Abstract:
A game playable with game pieces including color dice, color cubes, number cubes, a container, saucers, a game board, and a gold coin. Players take turns rolling combination of the color dice, color cubes, and number cubes onto the game board using the container. Number and/or color matching determines point values of each roll, depending on a specific variation on the game&#39;s rules. The rules and game pieces used may be modified to allow younger players to play without requiring arithmetic.

Description:
CROSS REFERENCE TO RELATED APPLICATIONS 
       [0001]    This application claims the benefit and priority of U.S. Provisional Application No. 61/735,464, filed on Dec. 10, 2012, the entire contents of which are hereby incorporated by reference. 
     
    
     BACKGROUND 
       [0002]    1. Field 
         [0003]    The present disclosure relates to a cube-based matching game. More particularly, the present disclosure relates to various score-keeping games using a combination of colored dice, colored cubes and numbered cubes. 
         [0004]    2. Description of the Related Art 
         [0005]    Dice have been commonly used for various games. Many game variations require the use of dice with various other game pieces or game boards. Other games use specialized dice and other complicated equipment. Oftentimes the specialized dice and game pieces are only usable for the specific game for which they were designed. Moreover, many games have complicated rules or require formulaic or algorithmic understanding, which may not be suitable for all ages. For example, young children may not be able to add, but may be capable of recognizing patterns and matching colors and/or numbers. 
         [0006]    Thus, there is a need for game pieces which may be used for a variety of games, suitable for young children and challenging and engaging to people of all ages. 
       SUMMARY 
       [0007]    The present disclosure relates to a game using colored cubes, along with variations. One aspect of the present disclosure is to provide a game playable by matching colored cubes. Another aspect of the present disclosure is to provide a game playable by matching color cubes and numbered cubes, but requiring simple math. Yet another aspect of the present disclosure is to provide game pieces which may be safe for very young children, whether played within the context of the principal game or not. 
         [0008]    In one implementation, the method of playing the game comprises providing at least five indicator cubes, each including an indicator on each side and an alternate indicator for each indicator cube, providing a playing surface on which to roll the at least five indicator cubes, receiving, on the playing surface, a first roll of the at least five cubes, dividing the rolled at least five indicator cubes into a first subset and a second subset such that the first subset includes scored indicator cubes and the second subset includes unscored indicator cubes, tracking a score value for the first roll, and receiving, on the playing surface, a second roll of the second subset. 
         [0009]    In another implementation, the method of playing the game comprises providing five color cubes, each including a different color or symbol on each side, providing five number cubes, each including a different number on each side, providing a container for holding the five color cubes and the five number cubes for rolling the at least five indicator cubes, providing a playing surface on which to roll the five color cubes and the five number cubes, receiving, on the playing surface, a first roll of the five color cubes and the five number cubes, dividing the rolled five color cubes and the five number cubes into a first subset and a second subset such that the first subset includes scored cubes and the second subset includes unscored indicator cubes, adding a first score value for the first roll to a cumulative score, receiving, on the playing surface, a second roll of the second subset, moving scored cubes from the second subset to the first subset, adding a second score value for the second roll to the cumulative score, and receiving, on the playing surface, subsequent rolls of the second subset, moving the scored cubes from the second subset to the first subset and adding subsequent score values for the subsequent rolls to the cumulative score until no scored cubes are moved to the first subset, the cumulative score reaches a pre-selected total score, or voluntary stopping. 
         [0010]    In yet another implementation, the method of playing the game comprises providing five color cubes, each including a different color or symbol on each side, providing a playing surface on which to roll the five color cubes, receiving, on the playing surface, a first roll of the five color cubes, dividing the rolled five color cubes into a first subset and a second subset such that the first subset includes color cubes showing a selected color or symbol and the second subset includes color cubes not showing the selected color or symbol, receiving, on the playing surface, a second roll of the second subset, dividing the second subset such that the color cubes of the second subset showing the selected color or symbol is added to the first subset and the remainder of the second subset forms a third subset, receiving, on the playing surface, a third roll of the third subset, and dividing the third subset such that the color cubes of the third subset showing the selected color or symbol is added to the first subset, wherein the game is won when the first subset includes the five selected color or symbol cubes. 
         [0011]    In yet another implementation, the method of playing the game comprises providing a plurality of saucers, each saucer having a plurality of notches, and connecting together the plurality of saucers by linking respective notches of the plurality of saucers such that the connected plurality of saucers forms a shape, wherein the shape persists for at least five days until the plurality of saucers are used for another game. 
