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Patent Searching and Data


Title:
THREE DIMENSIONAL GAME AND METHOD
Document Type and Number:
WIPO Patent Application WO/2007/107011
Kind Code:
A1
Abstract:
A movement die comprising having six surfaces and each surface having pips such that the pips on opposed surfaces total seven. The game includes a game die having six playing surface wherein each pip on each surface has a printed numeral of increasing numerical value. There are interactive playing pieces for movement along the game die and the interactive playing pieces are releasably joinable to the game die. The game die has arrows for indicating the direction of travel for the interactive playing pieces. A method of playing a game comprising rolling a movement die, moving interactive playing pieces in response to the number of pips appearing on the movement die. The interactive playing pieces are moved at least one pip up to the maximum number of pips shown on the movement die. A DVD for use with the game die for providing questions and challenges.

Inventors:
LEE DIK (CA)
VOKEY JASON (CA)
WREN JAMIE-LYNN (CA)
Application Number:
PCT/CA2007/000475
Publication Date:
September 27, 2007
Filing Date:
March 23, 2007
Export Citation:
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Assignee:
ALTIUS GAMES INC (CA)
LEE DIK (CA)
VOKEY JASON (CA)
WREN JAMIE-LYNN (CA)
International Classes:
A63F3/00; A63F9/04
Foreign References:
US5031913A1991-07-16
US7010213B22006-03-07
Attorney, Agent or Firm:
MACRAE & CO. (Station B Ottawa, Ontario K1P 5T4, CA)
Download PDF:
Claims:

Claims:

1. A dice game comprising: a movement die, a game die having a first playing surface having a first pip, a second playing surface having a second pip and a third pip, a third playing surface having a fourth pip, a fifth pip and a sixth pip, a fourth playing surface having a seventh pip, and eighth pip, a ninth pip and a tenth pip, a fifth playing surface having an eleventh pip, a twelfth pip, a thirteenth pip, a fourteenth pip and a fifteenth pip, a sixth playing surface having a sixteenth pip, a seventeenth pip, an eighteenth pip, a nineteenth pip, a twentieth pip and a twenty-first pip, an interactive playing piece releasably joinable to the game die and for being moved along the first, second, third, fourth, fifth and sixth playing surfaces a number such that after the movement die is rolled the interactive playing piece is advanced a corresponding number of pips on the movement die, and wherein each of the first pip, second pip, third pip, fourth pip, fifth pip, sixth pip, seventh pip, eighth pip, ninth pip, tenth pip, eleventh pip, twelfth pip, thirteenth pip, fourteenth pip, fifteenth pip, sixteenth pip, seventeenth pip, eighteenth pip, nineteenth pip, twentieth pip and twenty-first pip has printed indicia in the form of consecutive numerals to establish a direction of movement for the interactive playing piece as the game is played.

2. The dice game according to claim 1 wherein the game die has printed indicia in the form of a start triangle on the first playing surface for indicating the starting position for the interactive game pieces.

3. The dice game according to claim 1 wherein each of the first pip, second pip, third pip, fourth pip, fifth pip, sixth pip, seventh pip, eighth pip, ninth pip, tenth pip, eleventh pip, twelfth pip, thirteenth pip, fourteenth pip, fifteenth pip, sixteenth pip, seventeenth pip, eighteenth pip, nineteenth pip, twentieth pip and twenty-first pip has a corresponding numeral 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20 and 21 printed thereon to establish the direction of movement for the interactive playing piece.

4. The dice game according to claim 3 including printed arrows on the first, second, third, fourth, fifth an sixth playing surfaces and the printed arrows establishing a direction of movement for the interactive playing pieces, and wherein the printed arrows extend between the first pip, second pip, third pip, fourth pip, fifth pip, sixth pip, seventh pip, eighth pip,

ninth pip, tenth pip, eleventh pip, twelfth pip, thirteenth pip, fourteenth pip, fifteenth pip, sixteenth pip, seventeenth pip, eighteenth pip, nineteenth pip, twentieth pip and twenty-first pip in the direction of the ascending numerals 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20 and 21.

5. The dice game according to claim 1 wherein the interactive playing pieces have magnets and the game die is made of a material to which the magnet is attracted such that the interactive playing piece is held to the game die by the magnetic force of attraction.

6. The dice game according to claim 1 further including a digital versatile disc, a digital versatile disc player having a central processing unit for running a program on the digital versatile disc, a controller and a display device for displaying screen displays generated by the digital versatile disc player and the screen displays for determining a winner of the dice game based on inputted signals from the controller.

