Abstract:
In a board game playing method, an offensive play selection card (PSC) having at least one action is selected and a defensive PSC having at least one action is selected. A die is rolled to yield a first value in connection with the offensive PSC. A marker is positioned on a board in response to an action on the offensive PSC corresponding to the first value. The die is rolled to yield a second value in connection with the defensive PSC. The marker is positioned on the board in response to an action on the defensive PSC corresponding to the second value. The foregoing steps of rolling the die and positioning the marker are repeated until a predetermined condition is satisfied.

Description:
CROSS REFERENCE TO RELATED APPLICATION  
       [0001]     This application is based on U.S. Provisional Patent Application No. 60/799,369 filed May 10, 2006, on which priority of this patent application is based and which is hereby incorporated by reference in its entirety. 
     
    
     BACKGROUND OF THE INVENTION  
       [0002]     1. Field of the Invention  
         [0003]     This invention relates to board games. In particular, to a football board game in which one or more dice, poker cards and play selection cards are used as a mechanism for play.  
         [0004]     2. Description of Related Art  
         [0005]     American football is a well-known outdoor sport in the United States. Many games have been created to simulate actual football, and to allow two players to enjoy a game. Many of these games involve boards, computers, cards and dice. The invention is to provide a football board game that is fun to learn and play and involves chance.  
       SUMMARY OF THE INVENTION  
       [0006]     A board game playing method comprises (a) selecting an offensive play selection card (PSC) comprising at least one action; (b) selecting a defensive PSC comprising at least one action; (c) rolling die to yield a first value in connection with the offensive PSC; (d) positioning a marker on a board in response to an action on the offensive PSC corresponding to the first value; (e) rolling die to yield a second value in connection with the defensive PSC; (f) positioning the marker on the board in response to an action on the defensive PSC corresponding to the second value; and (g) repeating steps (c)(f) until a predetermined condition is satisfied.  
         [0007]     Step (g) can include, prior to at least one repetition of steps (c)-(f), selecting at least one of another offensive PSC or another defensive PSC.  
         [0008]     Each PSC can further comprise a type “run” or “pass”.  
         [0009]     The method can further include: during each iteration of steps (c)-(f) and prior to each iteration of step (e), comparing the type of the offensive PSC and the type of the defensive PSC; and if the types are the same, then performing steps (e) and (f), otherwise go directly to step (g) bypassing steps (e) and (f).  
         [0010]     The predetermined condition can be either a point limit or a time limit.  
         [0011]     The board can include a playing field in the form of a reduced size conventional football field including lines corresponding to yard lines of the conventional football field.  
         [0012]     The marker can have a football shape.  
         [0013]     The action can include one of a yard amount or football move. The football move can include one of: a fumble, a kick, a sack, an interception, a touch-back, an incomplete pass, a touchdown, a blitz, a fair-catch, a pass interference, a penalty, a good kick, a wide left, a two point conversion and an extra point good.  
         [0014]     The offensive PSC can further include at least one condition and an instruction to occur when the condition is satisfied. The condition can be a player drawing either a red or black poker card; the player drawing a trivia card and answering a question thereon correctly; or the player drawing a trivia card and the player&#39;s opponent answering a question thereon correctly.  
         [0015]     The method can further include: selecting a Kick-Off PSC having at least one action; rolling a die to yield a kick-off value; and positioning the marker on a board based on an action on the Kick-Off PSC corresponding to the kick-off value.  
         [0016]     The method can further include: selecting a Field Goal PSC having at least one action; rolling a die to yield a field goal value; and updating a score based on an action on the Field Goal PSC corresponding to the field goal value.  
         [0017]     Another embodiment board game playing method includes: (a) rolling a die to yield a first value; (b) positioning a marker on a board corresponding to the first value; (c) rolling a die to yield a second value; and (d) moving said marker on the board corresponding to the second value.  
         [0018]     The method can further include selecting at least one card, wherein each card can include at least one of: an action, an instruction, a condition or a trivia question.  
         [0019]     The method can further include: matching each value to an action on one of the cards; and moving the marker according to the matched action. 