     
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         [0012]    The features, obstacles, and advantages of the present application will become more apparent from the detailed description set forth below when taken in conjunction with the drawings, wherein: 
           [0013]      FIG. 1  depicts a set of colored dice according to an implementation of the present disclosure; 
           [0014]      FIG. 2  depicts a container for rolling colored dice, or colored cubes and/or numbered cubes according to an implementation of the present disclosure; 
           [0015]      FIG. 3A  depicts saucers for re-rolling purposes or for linking together according to an implementation of the present disclosure; 
           [0016]      FIG. 3B  depicts the saucers of  FIG. 3A  linked together; 
           [0017]      FIG. 3C  depicts a bag for holding all game pieces according to an implementation of the present disclosure; 
           [0018]      FIG. 4  depicts a game board according to an implementation of the present disclosure; 
           [0019]      FIG. 5  depicts a game coin according to an implementation of the present disclosure; 
           [0020]      FIG. 6A  depicts a set of colored indicator cubes according to an implementation of the present disclosure; 
           [0021]      FIG. 6B  depicts a perspective (or symbol) view of a colored indicator cube from  FIG. 6A ; and 
           [0022]      FIG. 7  depicts a set of numbered indicator cubes according to an implementation of the present disclosure. 
       
    
    
     DETAILED DESCRIPTION 
       [0023]    Apparatus, systems and methods that implement the implementations of the various features of the present application will now be described with reference to the drawings. The drawings and the associated descriptions are provided to illustrate some implementations of the present application and not to limit the scope of the present application. Throughout the drawings, reference numbers are re-used to indicate correspondence between referenced elements. 
         [0024]      FIGS. 1-7  depict an exemplary set of game pieces according to one implementation. When not in use, the game pieces of  FIGS. 1-7  may be stored and carried in a bag, such as the bag  335  in  FIG. 3C . Turning to  FIG. 1 ,  FIG. 1  illustrates a set of indicator cubes or color dice  100 , which may be 6-sided dice having different colors. More specifically, the set includes a pair of red dice  101 , a pair of yellow dice  102 , a pair of green dice  103 , a pair of blue dice  104 , and a pair of purple dice  105 . In other implementations other colors may be used. The color dice  100  may all share same dimensions, are unweighted (i.e. have generally consistent weight distribution throughout), and have indicator values of 1-6, signified by dots, on each side. In other implementations, the color dice  100  may have different sizes or may be weighted, and may have different indicator values, represented by other markings. In other implementations, more or less than a pair of each color may be used. The color dice  100  may be made of non-toxic materials, such as plastic. 
         [0025]      FIG. 2  illustrates a container  206 . The container  206  may be referred to as a CupTin ©, which may be a cup or similar container having an opening  207 , and a base  208 , which is closed. A marking  209 , which may be a logo, may serve as a label to the container  206 . The container  206  may taper from a wider opening  207  to a narrow base  208 . The container  206  is used to hold indicator cubes, such as the color dice  100  or other indicator cubes described herein, and allows a player to roll the indicator cubes onto a playing surface. The container  206  allows the player to shake the indicator cubes before rolling, and further allows easier rolling of a large number of indicator cubes, such as the 10 color dice  100  shown in  FIG. 1  or color cubes  640  in  FIG. 6A  and numbered cubes  750  in  FIG. 7 , described below. The container  206  may be made of non-toxic materials such as plastic. 
         [0026]      FIG. 3A  illustrates a set of saucers  310 . Each saucer  310  includes a rim  317  surrounding a recessed surface  318 . The rim  317  has one or more notches  316 . In  FIG. 3A , each saucer  310  has 3 equidistant notches  316 . In other implementations, there may be more or less notches  316 , which may be located in alternate or non-equidistant positions along the rim  317 . The surface  318  may have different colors.  FIG. 3A  depicts a red saucer  311 , a yellow saucer  312 , a green saucer  313 , a blue saucer  314 , and a purple saucer  315 . In other implementations, different colors and/or patterns or the same pattern may be used. An exemplary set of saucers  310  may include 25 saucers, for example 5 of each color. However, more or less saucers  310  may be needed for a particular game, depending on the number of players as will be discussed below. The saucer  310  may be made of non-toxic materials such as plastic. The saucers  310  may be stored in a bag  335  in  FIG. 3C , or a saucer cubby (such as a saucer cubby  426 ) in a game board  420 , seen in  FIG. 4 , or other similar storage. 
