FIG. 6 the player P m  rolls the pick-challenge symbol, then P m  may elect (see step  76 ) to challenge the any other player P k  (k≠m) in a challenge sequence (see step  78 ) between P m  and P k  following the same procedures and rules as was discussed supra for the situation of P m  rolling the challenge symbol, subject to the roles of P k  and P m  being interchanged. In particular, P k  and P m  are the challenger and challengee, respectively, when the pick-challenge symbol is rolled by P m , whereas P k  and P m  are the challenges and challenger, respectively, when the challenge symbol is rolled by P m .  
         [0068]    The Challenge Game rules may require a player to be “challenge-qualified” in order to make a challenge. Being “challenge-qualified” means meeting predetermined standards such as, inter alia, having a positive point score (i.e., a score that is greater than zero). If a player not challenge-qualified nonetheless makes the challenge, then said challenge by the unqualified player is illegal and void, and the player making the illegal challenge loses his or her next turn of play. Since an illegal challenge is void, any other challenge-qualified player may alternatively make the challenge. If more than one such other challenge-qualified player desires to alternatively make the challenge, then a tie-breaker rule (e.g., picking numbers or letters) determines which of the other challenge-qualified players will actually make the challenge.  
         [0069]    As shown in FIG. 6, after execution of the challenge sequence in step  68  the player P m  rolls the scoring die  22  (see FIG. 4) a second time in step  60  as described supra. The second rolling is labeled as “second” in disregard of any rolling of the scoring die  22  by P m  during the challenge sequence. An alternative play-terminating rule that is within the scope of the present invention states that after execution of the challenge sequence in step  68 , P m &#39;s turn of play is terminated such that step  60  of FIG. 6 is not executed, and a turn of play is instead executed for the next player in sequence, wherein the next player in sequence is identified in accordance with step  42  of FIG. 5. As stated supra, however, the game may be alternatively played with two rolling of the scoring die  22  and 1 rolling of the challenge die all occurring in step  52 , in which case the alternative play-terminating rule states that after execution of the challenge sequence in step  68 , P m &#39;s turn of play is terminated such that P m &#39;s score is not adjusted by P m &#39;s rolling of the 2 scoring die in step  52 . Note that either alternative play-terminating rule is optional and may be omitted.  
         [0070]    If in rolling the scoring die  22  (see FIG. 4) in step  52  of FIG. 6, the player P m  rolls the choice symbol, then P m  may elect (see step  72 ) to roll a third die, which may include, inter alia, the choice die  26 . See discussion supra relating to the third die, and see FIGS.  3 - 4  and accompanying text for a description of characteristics and properties of the choice die  26 . If P m  makes a “choice” election, then a choice sequence shall be executed as shown in FIG. 6 in step  74 . The choice sequence includes rolling the third die and also includes steps which spring from rolling the third die. The following discussion assumes that P m  rolls the choice symbol, makes the choice election, and then rolls the choice die  26 .  
         [0071]    As stated supra in conjunction with FIGS.  3 - 4 , the choice die  26  comprises the challenge symbol, the pick-challenge symbol, or both. Thus if the choice die  26  comprises the challenge symbol and if P m  rolls the challenge symbol when rolling the choice die  26 , then the any other player p k  (k≠m) may elect to challenge P m  in accordance with the same procedures and rules as was discussed supra for the situation of P m  rolling the challenge symbol when rolling the challenge die  24 . On the other hand, if the choice die  26  comprises the pick-challenge symbol and if P m  rolls the pick-challenge symbol when rolling the choice die  26 , then P m  may elect to challenge the any other player P k  (k≠m) in accordance with the same procedures and rules as was discussed supra for the situation of P m  rolling the challenge symbol when rolling the challenge die  24  or the choice die  26 , subject to the roles of P k  and P m  being interchanged. In particular, P k  and P m  are the challenger and challengee, respectively, when the pick-challenge symbol is rolled by P m , whereas P k  and P m  are the challenges and challenger, respectively, when the challenge symbol is rolled by P m .  