     
    
     BRIEF DESCRIPTION OF THE DRAWING(S)  
       [0020]      FIG. 1  is a top view of a football field board used in a football game of the present invention;  
         [0021]      FIG. 2  depicts a football marker used in a football game of the present invention;  
         [0022]      FIG. 3  is a step diagram showing the method steps of embodiment of the invention;  
         [0023]      FIG. 4  is an illustration of a run offense Player Selection Card;  
         [0024]      FIG. 5  is an illustration of a run defense Player Selection Card;  
         [0025]      FIG. 6  is an illustration of an offensive pass Player Selection Card;  
         [0026]      FIG. 7  is an illustration of a pass defense Player Selection Card;  
         [0027]      FIG. 8  is an illustration of a kickoff Player Selection Card;  
         [0028]      FIG. 9  is an illustration of a punt Player Selection Card;  
         [0029]      FIG. 10  is an illustration of a kickoff return Player Selection Card;  
         [0030]      FIG. 11  is an illustration of a punt return Player Selection Card;  
         [0031]      FIG. 12  is an illustration of a field goal Player Selection Card;  
         [0032]      FIG. 13  is an illustration of an extra point Player Selection Card;  
         [0033]      FIG. 14   a  is a front view of a Trivia Card; and  
         [0034]      FIG. 14   b  is a back view of a Trivia Card. 
     
    
     DETAILED DESCRIPTION OF THE INVENTION  
       [0035]     Referring to  FIG. 1 , a top view of a football field board  10  is shown. Board  10  has a first poker card indicator  12 , a second poker card indicator  14 , first trivia card indicator  16 , a second trivia card indicator  18 , a first goal line  20 , a second goal line  22 , a first out-of-bounds line  24  and a second out-of-bounds line  26 .  
         [0036]      FIG. 2  shows a football marker  30  that can be used to represent the field position of a line of scrimmage  32  on the board  10 . Football marker  30  also has a home pointer  34  and an away pointer  36 . Football marker  30  is placed on football board game  10  and moved along the board as the players advance their positions. The player on offense can score a touchdown when the play of the game causes the line of scrimmage  32  to move across first goal line  20  or second goal line  22  of football board game  10 . The player(s) on offense can score points by successfully kicking a field goal or any other ways possible under American football game rules.  
         [0037]     Play Selection Cards  
         [0038]     With reference to  FIG. 4 , a Run Play Selection Card (“PSC”)  200  is shown. Run PSC  200  is for the offensive team to use for running plays. Run PSC  200  includes reference numbers  1 - 6  for corresponding actions  202  including: +2 yards, +4 yards, +6 yards, +8 yards, +10 yards and +12 yards, respectively. Run PSC  200  also has for reference numbers  1 ,  4  and  6 , columns of corresponding conditions  204  and/or instructions  206 . In Run PSC  200 , reference number  1  has condition PC Red (red poker card) and instruction +6; reference number  4  has condition PC Black (black poker card) and instruction +10; and reference number  6  has dual conditions TR (trivia card) and PC-Red (red poker card) and instruction Fumble.  
         [0039]     With reference to  FIG. 5 , a Run Defense PSC  230  is shown. Run Defense PSC  230  is for the defensive team plays to use to counter an offensive team run. Run PSC  230  includes reference numbers  1 - 6  for corresponding actions  232  including: −0 yards, Blitz, +2 yards, −2 yards, +1 yard and −3 yards, respectively. Run Defense PSC  230  also has for reference numbers  2 ,  3  and  5 , columns of corresponding conditions  234  and/or instructions  236 . In Run Defense PSC  230 , reference number  2  has condition PCB (black poker card) and instruction −2, and an alternative condition PCR (red poker card) and alternative instruction −4; reference number  3  has condition PC Black (black poker card) and instruction Fumble; reference number  5  has condition PC Red (red poker card) and instruction −3 yards; and reference number  6  has condition TC (trivia card).  
         [0040]     With reference to  FIG. 6 , a Pass PSC  250  is shown. Pass PSC  250  is for the offensive team to use for passing plays. Pass PSC  250  includes reference numbers  1 - 6  for corresponding actions  252  including: +5 yards, Incomplete, +10 yards, +15 yards, +20 yards and +35 yards, respectively. Pass PSC  250  also has for reference numbers  3 ,  5  and  6 , columns of corresponding conditions  252  and/or instructions  254 . In Pass PSC  250 , reference number  3  has condition PC Black (black poker card) and instruction Int. (Interception); reference number  5  has condition PC Red (red poker card) and instruction Incomp. (Incomplete); and reference number  6  has condition TC (trivia card).  