         [0027]      FIG. 3B  illustrates an additional feature of the saucers  310 . The saucers  310  may be linked together by mating the notches  316 . For example, young children capable of snapping items together may build various structures by linking together the saucers  310 . The locations of the notches  316  along the rim  317  may determine the types of links, specifically an angle  319  of the links. In  FIG. 3B , with three equidistant notches  316 , the angle  319  may be 120 degrees. In other implementations, the angle  319  may be different. 
         [0028]      FIG. 3C  illustrates the bag  335 . The bag  335  may be referred to as a Gresham Gold Bag, which may be a gold colored cloth bag. The bag  335  includes a marking  339 , which may be a logo, and is closed by drawstrings  337  having aglets  336 . The aglets  336  may be marked similar to the marking  339 . The bag  335  may be large enough to carry all required game pieces. In an exemplary implementation, the bag  335  is large enough to carry 10 color dice  100  ( FIG. 1 ), 5 color cubes  640  ( FIG. 6A ), 5 number cubes ( FIG. 7 ), 25 saucers  310  ( FIG. 3A ), 1 game coin  530  ( FIG. 5 ), 1 container  206  ( FIG. 2 ), an instruction/rule booklet, a pencil, and a pad. The bag  335  may further hold a game board  420 , which may be collapsible. 
         [0029]      FIG. 4  depicts a game board  420 . The game board  420  is circular, although in other implementations it may take on another shape. The game board  420  includes a central surface  427  which includes a marking  429 . The surface  427  is surrounded by saucer cubbies  426 , which alternate between a red section  421 , a yellow section  422 , a green section  423 , a blue section  424 , and a purple section  425 . In other implementations other colors may be used. Each of the sections is separated by walls  428 , such that each section provides a partitioned wall in which the scoring indicator cubes may utilized. The game board  420  also includes an outer wall or rim  433 . In  FIG. 4 , the saucer cubbies  426  are smaller than the colored sections, and are utilized by indicator cubes (such as Wild Push Dice described below) and saucers  310 , but the sizes may be different or re-sectioned and not equidistant in alternative implementations. The saucer cubbies  426  further includes two dice cubbies  432 , for holding indicator cubes. The size of the dice cubby  432  correlates to the size of an indicator cube, whereas the size of the saucer cubby  426  correlates to the size of the saucer  310 . The marking  429  may be a logo, a portion of which may light up. For example, the “G” may light up when a saucer  310  lands on it. An online implementation of the marking  429  may be capable of spinning. The marking  429  is an alternative logo to the marking  339  in  FIG. 3 , and in other implementations the logo of the marking  339  or the marking  429  may be utilized instead. The surfaces of the surface  427 , saucer cubbies  426 , the red section  421 , the yellow section  422 , the green section  423 , the blue section  424 , and the purple section  425  may be made of or lined with fabric, foam or other similar material suitable for receiving the indicator cubes. The underside of the game board  420  may be made of other non-toxic materials, such as plastic. In addition, the game board  420  may be foldable or otherwise collapsible for easier storage, such as to fit within the bag  335 . 
         [0030]      FIG. 5  shows a game coin  530 . The game coin  530  may have a marking  531 , which may be a logo. The game coin  530  may be made of gold flaked resin or other similar weighted material. The game coin  530  may be a marker or trophy, as will be described below. 
         [0031]      FIG. 6A  depicts a set of indicator cubes or color cubes  640 , which may share certain characteristics with the color dice  100 . The color cubes  640  may have the same general dimensions, composition, and materials as the color dice  100 , but may be different in alternative implementations. Although five color cubes  640  is an exemplary set, in other implementations more or less may be needed. Each color cube  640  is a 6-sided cube, with each side having a different color. Each color cube  640  has a red side  641 , a yellow side  642 , a green side  643 , a blue side  644 , and a purple side  645 . The sixth side may have a symbol or other marking. As seen in  FIG. 6B , the color cubes  640  have a star side  646  having a white star, although in other implementations other shapes may be used. The color cubes  640  may be made of a non-toxic material such as plastic. 
         [0032]      FIG. 7  depicts a set of 5 indicator cubes or number cubes  750 . Although the exemplary set contains 5 number cubes  750 , in other implementations more or less may be used. Each side of the number cubes  750  have a number, rather than dots. The numbers may be Arabic numerals, which may aid young children in recognizing the numbers. Although only digits 1-5 are shown, each number cube  750  also has a 6. In other implementations, other digits may be used, and are not restricted to Arabic numerals. 