7. A dice game comprising: a game die having first, second, third, fourth, fifth and sixth playing surfaces, wherein the first and sixth playing surfaces are oppose, the third and fourth playing surfaces are opposed, and the second and fifth playing surfaces are opposed, the first, second, third fourth, fifth and sixth playing surfaces having pips having printed indicial thereon in the form of consecutive numerals, interactive playing piece releasably joinable to the game die, and a movement die for being rolled to determine the of pips to move the interactive playing piece in a direction corresponding with the consecutive numerals.

8. The dice game according to claim 7 wherein the interactive playing pieces have magnets and the game die is made of a material to which the magnet is attracted such that the interactive playing piece is held to the game die by the magnetic force of attraction.

9. A method of for a dice game comprising: providing a movement die, providing a game die having a first playing surface having a first pip, a second playing surface having a second pip and a third pip, a third playing surface having a fourth pip, a fifth pip and a sixth pip, a fourth playing surface having a seventh pip, and eighth pip,

a ninth pip and a tenth pip, a fifth playing surface having an eleventh pip, a twelfth pip, a thirteenth pip, a fourteenth pip and a fifteenth pip, a sixth playing surface having a sixteenth pip, a seventeenth pip, an eighteenth pip, a nineteenth pip, a twentieth pip and a twenty-first

Pip, providing an interactive playing piece that is releasably joinable to the game die and for being moved along the first, second, third, fourth, fifth and sixth playing surfaces a number such that after the movement die is rolled the interactive playing piece is advanced a corresponding number of pips on the movement die, providing printed indicia in the form of increasing numeral having increasing numerical values on each of the first pip, second pip, third pip, fourth pip, fifth pip, sixth pip, seventh pip, eighth pip, ninth pip, tenth pip, eleventh pip, twelfth pip, thirteenth pip, fourteenth pip, fifteenth pip, sixteenth pip, seventeenth pip, eighteenth pip, nineteenth pip, twentieth pip and twenty-first pip in the form of consecutive numerals to establish a direction of movement for the interactive playing piece as the game is played, such that after rolling the movement die the interactive playing piece is moved in a direction of increasing numerical values, and rolling the movement die until exiting the game die on an exact roll.

10. The method for a dice game according to claim 9 further comprising providing printed indicia on the game die that includes a start triangle on the first playing surface for indicating the starting position for the interactive game pieces at the beginning of a new game.

11. The method for a dice game according to claim 9 further wherein the consecutive numerals include numerals 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20 and 21.

12. The method for a dice game according to claim 9 wherein the interactive playing pieces have magnets and the game die is made of a material to which the magnet is attracted such that the interactive playing piece is held to the game die by the magnetic force of attraction.

13. The method for a dice game according to claim 12 further including a digital versatile disc, a digital versatile disc player having a central processing unit for running a program on

the digital versatile disc, a controller and a display device for displaying screen displays with icons generated by the digital versatile disc player in electronic communication with one another, and the for controller clicking on icons for viewing screen displays and for inputting responses to the screen displays.

14. The method according to claim 11 further including printing arrows that extent between the consecutive numerals 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20 and 21 and that point in a direction toward the next higher numeral and such that the interactive game piece is movable along the game die in the direction of the arrows.

Description:

Three Dimensional Game And Method

Field of the Invention

The present invention relates to die games and interactive digital versatile disc (hereinafter DVD) games.

Background

Dice have long been used in games. The typical dice game includes one or two dice that a player throws. A typical die has six sides each having a die surface, and the surfaces have from one to six pips. The pips are arranged on the six surfaces such when added, the number of pips on opposed surfaces of the die number seven. A pip is typically an indentation on the die surface and has a color different than the surrounding surface. A die has what can be called a bottom surface that contacts and abuts against the ground, table, playing board or other playing surface, and the opposite side of the die has what can be called a top or facing surface. The top of facing surface faces the player. The plane passing through the top surface is parallel to the plane passing through the bottom surface and playing surface. The four remaining die surfaces extend between the top surface and the bottom surface.

In a typical dice game, the player throws the dice and adds the total number of pips that appear on the top surfaces of the dice, and the player moves his or her game piece a corresponding number of spaces on, for example, a game board. Dice games also include games of chance, for example, gambling, because the number of pips appearing on the top surfaces of the dice after they have been thrown is random.