         [0041]     With reference to  FIG. 7 , a Pass Defense PSC  260  is shown. Pass Defense PSC  260  is for the defensive team to use to counter an offensive pass. Pass Defense PSC  260  includes reference numbers  1 - 6  for corresponding actions  262  including: Zone −0 yards; Zone +4 yards; Blitz −6 yards; Pass Interference +½ to Goal; Man to Man −0 yards; and Blitz −3 yards, respectively. Pass Defense PSC  260  also has for reference numbers  2 ,  3 , and  6 , columns of corresponding conditions  264  and/or instructions  266 . In Pass Defense PSC  260 , reference number  2  has condition PCB (black poker card) and instruction +4 yards; reference number  3  has condition PCR (red poker card) and instruction Intercep (Interception); and reference number  6  has condition TR (trivia card).  
         [0042]     With reference to  FIG. 8 , a Kick-Off PSC  270  is shown. Kick-Off PSC  270  is for the kicking team to use when starting a game or after a score. Kick-Off PSC  270  includes reference numbers  1 - 6  for corresponding actions  272  including: Touch Back; 2 Yard Line; 10 Yard Line; Touch Back; 30 Yard Line; and Touch Back, respectively. Kick-Off PSC  270  also has for reference numbers  1 ,  3  and  5  columns of corresponding conditions  274  and/or instructions  276 . In Kick-Off PSC  270 , reference number  1  has condition PC Red (red poker card) and instruction Fumble; reference number  3  has condition PC Black (black poker card) and instruction +20; and reference number  5  has condition TC (trivia card).  
         [0043]     With reference to  FIG. 9 , a Punt PSC  280  is shown. Punt PSC  280  is for the offensive team to use when punting the ball. Punt PSC  280  includes reference numbers  1 - 6  for corresponding actions  282  including: +30 yards; +35 yards; +40 yards; +43 yards; +50 yards; and +52 yards, respectively. Punt PSC  282  also has for reference numbers  1 ,  3  and  6 , columns of corresponding conditions  284  and instructions  286 . In Punt PSC  282 , reference number  1  has condition PC Black (black poker card); reference number  3  has dual conditions TR (trivia card), PC Black (black poker card) and instruction Fumb (Fumble); and reference number  6  has condition PCRed (red poker card).  
         [0044]     With reference to  FIG. 10 , a Kick-Off Return PSC  290  is shown. Kick-Off Return PSC  290  is for the returning team to use on a kick-off return play. Kick-Off Return PSC  290  includes reference numbers  1 - 6  for corresponding actions  292  including: +0 yards; +5 yards; +10 yards; +15 yards; +20 yards; and +25 yards, respectively. Kick-Off PSC  290  also has for reference numbers  1 ,  3 ,  4 ,  5  and  6 , columns of corresponding conditions  294  and/or instructions  296 . In Kick-Off PSC  290 , reference number  1  has condition PC Red (red poker card) and instruction Fumble; reference number  3  has condition PC Black (black poker card) and instruction +20; reference number  4  has condition PC Black Ace (black poker card Ace) and instruction TD (touchdown); reference number  5  has condition TC (trivia card); and reference number  6  has condition PC Red (red poker card) and instruction  31  10 yards.  
         [0045]     With reference to  FIG. 11 , a Punt Return PSC  300  is shown. Punt Return PSC  300  is for the returning team to use on a punt play. Punt Return PSC  300  includes reference numbers  1 - 6  for corresponding actions  302  including: Fair Catch; +5 yards; +10 yards; +15 yards; Fair Catch; and +20 yards, respectively. Punt Return PSC  300  also has for reference numbers  3 ,  4  and  6 , columns of corresponding conditions  304  and/or instructions  306 . In Punt Return PSC  300 , reference number  3  has condition PC Black (black poker card) and instruction Fumble; reference number  4  has condition TR (trivia card); and reference number  6  has condition PC Red (red poker card) Face and instruction TD (touchdown).  
         [0046]     With reference to  FIG. 12 , a Field Goal PSC  310  is shown. Field Goal PSC  310  is for the offense team to use when attempting a field goal. Field Goal PSC  310  includes reference numbers  1 - 6  for corresponding actions  312  including: Good, if less than 40 yards; Good if less than 30 yards; Wide Left; Good, if less than 50 yards; Good if less than 40 yards; and Good any yardage, respectively. Field Goal PSC  310  also has for reference numbers  4  and  6 , columns of corresponding conditions  314  and/or instructions  316 . In Field Goal PSC  310 , reference number  4  has condition PCB (black poker card); and reference number  6  has condition PC Red (red poker card) and instruction Blk (Block).  