         [0033]    The game pieces described above may be used in dice games, which may be called Gresham Dice© games. In certain implementations, the game pieces described above may be virtual, or represented as images, such as in online implementations. The rules and variations on the rules are described below. Special terms used in the rules are defined in the following glossary. 
         [0034]    Glossary 
         [0035]    “Brooklyn”: Rolling two of the same number chains with a full CupTin  206 . A number chain includes 5 color dice  100  having consecutive values, either 1-5 or 2-6. 
         [0036]    “Bunk”: When the color dice  100  stop scoring, the accumulated total of that roll only is lost, or when the dice score passes the Goal. It is also known as “Bunkie,” “Bunker,” “Bunked,” “Bunk-A-Roonie,” etc. 
         [0037]    “Cool Grand”: Scoring 1,000 points. 
         [0038]    “CupTin”: The container  206  with all 10 color dice  100  in it, named for a “cup of ten.” 
         [0039]    “Goal”: Scoring the exact mark for the game without going over, to win, or to roll a Gresham. 
         [0040]    “Gresham”: Rolling ten of the same number, which instantly wins the game. 
         [0041]    “Holy Toledo!”: From a full CupTin  206 , three Links rolled at the same time, with the tenth color dice  100  matching one of the triple link numbers. 
         [0042]    “Hooks”: A single dice number matching the Link dice numbers. 
         [0043]    “Links”: Three of the same number. 
         [0044]    “Mark”: To add your roll total to your score. 
         [0045]    “Park”: To stop rolling and mark down your score, often called “Park and Mark.” 
         [0046]    “Post”: The minimum amount needed to start scoring in the selected game. 
         [0047]    “The Rainbow”: A Brooklyn that Sparks. 
         [0048]    “The Red Six”: Wild red six dice (the red die  101  showing 6), which scores an optional 100 points per R6 die in the Purist Game only. 
         [0049]    “Saucers”: Game chips (the saucers  310 ) tossed onto the game board  420  for de-bunking purposes. De-bunking only allows the player to re-roll the color dice  100  that Bunked the player, i.e. the dice that did not score. To add variation to the game, optional rules may be used. When a player is out of saucers  310 , and a color dice  100  randomly lands on a partitioned matching color section of the game board  420 , the player may have a free de-bunk or an additional saucer  310 . Online implementations may have additional options. In the Short Trip and Long Journey games, when a player is out of saucers  310 , each player gets one spin of the marking  429  (i.e. the “G” circle) for a chance to win an additional saucer  310  to de-bunk. 
         [0050]    “Sparks”: When a triple Link or a Brooklyn chain match in color pattern to another triple Link or Brooklyn chain. 
         [0051]    “Toledo”: Three Links rolled at the same time. 
         [0052]    “WPD”: Wild Push Dice, determined for each player at the start of the game by rolling one color cube  640  and one number cube  750  to indicate a bonus score when that specific (WPD) color dice  100 , such as a green three (G3). It scores an additional 100 points, but is optional; the player may keep it as a scoring dice on the board or the WPD may be returned to the CupTin  206  and re-rolled. WPD may be abbreviated by a letter for the color (R=red, Y=yellow, G=green, B=blue, P=purple) and a digit, such as Y5. If the color cube  640  lands on the white star, the player may choose a color. The player keeps the color cube  640  and the number cube  750  as a reminder for that game, which should be placed in the dice cubby  432 . The WPD changes each game, in other words is re-rolled at the start of each game. 
         [0053]    Gresham House Rules 
         [0054]    “Mitchell”: Any time Sparks are possible on the next roll, and one Link and one Hook are rolled, and there are four different colors, the player must designate which colors are in the Triple Link and which color is set aside as a Single Hook. The player cannot change the Link colors on subsequent rolls. Players may also need to Mitchell when two Links are rolled. 
         [0055]    Score keeping: Beginners are encouraged to keep track of their own (cumulative) score to better understand the tempo of the selected game, when to toss saucers, and the end game. When a scorekeeper is used, the scorekeeper is not responsible for seeing Sparks or tallying up a player&#39;s rolled total. 
         [0056]    “Spark&#39;n Toledo”: Add Sparks total first, then double all three Links for the total score. 
         [0057]    “Toss&#39;n Saucers”: When tossing in a Saucer, the player&#39;s hand should not cross the outer rim  433  of the game board  420 . If the saucer  310  lands on the “G” of the marking  429 , the player may keep that saucer  310  for another toss. All Saucers are returned to the Gresham Gold Bag  335  when the game ends. 