         [0072]    If a player makes a challenge that is in proper accord with the procedural rules stated supra (e.g., a challenge based on rolling a challenge symbol or a pick-challenge symbol), such a challenge is called a “procedural challenge,” as opposed to an improper challenge in which a player makes a challenge when such a challenge is not authorized under the game rules. In order for a procedural challenge to be allowed, however, the challenger must be challenge-qualified as discussed supra.  
         [0073]    As stated supra in conjunction with FIGS.  3 - 4 , the choice die  26  may comprise any, none, or all of: the free-roll symbol, the free-turn symbol, and lose-turn symbol. If the choice die  26  comprises the free-roll symbol and if P m  rolls the free-roll symbol when rolling the choice die  26 , then the free-roll symbol will function in accordance with a static game rule or a dynamic game rule, as discussed supra in conjunction with FIG. 4. If the choice die  26  comprises the free-turn symbol and if P m  rolls the free-turn symbol when rolling the choice die  26 , then P m  is entitled to have a free turn. Having a free turn means having the option of electing to execute an extra turn of play immediately following any of P m &#39;s normal turn of play. The rules relating to the free-turn symbol, as discussed supra in conjunction with FIGS.  3 - 4 , apply to P m . If the choice die  26  comprises the lose-turn symbol and if P m  rolls the lose-turn symbol when rolling the choice die  26 , then P m  loses a turn. Losing a turn means that P m  will not execute the steps  60  and  62  in FIG. 6; i.e., P m  will not roll the scoring die immediately after executing the choice sequence of step  74  (and will not have his or her score updated via step  62 ), but will instead terminate execution of P m &#39;s turn of play such that a turn of play is then executed for the next player in sequence, wherein the next player in sequence is identified in accordance with step  42  of FIG. 5. If the rules have both the first and second rolling of the scoring die  22  rolled in step  52 , as discussed supra, then although step  60  is irrelevant, step  62  is nevertheless not executed.  
         [0074]    As stated supra, the flow chart  50  in FIG. 6 applies specifically to the game apparatus of FIGS.  3 - 4  which includes the group of dice  20  (including scoring die  22 , challenge die  24 , and choice die  26 ) described supra in conjunction with FIGS.  3 - 4 . Nonetheless if the “Choice” path  57  and blocks  72  and  74  are deleted from FIG. 6, then the flow chart  50  and accompanying discussion herein applies also to the game apparatus of FIGS.  1 - 2  which includes the group of dice  10  (including scoring die  12  and challenge die  14 ) described supra in conjunction with FIGS.  1 - 2 . In applying the flow chart  50  of FIG. 6, and the discussion thereof, to the game apparatus of FIGS.  1 - 2 , any appearance of the scoring die  22  and challenge die  24  in said discussion thereof should be replaced by the scoring die  12  and challenge die  14 , respectively.  
         [0075]    The Challenge Game with all embodiments described herein, may be played mechanically or electronically. Playing mechanically means playing with a physical die or dice which are physically rolled by the players. Playing electronically means playing with die or dice which are represented visually as in an electronic game or a computer game such that the die or dice are electronically rolled by the players by using a computer keyboard, joystick, or other device that is coupled to an electronic medium such as a computer. The result of rolling the die electronically may be implemented by software, which may include picking random numbers from a statistical distribution.  
         [0076]    [0076]FIG. 9 depicts a scoring sheet  80  for the Challenge Game that has been described herein in conjunction with FIGS.  1 - 8 , in accordance with embodiments of the present invention. FIG. 9 records scoring by one player of the Challenge Game. FIG. 10 depicts a scoring sheet  85 , which represents the scoring sheet  80  of FIG. 9 as modified (and filled in) to show the scoring by 2 players. Any portion of a scoring sheet that records the scoring of one player is called a “player&#39;s portion” of the scoring sheet. Thus the scoring sheet  80  of FIG. 9 includes one player&#39;s portion, and the the scoring sheet  85  of FIG. 10 includes two player&#39;s portions. The columns of each player&#39;s portion in FIGS. 9 and 10 are defined as follows with particular reference to “Player A” of FIG. 10. Generally, a player&#39;s portion comprises an “n” column, a “Scoring Dice” column, “Challenges” columns, “Choice Die” columns, a “Total Score Of Turn” column, and a “Total Game Score” column. The “Choice Die” columns may be omitted for the first game embodiments of FIGS.  1 - 2 . The preceding terms (“n” column, “Scoring Dice” column, “Challenges” columns, “Choice Die” columns, a “Total Score Of Turn” column, and a “Total Game Score” column) are labels, as well as column headings, which generically define the content of the columns. Note that these labels headings may be varied in any manner such that the labels define the content of the columns.  