However, there is a need for better dice games that increase player excitement, increase player interest, and that are easy to learn and that can be produced at relatively low production costs.

Summary

The three dimensional game advantageously provides for a three dimensional playing surface that provides for exciting play for game players. There is a movement die, which is a standard die having six surfaces having pips. One surface has one pip, another surface has two pips, another surface has three pips, another surface has four pips, another surface has five pips and one surface has six pips. The pips are arranged on the six surfaces such that the total number of pips on opposed surfaces equal seven.

In addition, there is a six sided game die with six playing surfaces having pips that have printed indicia in the form of consecutive numerals 1-21 thereon, with the first playing

surface having one pip with the numeral 1 printed thereon, and has indicia in the form of a triangle that has the letter S printed thereon, which is game start position. The opposed sixth playing surface has six pips that have consecutive numerals 16-21 printed thereon. Printed indicia in the form of arrows commonly designated A point in a direction away from the first pip with the numeral 1 printed thereon and which is on a first playing surface, to a second pip with the numeral 2 printed thereon which is on a second playing surface, and so on. The player rolls the movement die, and moves his or her interactive playing piece a corresponding number of pips along the game die playing surfaces. The interactive playing pieces are magnetic, such that the magnetic force of attraction holds them the game die which is made of any material suitable for magnetic attraction by the interactive playing material. Thus, the interactive playing pieces travel across the three dimensional playing surfaces of the game die, and the first player to move his or her interactive playing piece across all of the consecutively numbered pips wins the game. Thus, a game is provided that advantageously provides for enjoyable game play on a three dimensional (3-D) game die playing surfaces.

In another embodiment, a DVD for use with a DVD player, such that players can play the game on the game die 42 in combination with a DVD that causes a display device, for example a television, to display screen displays. The screen displays provide instructions for play that ask questions of the players and the screen displays are controlled by a remote control.

These and other advantageous features are described below in the detailed description.

Brief Description of the Drawing Figures FIG. 1 is a perspective view of the movement die. FIG. 2 is a perspective view of the game die. FIG. 3 is a top plan view of a first surface of the game die. FIG. 4 is a top plan view of a second surface of the game die. FIG. 5 is a top plan view of a third surface of the game die. FIG. 6 is a top plan view of a fourth surface of the game die. FIG. 7 is a top plan view of a fifth surface of the game die. FIG. 8 is a top plan view of a sixth surface of the game die. FIG. 9 is a top plan view of the interactive playing pieces.

FIG. 10 is a diagrammatic view of a second embodiment of the game that includes a

DVD player, a DVD, a controller and display device, interactive playing pieces, a game die and a movement die. FIG. 11 is a flow chart that depicts the operation of the DVD when the program stored on the DVD is executed by a DVD player. FIGS. 12-24 are views of a screen displays that are caused to be displayed on a display device when the DVD is run on a DVD player.

Detailed Description

As used throughout this detailed description, the term "pip" is used to denote a dot or recess on a surface of a die.

The three dimensional game 38 (also referred to herein as 3-D game or game 38), shown generally in FIGS. 1-9, includes a six sided movement die 40 that advantageously provides for exciting three dimensional (3-D) game play. The three dimensional game 38 includes a six sided game die 42 having six corresponding playing surfaces and interactive playing pieces 44. The movement die 40 is shown in FIG. 1 and the movement die pips are commonly designated 41. The movement die 40 has six sides, one of which has one pip 41, another of which has two pips 41, another of which has three pips 41, another of which has four pips 41, another of which has five pips 41 and the last of which has six pips 41, such the total number of pips 41 on opposed sides of the movement die 40 number seven. Die such as the movement die 40 are well known to those having ordinary skill in the art. There are also interactive playing pieces 44 as will be described presently.

The game die 42 is shown in the perspective view of FIG. 2, and FIGS. 3-8. The game die 42 has six sides each having a playing surface with printed indicia, as will be explained presently.

As shown in FIG. 3, the game die 42 has a first playing surface 50 having a first pip 52, and the first pip 52 has printed indicia, in particular, the numeral 1 is printed on the first pip 52. The first playing surface 50 has additional printed indicia thereon in the form of a triangle with the letter S printed thereon, as shown in FIGS. 2 and 3, and indicated by reference number 51, and this is the start triangle.