         [0058]    Tiebreaker: When there is a WPD tie at the start of a game, there are various tiebreakers. Color order is used, in decreasing value, first red, then yellow, green, blue, and purple. If still tied, then one CupTin  206  high roll is used. If still tied, the player having a birthday closes to February 27 is used. If still tied, then any other suitable tiebreaker is used. 
         [0059]    “Dice Off the Table”: A die may fly off the game board  420  and onto a player&#39;s playing surface or the floor. If the player shouts “Gresham” before it lands and shows its number, the player may keep the number. Otherwise, that one die is re-rolled. 
         [0060]    Gresham Gold Coin: The game coin  530  may be gold in color. When a Purist (i.e. a player in a Purist rules game) wins the Gresham Gold Coin, the player owns it for as many games until: (a) the player chooses to Toss-A-Coin to de-bunk, usually Going for Gresham with “G” board rules in effect; or (b) another Purist rolls a Gresham and the player must relinquish the coin. 
         [0061]    Basic Strategy and Notes 
         [0062]    Slow and steady: The average roll is usually between 600 and 900. Rolling for big totals every time tends to be a losing strategy. 
         [0063]    The End Game: As you approach the Goal, try to leave between 500 and 1000 to hit your Mark. Scoring 700 is easier than scoring 100. A player may want to Bunk on purpose so as not to get too close to the Goal. 
         [0064]    Timing: Knowing other players scores may assist in the use of the saucers  310  for de-bunking. If using a scorekeeper, the scorekeeper must let players know all current totals when requested. If scoring separately, each player must reveal their current total when asked. Mid-game tossing of the saucer  310  and late-game tossing of the saucer  310  can change things quickly. 
         [0065]    Chatter: Seasoned players may try to convince novice players to Toss-A-Saucer unwisely. 
         [0066]    Dice  100  tossing: Seasoned players, when out of saucers  310 , may try the “wild roll” when a CupTin  206  gets low, for a possible extra roll. Too many consecutive “Dice Off the Table” rolls and the player should lose their turn. Game players may decide. 
         [0067]    Selling Saucers: This may be available in online versions only. Selling a saucer  310  for points is a strategy move between online players. A player (x) may “tap” another player (y) to see if they will sell a saucer  310  for 1000 points. Player (x) loses 1000 points but gains the other player&#39;s (y) saucer  310 , and the player (y) gains 1000 points but loses that one saucer  310 . The exchange must be completed before the player&#39;s (x) next roll. A player may not sell a saucer  310  to post, or reach the Goal. Players may also sell their one “G” Circle Spin (i.e. the marking  429 ) in the same manner for the cost of 500 points. 
         [0068]    Note to R6 Purists: If a Purist player&#39;s WPD is the R 6 , that Purist has the option to score all or half of it (i.e. 100), or push it back into the CupTin  206  to re-roll. 
         [0069]    Note to scorekeepers: A Gresham tradition involves using a player&#39;s initials with the WPD abbreviation. 
         [0070]    Gresham Games 
         [0071]    “The Short Trip” 
         [0072]    A first variation, suitable for beginners, has a Post of 700 and a Goal of 10,000 (without going over). Game play starts with each player rolling for their own WPD, using one color cube  640  and one number cube  750 . Each player receives 2 saucers  310 . The highest WPD starts, and play continues clockwise. 
         [0073]    On a player&#39;s turn the player rolls the 10 color dice  100 , using the container  206 , onto the game board  420 . The Post is 700, meaning the player must score at least 700 to start. 
         [0074]    Triple Links, which are 3 of the same number, scores with the dice number ×100. For example, three 2&#39;s is a score of 200. 
         [0075]    Single Hook, which is a single die matching a Link, adds an extra 100. Matching Hooks also score on any subsequent roll until all 10 dice have scored, or the player choses to Park and Mark. Hooks do not carry over to the next CupTin  206  roll. 
         [0076]    WPD is an optional +100 score; the player may push it into the player&#39;s tally or push it back into the CupTin  206  and re-roll. 
         [0077]    Sparks, when two Links match the same color pattern, the Link score doubles. 
         [0078]    Toledo, when three Links are rolled at the same time, the Link score doubles. 
         [0079]    Holy Toledo, when the 10th die of a Toledo Hooks, add an extra 200. The Holy Toledo score is unbunkable, even if the player Bunks on the next CupTin  206  roll. 