         [0047]     With reference to  FIG. 13 , an Extra Point PSC  320  is shown. Extra Point PSC  320  is for the offensive team to use when attempting an extra point after touchdown. Extra Point PSC  320  includes reference numbers  1 - 6  for corresponding actions  322  including: Field Goal Good; Field Goal Bad; 2 Point Conversion Good; Field Goal Good; Field Goal Bad; and Field Goal Good, respectively. Extra Point PSC  320  also has for reference numbers  1 ,  3  and  6 , columns of corresponding conditions  324  and/or instructions  326 . In Extra Point PSC  320 , reference number  1  has condition PC Red (red poker card) and instruction Blk (Block); reference number  3  has condition TR (trivia card); and reference number  6  has condition PC Black (black poker card).  
         [0000]     Trivia Cards  
         [0048]     With reference to  FIG. 14   a,  a non-limiting example of a Trivia Card  350  is shown. The front  353  of Trivia Card  350  has six questions  352  corresponding to numbers  1 - 6 . With reference to  FIG. 14   b,  the back  356  of Trivia Card  350  has numbers  1 - 6  corresponding to numbers  1 - 6  on the front  353  of Trivia Card  350  in  FIG. 14   a.  Answers  354  on back  356  of Trivia card  350  correspond to numbers  1 - 6  and their corresponding questions.  
         [0000]     Overview of Game Steps and Decisions  
         [0049]     Referring to  FIG. 3 , the steps of a football game of the present invention are shown. In steps  102  and  104 , players pick a home team and an away team and determine which team receives or kicks off the football, e.g., coin flips or die roll(s) can be used to make these determinations. At step  106 , the kickoff begins. The kickoff procedure begins at step  110  with the kickoff team selecting a Kick-Off PSC  270  ( FIG. 8 ) and rolling a die to determine an instruction on the selected Kick-Off PSC  270  ( FIG. 8 ). Next, the value shown on the die is matched to a number on the Kick-Off PSC  270  to enable action on board  10 . Each number on a Kick-Off PSC  270  has an action. The kickoff team moves the line of scrimmage  32  of football marker  30  to the appropriate position on the football game board  10  as set forth by the action for the number on the Kick-Off PSC  270 . For example, if the kicking team rolls a die and determines the number is 3, then the action  272  of Kick-Off PSC  270  ( FIG. 8 ) associated with reference number  3  is 10 yard line, meaning the line of scrimmage  32  of football marker  30  is placed on the appropriate 10 yard line. The condition and instruction at reference number  3  states PC Black (black poker card) and +20, meaning if the kicking team flips over a Black Poker Card, then the line of scrimmage  32  of football marker  30  will move an additional +20 yards to the appropriate 30 yard line of board  10 . However, if the player flips over red, then the line of scrimmage  32  of football marker  30  stays at the 10 yard line.  
         [0050]     At step  112 , the receiving team selects a Kick-Off Return PSC  290  ( FIG. 10 ) and rolls a die to determine an instruction on the selected Kick-Off Return PSC  290 . The value on the die is matched with the number on the Kick-Off Return PSC  290  ( FIG. 10 ) and the line of scrimmage  32  of football marker  30  is moved as instructed on Kick-Off Return PSC  290 . For example, assume the line of scrimmage  32  of football marker  30  is on the 10 yard line, and the value of the die is 5. Kick-Off Return  290  ( FIG. 10 ) at number  5  has action  292  of +20 yards and a condition TC (trivia card). Collectively, this action and condition means that if the receiving team answers a Trivia Card question from the kicking team correctly, then the ball will move an additional +20 yards to the appropriate 30 yard line. If the Trivia Card is not answered correctly, then the ball remains on the 10 yard line. The receiving team now becomes the offensive team and the kicking team becomes the defensive team.  