As shown in FIG. 4, the game die 42 has a second playing surface 54 having a second pip 56 with printed indicia thereon, in particular, the numeral 2 is printed on the second pip 56 The second playing surface 54 also has a third pip 58 with printed indicia thereon, in particular, the numeral 3 is printed on the third pip 58.

As shown in FIG. 5, the game die 42 has a third playing surface 60 having a fourth pip 62 with printed indicia thereon, in particular, the numeral 4 is printed on the fourth pip 62. The third playing surface 60 also has a fifth pip 64 with printed indicia thereon, namely, the numeral 5 is printed on the a fifth pip 64, and the third playing surface 60 has a sixth pip 66 with printed indicia, namely, the numeral 6 is printed thereon.

As shown in FIG. 6, the game die 42 has a fourth playing surface 68 having seventh pip 70 with printed indicia thereon, in particular, the numeral 7 is printed on the seventh pip 70. In addition, the fourth playing surface 68 has an eighth pip 72 with printed indicia thereon, in particular, the numeral 8 written on the eighth pip 72, a ninth pip 74 with printed indicia thereon, in particular, the numeral 9 is printed on the ninth pip 74, and a tenth pip 76 with printed indicia thereon, in particular, the numeral 10 is printed on the tenth pip 76.

As shown in FIG. 7, the game die 42 has a fifth playing surface 78 having an eleventh pip 80 with printed indicia thereon, in particular, the numeral 11 is printed on the eleventh pip 80, a twelfth pip 82 with printed indicia thereon, in particular, the numeral 12 is printed on the twelfth pip 82, a thirteenth pip 84 with printed indicia thereon, in particular, the numeral 13 is printed on the thirteenth pip 84, a fourteenth pip 86 with printed indicia thereon, in particular, the numeral 14 is printed on the fourteenth pip 86, and a fifteenth pip 88 with printed indicia thereon, in particular, the numeral 15 is printed on the fifteenth pip 88.

As shown in FIG. 8, the game die 42 has a sixth playing surface 90 having a sixteenth pip 92 with printed indicia thereon, in particular, the numeral 16 is printed on the sixteenth pip 92, a seventeenth pip 94 with printed indicia thereon, in particular, the numeral 17 is printed on the seventeenth pip 94, an eighteenth pip 96 with printed indicia thereon, in particular, the numeral 18 is printed on the eighteenth pip 96, a nineteenth pip 98 with printed indicia thereon, in particular, the numeral 19 is printed on the nineteenth pip 98, a twentieth pip 100 with printed indicia thereon, in particular, the numeral 20 is printed on the twentieth pip 100, and a twenty-first pip 102 with printed indicia thereon, in particular, the numeral 21 is printed on the twenty-first pip 102.

Thus, the a first pip 52, the second pip 56, the third pip 58, the fourth pip 62, the fifth pip 64, the sixth pip 66, the seventh pip 70, the eighth pip 72, the ninth pip 74, the tenth pip 76, the eleventh pip 80, the twelfth pip 82, the thirteenth pip 84, the fourteenth pip 86, the fifteenth pip 88, the sixteenth pip 92, the seventeenth pip 94, the eighteenth pip 96, the nineteenth pip 98, the twentieth pip 100 and the twenty- first pip 102 have increasing numerical values, and the direction the interactive playing piece 44 moves along the surfaces

of game die 42 is in the direction of the increasing numerical values printed on the above- described pips.

And, the first playing surface 50 and the sixth playing surface 90 are on opposed sides of the game die 42, the second playing surface 54 and the fifth playing surface 78 are on opposed sides of the game die 42, and the third playing surface 60 and the fourth playing surface 68 are on opposed sides of the game die 42. It is pointed out that number of pips on the opposed sides of the playing die 42 numbers seven.

The game 38 is to be played with two players or two teams of players ages six to adult. If younger children play, they team up with an adult to make the teams more proportional. Of course, the game can be played with more than two players playing each other.

There are two ways to learn how to play the three dimensional game 38. The first way to learn how to play the game is to reading the instructions for the game 38 which are described herein presently.