         [0077]    The “n” column identifies a “round of play” or “round.” In each round, each player has a turn of play.  
         [0078]    The “Scoring Dice” column records an amount of points to be added (positive or negative numbers) as a result of rolling the scoring die or dice in accordance with steps  52  and  60  (or step  52  only) of FIG. 6  
         [0079]    The “Challenges” columns records all challenges made by, or of, Player A during the round. Each column of the Challenges columns relates to a different challenge involving Player A. If there are more than two players in the game, an option is to place the initials of the other player (i.e., other than Player A) involved in a challenge next to the amount added in the pertinent Challenges column of Player A, which may be used to assist in recalling later who was the other player who challenged Player A and how the result of the challenge occurred.  
         [0080]    The “Choice Die” two columns are: a “Side” column and a “Results” column. The Side column records the symbol rolled from rolling the choice die. In the Side column for Player A, “FR” stands for the free-roll symbol, “FT” stands for the free-turn symbol, “chall” stands for the challenge symbol, “PAC” stands for the pick-challenge symbol, and “used” next to FT denotes that the free-turn has been used. The Results column records points (i.e., positive points or negative points) added as a result of rolling the choice die.  
         [0081]    The “Total Score Of Turn” column records, for each row, a summation of all Scoring Dice points, Challenges Results points, and Choice Die Results points.  
         [0082]    The “Total Game Score” column records the cumulative value of the Total Score Of Turn column. As stated supra, the initializing of each player&#39;s score may include setting the initial score of each player to a common initial score (e.g., zero), or to different initial scores for the players. The Total Score Of Turn value in the n=1 row could be used to record the initial score of each player. Alternatively, there could be a n=0 row preceding the n=1 row, for recording the initial score of each player.  
         [0083]    [0083]FIG. 10 shows how a partially used scoring sheet could be used for scoring two games. In FIG. 10, each game includes an end-game condition of the winner having at least 11 points and at least 2 points more than the points of any other player.  
         [0084]    The scoring sheets of the present invention may include having a scoring sheet that accommodates scores of one player (e.g., see the scoring sheet  80  of FIG. 9), a scoring sheet that accommodates scores of two players (e.g., see the scoring sheet  85  of FIG. 10), and a scoring sheet that accommodates scores of more than two players (e.g., by adding a third Player C to FIG. 10 by: making the columns of FIG. 10 thinner, or by making the width of FIG. 10 bigger).  
         [0085]    While FIGS. 9 and 10, are structured in a particular format, the scope of the present invention includes all variations of FIGS. 9 and 10, as would be obvious to one of ordinary skill in the art, that includes equivalent scoring-related information.  