         [0051]     At step  108 , regular play begins comprising steps  116 - 122 , which are steps that correspond to the offensive and defensive plays that make up much of a normal American football game. At step  116 , the offensive team selects an offensive PSC (Run PSC  200  or Pass PSC  250 ) and places the selected offensive PSC face down on board  10 . Next, the defensive team selects a defense PSC (Defense PSC  230  or Defense PSC  260 ) and places the selected defense PSC face down on board  10 . It is envisioned that these selections may also come from a pile of offensive and defensive PSC&#39;s without knowledge of either side as to the PSC being selected, i.e., a blind selection of PSC&#39;s face down. At step  118 , the offensive team rolls the die and finds the move by matching the value shown on the die to a number on the selected offense PSC. The offensive team moves the line of scrimmage  32  of football marker  30  the appropriate distance on board  10 . At step  120 , the defensive team looks at its defense PSC and compares it to the offensive PSC of the offensive team. If both the offensive team and the defensive team have the same selected type PSC (run or pass), then a match occurs. If there is a match, then the defensive team rolls the die and moves the line of scrimmage  32  of football marker  30  the appropriate distance on board  10  according to the defense PSC. However, if the defensive team selected a type PSC (run or pass) different than the type PSC (run or type) the offensive team selected, that then the defensive team does not take a turn.  
         [0052]     Next, if the offensive team decides to punt at decision  126  ( FIG. 3 ), the play moves to step  106  kickoff/punt. In a punt, the teams follow the steps similar to those for a kickoff except, in a punt, a Punt PSC  280  ( FIG. 9 ) is used. If the offensive team does not punt at decision  126 , at decision  128  the offensive team decides on a field goal. For a field goal, the offensive team first rolls the die to determine the move on a selected Field Goal PSC  310  ( FIG. 12 ) at step  132 . If the field goal is good, the score is updated by three. Play continues with a kickoff after a field goal try at step  106 .  
         [0053]     If the offensive team did not try a field goal, the next possibility is decision  130  questioning if a touchdown was scored. If the offensive team has scored a touchdown, then play moves to step  132  for an extra point try by way of a selected PSC  320  ( FIG. 13 ) and a corresponding die roll. The score is updated, if applicable, in step  134  depending on the kicking result of the extra point and play resumes at the kickoff step  106 . Finally, the last alternative at decision  136  is a turnover in the case of a fumble, interception or turnover on downs. After a turnover, change of possession takes place at step  138 , where the offensive team becomes the defensive team and vice versa, and play returns to step  108 . If the offensive team is not punting, then play continues by repeating steps  116 - 122 .  
         [0054]     Play continues with teams alternating on offense and defense with changes occurring through either turnovers, touchdowns, field goals or punting. As in American football, the offense retains possession of the ball for first, second and third downs and repeats the steps of choosing a PSC, rolling the die, finding an instruction on a PSC and moving the marker with the defense taking a turn when the proper defense is selected.  
         [0055]     Prior to beginning the game, teams can agree on a point limit or a time limit. Play ends when the agreed upon limit is reached.  
         [0000]     Game Examples  
         [0056]     Detailed illustrations of offensive and defensive moves using PSC&#39;s follow. Beginning at step  116  ( FIG. 3 ) where the offensive team selects an offensive PSC, e.g., Run PSC  200  ( FIG. 4 ), the defensive team selects a PSC, for example, Run Defense PSC  230  ( FIG. 5 ). The offensive team then turns over Run PSC  200 , rolls the die and determines the value. For example, if the offensive team rolls the die and determines the value is a 4, the offensive team matches the value 4 on the die with the reference number  4  of Run PSC  200 . Associated with reference number  4  on Run PSC  200  is “+8 Yards.” Therefore, the offensive team moves the line of scrimmage  32  of football marker  30  a positive eight yards on board  10 . Also, associated with the number  4  of PSC  200  is condition PC Black (black poker card) and an adjacent instruction +10. Condition PC Black (black poker card) indicates that the offensive team should take a poker card from a stack of poker cards placed atop one of the poker card indicators  12  or  14  of board  10 , depending upon which side of board  10  the offensive team is playing from. The poker card stack on each poker card indicator can be a partial or full stack of shuffled playing cards. If the card that the offensive team selects is black, then the condition is true and the offensive team further moves the line of scrimmage  32  of football marker  30  as stated in instruction  206 , i.e., +10 yards in the direction towards the opponent&#39;s goal line, for a total of +18 Yards. If the offensive team had chosen a red card, however, the condition is false and the line of scrimmage  32  of football marker  30  is not moved any further beyond the “+8 Yards” it was moved in response to rolling the die value of 4 for Run PSC  200  ( FIG. 4 ). At this point, the offensive team has finished its move.  