The instructions for playing the game 38 entails the initial set-up of the three dimensional game 38. The game die 42 is placed on a flat surface, for example a table, floor or the ground 100 as shown in FIG. 2. Each player selects one of the interactive playing pieces 44 that are shown in FIG. 9. Each of the interactive playing pieces 44 can be embodied to be of any unique shape, configuration and/or have unique printed indicia, so that the players (not shown) are able to keep track of their marker or interactive playing piece 44 as it is moved along the first, second, third, fourth, fifth, and sixth playing surfaces 50, 54, 60, 68, 78, and 90, respectively. In addition, the interactive playing pieces 44 have magnets 51 , and the game die 42 is made of a material to which the magnets are attracted, for example, a suitable metal for example steel, such that the magnetic force of attraction joins the interactive playing pieces 44 to the game die 42. Magnets and the magnetic force of attraction are well known to those having ordinary skill in the art. Thus, the interactive playing pieces 44 advantageously releasably joined to the first, second, third, fourth, fifth, and sixth playing surfaces 50, 54, 60, 68, 78, and 90, respectively, by the magnetic force of attraction. In other embodiments, the interactive playing pieces 44 could be releaseably joined to the playing surfaces with hook and loop type fasteners, or weak adhesive, and other joining means.

To begin a game, the interactive playing pieces 44 are placed on the start position on the first playing surface 50, indicated by the printed indicia in the form of a triangle with the letter S printed thereon, as shown in FIG. 3, and indicated by reference number 37.

To determine which player (not shown) moves first, all players roll the movement die 40, and the player with the highest roll, that is, the player whose number of pips 41 is greatest, begins the game. For purposes of this example of game play, the player with the highest roll is hereinafter referred to as the first player (not shown).

Next, the first player rolls the movement die 40 and advances his or her interactive playing piece 44 a minimum of one pip, that is, advances to at least the next pip on the game die 42. In addition, the first player has the option to move a number of pips that equals the number shown on the movement die 40, and the first player has the option to stop on any pip in between. In particular, the first player moves the interactive game piece 44, starting on the first pip 52 on the game die 42, as shown in FIG. 3, and goes from pip to pip stopping after moving the number of pips shown on the movement die 40, or before reaching the number of pips shown on the movement die 40. The other players (not shown) move their interactive playing pieces 44 in the same manner. As shown in FIGS. 3-8, there is printed indicia on the playing surfaces in the form of arrows, commonly designated A, which shows the players how the interactive game piece 44 has to be advanced on the game die 42. In other words, the interactive playing pieces 44 are moved in the direction of the movement arrows A. In another embodiment the game die 42 does not have movement arrows A, and the interactive game pieces 44 are moved from pip to pip based on the increasing numerical values printed on the pips on the game die 42.

The second player (not shown) then rolls the movement die 44 and advances his or her interactive playing piece 44 a minimum of 1 pip to the maximum number of pips displayed on the movement die 40. Each player continues to exchange rolls throughout the duration of the game.

As previously described, each pip is assigned a numerical value so that direction of interactive player piece 44 can be established. Direction of play is according to increasing numeral value printed on the pips and is which is called pip travel, that is, the interactive playing pieces 44 are moved along the surfaces of the game die 42 in consecutive order from the first pip 52 having numeral 1 printed thereon, to the second pip 56 having the number 2 printed thereon, and so on, until reaching the twenty-first pip 102 with the numeral 21 printed thereon. The first and second players proceed through the game die 42 playing surfaces, namely, the first, second, third, fourth, fifth, and sixth playing surfaces 50, 54, 60, 68, 78, and 90, respectively, as shown in FIGS. 3-8. The first and second players advance follow the numerals 1-21 on the pips starting from numeral 1 printed on first playing surface

50 and proceed to the highest pip number 21 that is printed on the sixth playing surface 90 of the game die 42, shown in FIG. 8.

Three Dimensional Playing Surface

The game die 42 rotates the playing surface at the beginning and at the end of each players turn. As previously described, the playing surface is the top surface that faces the players, and the playing surface is opposite the bottom surface that is supported on the table or floor 105 shown in FIG. 2. In addition, as previously described, the first playing surface 50 and the sixth playing surface 90 are on opposed sides of the game die 42, the second playing surface 54 and the fifth playing surface 78 are on opposed side of the game die 42, and the third playing surface 60 and the fourth playing surface 68 are on opposed sides of the game die 42.

As an example, assume the first player's interactive playing piece 44 is on the third playing surface 60 on the sixth pip 66 having printed numeral 6 and the second player's interactive playing piece 44 is on the first playing surface 50 on the first pip 52 having printed numeral 1.

At the beginning of the first player's turn, the third playing surface 60 is the top playing surface and therefore any player on the opposed fourth playing surface 68 is "bumped" to the start triangle indicated by 37 on the first playing surface 50, that is, bumped back to the beginning of the game.