         [0080]    Brooklyn, two chains from a full CupTin  206 . The score is unbunkable. If a Brooklyn Sparks, the score is doubled and is also unbunkable. 
         [0081]    Toss-A-Saucer, to debunk and roll the dice that did not score. If the saucer  310  lands on the center G of the marking  429 , the player keeps the saucer  310 . Otherwise, the saucer  310  is used, and returns to the Gresham Gold Bag. 
         [0082]    Go for Gresham, when every Link and Hook ultimately rolls the same number. A Gresham wins the game instantly. 
         [0083]    As the color dice  100  score, the player must keep the scoring dice. If all 10 color dice 100 score, the player may roll the CupTin over again, but risk the chance of bunking. The player chooses when to Park and Mark. The WPD is worth an optional 100 points, the player may add it to his score or push it back into the CupTin for re-rolling. 
         [0084]    “The Long Journey” 
         [0085]    A second variation, suitable for more experienced players, has a Post of 900 and a Goal of 20,000. Journey players may decide if the goal is higher than 20,000. Each player starts with 5 saucers  310 . Otherwise, the rules for The Long Journey are the same as The Short Trip. 
         [0086]    “The Purist Game” 
         [0087]    A third variation, suitable for seasoned players and “Purists,” has a post of 800 and a Goal of 15,000. Each player blindly chooses 1 color die  100  from the CupTin  206  and rolls it for their WPD of the game. Certain Purist players may choose to keep their WPD forever, not re-rolling for subsequent Purist games. The Purist game utilizes the game coin  530 , which is won by scoring a Gresham only. Purist players Go for Gresham whenever possible. The player with the lowest WPD starts, and play continues counter-clockwise. Saucers  310  are not used. Rather, the Gresham gold coin  530  is used, as described above in the Gresham House Rules. 
         [0088]    The scoring is similar to The Short Trip and The Long Journey with a few differences. 
         [0089]    The Red Six, are wild for all players and score an extra 100 each, but scoring is optional. 
         [0090]    Toss-A-Coin, as explained above, the Gresham Gold Coin  530  may be used when available to de-bunk. 
         [0091]    Extra Game Variations 
         [0092]    “Clip&#39;N” 
         [0093]    As described above, the saucers  310  can be linked together. Very young children may link together various saucers  310  to create various structures. Young children may also wish for their creations to remain assembled. The Clip&#39;N game allows any saucer creation to stay assembled for 5 days or until the next Gresham game is played. 
         [0094]    “Cube&#39;N” 
         [0095]    Younger players may not wish to play the Gresham games, which have more complicated rules, or may have trouble with the addition involved in scoring. The color cubes  640  may be used for the Cube&#39;N game, which is a game of matching color. Each player gets 3 rolls to try to get all five color cubes  640  to match, or roll the same color. White stars  646  may be re-rolled, even on the last roll, but may not be substituted as a color. After the first roll, the player chooses which specified color to continue to roll for, and rolls the color cubes  640  which did not roll that color. On the second roll, the color cubes  640  which match remain, and the remaining color cubes  640  are re-rolled. On the third roll, if all the color cubes  640  do not match, the next player plays. However, if the white star lands on the third roll, the player may re-roll the white star die  646  again. A player may choose to go for “ALL STARS” if at least one star appears in the first roll, but they are no longer wild and that player only gets three rolls. Any five matching cubes win. 
         [0096]    “Cubers” 
         [0097]    Young players may have difficulty with arithmetic, but may still know colors and simple math. Cubers is a game of matching pairs, played with the color cubes  640  and the number cubes  750 . The colors of the color cubes  640  correspond to numbers: red=1, yellow=2, green=3, blue=4, purple=5 and star=6. The winning Goal number is set by the players each game. Cubers use Gresham rules, except you “score” or set aside matching number pairs, with the number being the score. The matching pairs are set aside, and the remaining cubes are re-rolled. Players choose when to Park and Mark. 
         [0098]    The previous description of the disclosed examples is provided to enable any person of ordinary skill in the art to make or use the disclosed methods and apparatus. Various modifications to these examples will be readily apparent to those skilled in the art, and the principles defined herein may be applied to other examples without departing from the spirit or scope of the disclosed method and apparatus. The described implementations are to be considered in all respects only as illustrative and not restrictive and the scope of the application is, therefore, indicated by the appended claims rather than by the foregoing description. All changes which come within the meaning and range of equivalency of the claims are to be embraced within their scope.