         [0057]     Next, the defensive team turns over the selected defensive PSC. Assume Run Defense PSC  230  ( FIG. 5 ) is the card that the defensive team selected. In this case, since Run Defense PSC  230  is a running play and since the offensive team selected a running play, the defensive team rolls the die to determine a move. For example, if the defensive team rolls a value of 2, the defensive team looks at reference number  2  of Run Defense PSC  230  and finds the corresponding action  232 . In Run Defense PSC  230 , the action  232  for reference number  2  is “Blitz,” meaning the defensive team can recover lost yardage. For the “Blitz” action, there are two conditions with different outcomes. In the first condition  234 , if the defensive team selects a black poker card (PCB) from the stack of poker cards placed atop the corresponding poker card indicators  12  or  14 , then instruction  236  is followed and the line of scrimmage  32  of football marker  30  is moved −2 yards from the defensive team&#39;s goal. In the alternative condition  240 , if the defensive team selects a red poker card (PCR), the defensive team follows alternative instruction  242  and moves the line of scrimmage  32  of football marker  30  −4 yards. In the latter instance, since the offensive team moved +8 yards and the defensive team gained back 4 yards, there was a net gain of 4 yards.  
         [0058]     Now, at second down, at step  116 , the offensive team selects, for example, the Run PSC  200  ( FIG. 4 ) and the defensive team selects a PSC and places it face down. Next, the offensive team rolls a die showing a value of 6. Associated with reference number  6  on Run PSC  200 , the action  232  is “+12 yards.” The offensive team therefore moves the line of scrimmage  32  of football marker  30  +12 yards toward the defensive team&#39;s goal line. In addition, there is also a dual condition  204  “TR, PC-Red” associated with reference number  6  of Run PSC  200 . “TR” indicates the offensive team must answer correctly the defensive team&#39;s trivia question  352  from a trivia card  350  ( FIG. 14   a ) taken from a stack of trivia cards on a first trivia card indicator  16  or a second trivia card indicator  18 , in order to satisfy the condition. The trivia question  352  is selected by the defensive team from one or more questions  352 , e.g.,  1 - 6 , on the front  353  of Trivia Card  350 . Selection of the trivia question on Trivia Card  350  can occur through other modes, such as rolling a die. However, selection in the present embodiment is by preference. The defensive team selects a question  352 , for example, the question corresponding to number 1, “who was the first player drafted in the first draft in 1936?” The offensive team answers the question “Jay Berwanger.” The defensive team checks the answer  354  on back  356  of Trivia card  350 . Each Trivia Card may have more or less than 6 questions and may have answers on the front next to the question.  
         [0059]     After the offensive team answers the trivia question correctly, to satisfy fully condition  204 , the offensive team must also select a red poker card (PC Red) from the appropriate stack. If the offensive team selects red, the ball is fumbled. Play then moves to step  136  via steps  126 - 130  on a turnover. A fumble has occurred and a change of possession occurs at step  138 . The change of possession, as in American football, gives the ball to the other team at the spot of the fumble, in this case the fumble occurred after the offensive team had gained 12 yards so the ball is recovered at that spot and play returns to step  108 .  
         [0060]     While only a single PSC has been given for each play type, for example, one Run PSC for offense, if desired, a plurality of PSC&#39;s can be created for any or all of the play types, i.e., Run, Run Defense, Pass, Pass Defense, Kick-Off, Punt, Kick-Off Return, Punt Return, Field Goal and Extra Point. For example, there can be a plurality of Run PSC&#39;s and a plurality Run Defense PSC&#39;s. The rules can be adjusted to force a player to select a PSC previously unused. In addition, PSC&#39;s can be created with more or less than six reference numbers. Multiple die can be rolled to provide additional combinations. The actions, conditions and instructions can be arranged in various different orders.  
         [0061]     It will be readily appreciated by those skilled in the art that modifications may be made to the invention without departing from the concepts disclosed in the foregoing description. For example, the actions, conditions and/or instructions shown on each PSC are for example only are not to be construed as limiting the invention. Moreover, the illustration and/or discussion of any combination of action, condition and instruction in connection with one PSC is also applicable to other PSCs having the same or similar format. Accordingly, the particular embodiments described in detail herein are illustrative only and are not limiting to the scope of the invention, which is to be given the full breadth of the appended claims and any and all equivalents thereof.