Then, the first player rolls a 5 on the movement die 40 and proceeds to move his or her interactive playing piece 44 in the direction of the arrows designated A to the fifth playing surface 78 and lands on the eleventh pip 80 having numeral 11 printed thereon.

At the end of the first player's move, the fifth playing surface 78, as shown in FIG. 7, is the top playing surface and any player on the opposed second playing surface 54, shown in FIG. 4, is "bumped" to the start triangle 37 printed on the first playing surface 50, in other words, the interactive playing piece 44 must be moved back to the beginning of the game.

Now it is the second player's turn, and second player's interactive playing piece 44 is located on the first playing surface 50 on the first pip 52 having numeral 1 printed thereon, and thus the first playing surface 50 becomes the top playing surface. Consequently, any player whose interactive game piece 44 is on the opposed sixth playing surface 90 is "bumped" to start triangle 37, in other words, moved back to the beginning of the game.

The second player then rolls a 2 on the movement die 40 and moves his or her interactive playing piece 44 to the second playing surface 54 and lands on the third pip 58 having printed numeral 3, as shown in FIG. 4.

At the end of the second player's turn, the second playing surface 54 is now the top playing surface which implies that any player whose interactive game piece 44 is on opposed fifth playing surface 78, which would be the bottom, is "bumped" to start triangle 37, in other words, forced to move back to the beginning of the game. Thus, because the first player's interactive playing piece 44 is on the fifth playing surface 78 which has become the bottom, the first player's interactive playing piece 44 is "bumped" or forced to move back to the start triangle 37 at the beginning of the three dimensional game 38.

Bumping

The game advantageously provides for two ways to get bumped on the 3-D playing surface game die 42. The first way, as described in the above example, is for the player who is moving to rotate the first, second, third, fourth, fifth, and sixth playing surfaces 50, 54, 60, 68, 78, and 90, respectively, so as to position the opponent player's interactive game piece 44 such that it is on the bottom at the end of your turn. In other words, the opponent's interactive playing piece 44 end up being positioned between the game die 42 and the table or floor 105, shown in FIG. 2, that supports the game die 42. When this happens the opponents interactive game piece 44 has to be moved back to the start triangle 37 and the opponent will have been "bumped" back to the beginning of the game.

A second way to be bumped is for a player to land on the opponent's interactive playing piece 44. For example, the second player's interactive playing piece 44 lands on the first player's interactive playing piece 44, the first player is bumped back to the start triangle 37. However, in order for the second player to bump the first player, the second player must roll the movement die 40 and move his or her interactive playing piece 44 the maximum number of pips shown on the movement die 40. For example: the first player's interactive playing piece 44 is positioned on the sixth playing surface 90 on pip 92 having numeral 16 printed thereon, and the second player is positioned on the fifth playing surface 78 on pip 82 that has numeral 12 printed thereon. Then, the second player rolls a 4 on the movement die 40. The second player can opt to move a minimum of 1 pip to a maximum of 4 pips. If the second player opts to move 4 pips he or she will land on the second interactive player's game piece 44 and bump the first player back the start triangle 37.

Same Space Rule

Under no circumstance can two interactive playing pieces 44 occupy the same pip on any playing surface of the three dimensional game 38 at the same time. For example, assume the first player's interactive playing piece is positioned on the sixth playing surface 90 on pip 92 having numeral 16 printed thereon, and the second player's interactive game

piece 44 is positioned on the fifth playing surface 78 on pip 82 having numeral 12 printed thereon. The second player then rolls a 5 on the movement die 40. The second player has the option to move a minimum of 1 to a maximum of 5 pips. However, the first player's interactive game piece occupies the 4 space, that is, pip 92 having numeral 16 printed thereon. The second player is restricted to moving behind or ahead of the first player. Thus, the second player is restricted to moving 1, 2, 3 and/or 5 pips in the direction of arrows A.

Start Is Safe

If a player's interactive game piece 44 is positioned at the start triangle 37, and the second player's interactive game piece 44 is on the sixth playing surface 90, then there is no bumping unless the first player, upon his or her turn, chooses to move one position into pip 1 having numeral 1 printed thereon and end their turn in that position, in which case the second player would be bumped to the start triangle 37.