         [0086]    [0086]FIG. 11 depicts a scoring board  90  for the Challenge Game that has been described herein in conjunction with FIGS.  1 - 8 , in accordance with embodiments of the present invention. The scoring board  90  is divided into a plurality of scoring regions. In FIG. 11, the scoring regions  101 ,  102 , . . . ,  106 , . . . ,  110 ,  111  include cumulative scoring values −5, −4, . . . , 0, . . . , +4, +5, respectively. Note that the scoring value of “0” in the scoring region  106  is denoted by the word “START” rather than by the number “0” in order to emphasize that the initial or starting value of each player is typically 0, even though some players may start the game with an initial score other than 0 as explained supra. Generally, each scoring region may contain any symbol that is assigned a numerical cumulative score. As a first example as illustrated in FIG. 11, the scoring regions may contain integers to stand for cumulative scores. As a second example, the scoring regions may contain alphabetical characters (e.g., A, B, C, . . . or equivalents thereof in a non-English language such as α, β, γ, . . . in Greek) to stand for cumulative scores. While FIG. 11 shows the board  90  as having only  11  scoring regions with associated minimum and maximum cumulative scores of −5 and +5, respectively, the scoring board  90  may have at least as many scoring regions as are required to include the possible cumulative scores which may occur in a game. For example, if the possible cumulative scores in a game are 0, ±1, ±1, . . . , ±9, then the board  90  has at least 19 scoring regions. It is also within the scope of the present invention to include less than a maximum number of cumulative scores. For example if the game rules does not limit how algebraically negative a player&#39;s score may be, then the player&#39;s score can become arbitrarily negative (e.g., −999 which can theoretically occur). Thus, it may be practical have the scoring board  90  include at least as many scoring regions as are required to include the possible positive cumulative scores which may occur in a game, with no corresponding limitation as to the negative cumulative scores.  
         [0087]    [0087]FIG. 11 depicts score pointers  91 ,  92 , and  93 . Each such score pointer is identified with a player, and the region in which the score pointer is placed designates the cumulative score for the player. For example, if the score pointers  91 ,  92 , and  93  are identified with players Bob, Joe, and Ken, respectively, then FIG. 11 shows that Bob, Joe, and Ken have cumulative scores of −2, +1, and +3, respectively. While FIG. 11 shows the score pointers  91 ,  92 , and  93  to be differentiated by geometric shape (i.e., the score pointers  91 ,  92 , and  93  have circular, square, and hexagonal shapes, respectively), the score pointers  91 ,  92 , and  93  may be differentiated by any other characteristic such as color, size, etc. Generally, the scoring pointers  91 ,  92 , and  93 . each comprise any object (e.g., a coin, a nut, a jewel, a piece of paper, etc.) that geometrically fits within each scoring region  101 ,  102 , . . . ,  106 , . . . ,  110 , and  111 .  
         [0088]    While the scoring board  90  is shown in FIG. 11 to have a rectangular shape, the scoring board  90  may have any geometric shape such as a curved shape, a circular shape, a sequence of rectangles making a non-zero angle with each other, etc. While the scoring regions  101 ,  102 , . . . ,  106 , . . . ,  110 ,  111  are each shown in FIG. 11 to have about the same geometric dimensions, the scoring regions  101 ,  102 , . . . ,  106 , . . . ,  110 ,  111  may generally have the same or different geometric dimensions. For example any two scoring regions may have different thicknesses in the direction  99 .  
         [0089]    [0089]FIG. 12 depicts FIG. 11 with lanes  95 ,  96 ,  97 , and  98  added to the scoring board  90 . The lane  95  includes the cumulative scoring values −5, −4, . . . , 0, . . . , +4, +5, respectively. The lanes  96 ,  97 , and  98  are each reserved for a unique player. Thus in the example stated supra in conjunction with FIG. 11, the players Bob, Joe, and Ken have reserved the lanes  98 ,  97 , and  96 , respectively, showing their cumulative scores −2, +1, and +3, respectively. In addition to denoting the possible cumulative scores, the lane  95  could also be reserved for a player. Although the lane  95  is located on a same side of the lanes  96 ,  97 , and  98 , the lane  95  may be positioned in any manner relative to the lanes  96 ,  97 , and  98 . Although the board  90  in FIG. 2 shows 4 lanes (including the lane  95  for denoting cumulative scores), the board  90  generally includes a plurality of lanes. If the scoring board  90  has scoring lanes, then the score pointers need not he intrinsically distinguishable from each other (or one another), since the score pointers may be distinguished by the lanes in which the score pointers are placed.  
         [0090]    While particular embodiments of the present invention have been described herein for purposes of illustration, many modifications and changes will become apparent to those skilled in the art. Accordingly, the appended claims are intended to encompass all such modifications and changes as fall within the true spirit and scope of this invention.