Winning

The player that advances his or her interactive game piece 44 along the pips on the first, second, third, fourth, fifth, and sixth playing surfaces 50, 54, 60, 68, 78, and 90, respectively, in consecutive order and exits on an exact roll of the movement die 40 wins the game. This means that the exact roll moves the interactive game piece 44 off the playing surfaces and there is no place for it to be moved onto.

DVD Interactive Game Play

As shown in the diagrammatic view of FIG. 10, in a second embodiment the game 38a includes the elements previously described, and includes the addition of a DVD 39 for another way to play the game. A second way to play the game 38 can advantageous involves the use of a DVD 39 as shown in FIG. 10. The DVD 39 has a computer program and data stored thereon. There is a DVD player 49 player that has a central processing unit for running the computer program stored on the DVD 39. When the DVD 39 is inserted into the DVD player 49 the DVD player 49 runs or executes the computer program on its central processing unit. The DVD player 49 and display device 43 are in electronic communication with one another, and the display device 43 is a television or other suitable means for display, as shown in FIG. 10. When the program is run on the central processing unit of the DVD player 49 it causes screen displays designated 47 having screen display printed indicia 59 to be generated, such that the screen displays 49 appear on the display device 43. The screen displays 47 include icons 61 such that when clicked another screen display is displayed. There is also a control device 57 (also referred to herein as remote control or controller 57) that user uses to interact with the DVD player 49 and display device 43, and

the user uses the controller 57 to click on the icons 61 that are displayed on the display device 43, which allows the user to view additional screen displays 47, such that the user can click on different icons 61 to view different screen displays 47 as desired. The control device 57 is in electronic communication with the DVD player 49 and display device 43. DVDs 39 and programming and storing data on DVDs 39, the use and operation of DVDs, DVD players 49 and their use and operation, remote controls 57 and their use and operation, and display devices 43 and their use and operation are well known to those having ordinary skill in the art.

FIG. 11 shows a flow chart 100 for the operation of the software program stored on the DVD 39. There is a "Main Menu" 102. As shown in the flowchart 100, the "Main Menu" has sub-menus including "Learn to Play", "Start Game", "FAQ" (facts and questions), and "Contact" 104, 106, 108 and 1 10, respectively. The "Learn to Play" 104 has submenus for "Video Instructions" 112 and "How to Win" 114. The "Start Game" submenu has a "Movement Die," "Pre-Menu" and "Menu," 116, 118, 120 sub-menus. The "Menu" 120 has sub-menus "Determine Game," "Bumpin' Challenge," "Bumpin' Podium," and "End Game," 122, 124, 126, and 128, respectively. The "Determine Game," "Bumpin' Challenge," "Bumpin' Podium," 122, 124, and 126 respectively, each has a sub-menu for a "Question" 130, as shown in FIG. 10. Programming a DVD 39 to have menus and submenus is well known to those having ordinary skill in the art.

The screen displays associated with the menus appear in the screen displays 47 shown in FIGS. 12-24.

The screen display 47 associated with the "Main Menu" appears in FIG. 12. Clicking on any of these sub-menus that appear on the screen display shown in FIG. 12 will cause screen displays to be generated and displayed on the display device 43 for those particular topics.

If the user clicks on "Learn to Play" icon 61a on the screen display 47 shown in FIG. 12, then the "Learn to Play" screen display 47a, shown in FIG. 13, is generated and displayed on the display device 43. There are "Video Instructions" and "How to Win" icons 61b, 61c, respectively. If "Video Instructions" icon 61b is clicked, then the screen displays 47c and 47d shown in FIGS. 15 and 16 are caused to be generated and displayed on the display device 43.

If the "How to Win" icon 61c is clicked on, then the screen display 47b shown in FIG. 14 is generated and displayed on the display device 43.

If the "FAQ" icon 6 Id is clicked then the questions and answers shown in FIGS. 17- 20 (screen displays 47e-47h) are caused to be generated and displayed on the display device 43.

If the "Contact" icon 61 e clicked then contact information screen display 47i is caused to be generated and displayed on the display device 43, as shown in the screen shot of FIG. 21.

If "Start Game" icon 61 f is clicked, then the program generates the "Movement Die" screen display 47j as shown in FIG. 22 that when clicked causes the a pre-menu 118 and menu 120 to be displayed.

There is a submenu shown in FIG. 23 including "Determine Start of Game", "Bumpin' Challenge", "Bumpin Podium", and "End Game" icons 6 Ig, 6 Ih, 6 Ii, 61j, respectively, that are caused to be displayed when the program on the DVD 39 is executed by the DVD player 49. This is shown in the screen shot 47k displayed in FIG. 23.

When any of the "Determine Start of Game," "Bumpin' Challenge," "Bumpin Podium," icons 6 Ig, 6 Ih, 6 Ii, respectively, are clicked, then the a "Question" as shown in FIG. 24 and screen display 471 is caused to be displayed on the display device 43. The program generates a question that appears on the display device 43 and the player must click on the click answer using the controller 57 to win the game.

In addition, there is a "Return to Main Menu" icon 61k that appears on the screen displays, and the player can click on the icon to return to the main menu

Screen displays having icons that are controlled by a controller 57 and programming a DVD 39 to display icons 61 is well known to those having ordinary skill in the art.

To use, the DVD 39 is inserted in the DVD player 49. The player clicks on "Start Game" icon 61 f and selects the desired menu with the controller. Using a controller 57 to select menus displayed on a display device is well known to those having ordinary skill in the art.

A screen testing is caused to be displayed by the DVD player running the DVD program, and a challenge is displayed, and the player that is the first to identify the answer to the challenge will be the first to begin the game and is referred to as the first player.

When using the DVD 39, the rolling the movement die 40 is the same as in as regular game play, the pip travel of the interactive playing pieces 44 is the same as described above in the first embodiment, and movement of the interactive game piece 44 along the first, second, third, fourth, fifth, and sixth playing surfaces 50, 54, 60, 68, 78, and 90, respectively, of the game die 3 is the same as in regular game play.

With respect to "bumping," there are two ways to get bumped the same as those described herein above. However, when playing the DVD game 39 the bumping action is initiated into a "Bumping Challenge." The player clicks the "Bumping Challenge" button or icon, and the player that is initiating the bumping will have to correctly answer the screen challenge question or else risk being sent to the start triangle 51 if the challenge question is incorrectly answered. If the bumping challenger succeeds in answering the question the opposing player will be sent back to the start triangle 51 and the game will resume as per regular game play.

If the interactive playing pieces 44 land on the same pip, the rule is the same as that for regular play.

Start is safe, which is that same as regular game play.

Winning

The player that advances through all the pips 71 on the game die 42 in consecutive order and exits on an exact die roll will then click on "Bumpin' Podium" icon that appears on the screen display 43. A screen challenge is initiated and the player attempting to win the game will have to complete the challenge successfully to win. If successfully answered the player will win. If unsuccessful the player will not move that round and remain in the pip location previous to the roll and forfeit the movement die to the next player to roll. The screen challenge can be in the form of a question as shown in FIG. 24. Game play will resume as per regular game play.

Options

Extended Play Version: Players may choose to have a competition in which the first winner of 3 games is the ultimate die game 38 champion.

Round robin version can be played wherein players may choose to socially interact and have round robin competitions. Round robin type competitions well known to those having ordinary skill in the art.

Extra Features

The DVD can be embodied to have an "EXTRA FEATURES" menu on the main menu on the screen display of the main menu of FIG. 12. The players can view addition information regard his or her interactive playing piece 44, which can include player biographies and additional information on the interactive playing pieces 44.

In addition, the interactive player pieces 44 can be made available on the internet that provides addition information on the interactive player piece 44 characters. This advantageously adds to the enjoyment and excitement of the game.

Extra Features

The game die 42 can be embodied such that serves as a housing it is movable between open and closed positions, so that when open the interactive playing pieces 44, instructions, and movement die 40 and DVD 39 can be placed therein and the game die 42 can then be closed to store these items therein.

It is to be understood that the game die 42 may be embodied with various colors and designs and the same is true of the interactive playing pieces 44.

Thus, a three dimensional game 38 is provided have the game die 42, movement die 40 and interactive game playing pieces 44 that advantageously provide for exciting game play. The game 38 also advantageously provides the players with challenging game play because of the bumping aspects of the game, thus the players must use strategy to win the game. There is also an embodiment wherein the a three dimensional game 38 has a game die 42, a movement die 40 and interactive playing pieces 44 and a DVD 39 that advantageously adds to the excitement and enjoyment of playing.

It will be appreciated by those skilled in the art that while a three dimensional game has been described above in connection with particular embodiments and examples, the invention is not necessarily so limited, and other embodiments, examples, uses, and modifications and departures from the described embodiments, examples, and uses may be made without departing from the three dimensional game. All of these embodiments are intended to be within the scope and spirit of the three dimensional game.