Table game
The table game design addresses production costs and durability challenges by incorporating rotatable shafts, tension members, and deflectors, improving gameplay and assembly ease.
Patent Information
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Filing Date
- 2025-12-16
- Publication Date
- 2026-07-16
AI Technical Summary
Existing table games face challenges in balancing production costs, enjoyability, and durability while providing an engaging gameplay experience.
A table game design featuring a horizontal playing surface with rotatably mounted shafts supporting player characters, tension members for character control, biasing members for rotation, and deflectors to prevent dead zones, along with removable goaler characters and goaler handles for enhanced interaction.
Enhances gameplay dynamics, reduces premature wear, and maintains durability while ensuring cost-effectiveness and ease of assembly.
Smart Images

Figure CA2025051690_16072026_PF_FP_ABST
Abstract
Description
TABLE GAMEBACKGROUND
[0001] Table games have been popular for more than a century and are know as a great way to gather family and friends. Some table games feature characters which can be manually controlled via suitable mechanisms to interact with a projectile which can represent a ball, puck, or the like. While existing table games have been suitable to a certain degree, there always remains room for improvement. Namely, the design of table games must take many factors into consideration such as production costs being adapted to provide a suitable price point to consumers, enjoyability, and durability.SUMMARY
[0002] In accordance with one aspect, the table game can have a playing surface extending in a horizontal orientation, having two opposite ends, and supported at a given height from the ground, with cavities associated to goal areas at each one of the two opposite ends. A plurality of player characters can protrude upwardly from the playing surface, and goaler characters can be associated to corresponding goal areas. The player characters can be mounted to corresponding shafts, the shafts being rotatably mounted relative to the playing surface. Handles exposed at the ends can be used to pull a tension member which rotates the shafts against the bias from a biasing member. The goaler characters can be pivoted by a lever having a handle exposed at a corresponding end opposite the goaler character, the lever pivotable around a shaft defining an upward pivot axis, the shaft being removable by unthreading from the lever.
[0003] In accordance with one aspect, there is provided a table game comprising: a playing surface extending in a horizontal orientation, having two opposite ends, and supported at a given height from the ground; a plurality of shafts being rotatably mounted relative the playing surface about axes extending across the playing surface, the shafts protruding upwardly from the playing surface where they support corresponding player characters, and protruding downwardly from the playing surface where they have a spool; a plurality of handles exposed at the two opposite ends, each handle being tied to a corresponding spool via a corresponding tension member, the tension member being wound around the spool in a rest configuration;and a plurality of biasing members, each biasing member biasing the rotation of the shafts to the rest configuration, such that, when one of the handles is pulled, the corresponding tension member is unwound from the spool, rotating the shaft and the player away from the rest configuration, against the bias, and when the handle is released, the biasing member rotates the shaft back to the rest configuration.
[0004] In accordance with one aspect, there is provided a table game comprising: a playing surface extending in a horizontal orientation, having two opposite ends, and supported at a given height from the ground, the playing surface delimiting a cavity associated to a goal area at each one of the two opposite ends; and a lower bearing support and an upper bearing support disposed vertically relative one another in the vicinity of each one of the cavities, with a vertically oriented shaft rotatably engaged with the lower bearing support and the upper bearing support, the vertically oriented shaft threadingly engaged with a horizontally-oriented lever between the lower bearing support and the upper bearing support, the lever having a first end supporting a goaler character adjacent the playing surface, and a second end having a handle protruding from a corresponding end; wherein the lever can be removed from between the lower bearing support and the upper bearing support by first disengaging the shaft from the bearing supports and lever, including rotating the shaft relative the lever to disengage the threads.
[0005] In accordance with another aspect, there is provided a table game comprising: a playing surface extending in a horizontal orientation, having two opposite ends, the playing surface being delimited by at least one wall; a plurality of shafts being rotatably mounted relative the playing surface about axes extending across the playing surface, the shafts protruding upwardly from the playing surface where they support corresponding player characters, and protruding downwardly from the playing surface where they connect player control mechanisms operable to control the engagement of the player characters with a projectile; and at least one deflector located adjacent a first one of the player characters and having a semi-circular catch open in a direction facing a second one of the player characters.
[0006] In accordance with another aspect, there is provided a table game comprising: a playing surface extending in a horizontal orientation, having two opposite ends, the playing surface being delimited by at least one wall; a plurality of shafts being rotatably mounted relative the playing surface about axes extending across the playing surface, the shafts protruding upwardlyfrom the playing surface where they support corresponding player characters, and protruding downwardly from the playing surface where they connect player control mechanisms operable to control the engagement of the player characters with a projectile; and at least one deflector placarding a dead zone of the playing surface, the deflector having a planar member extending parallel to the playing surface across the dead zone, and spaced apart from the playing surface by a distance smaller than a dimension of the projectile, the deflector having a proximal edge secured to one of the at least one wall, and a distal edge operable to engage the projectile.
[0007] Many further features and combinations thereof concerning the present improvements will appear to those skilled in the art following a reading of the instant disclosure.DESCRIPTION OF THE FIGURES
[0008] In the figures,
[0009] Fig. 1 is an oblique view of an example of a table game;
[0010] Fig. 2 is a side elevation view of player control mechanism of the table game of Fig. 1;
[0011] Figs 3, 4 and 5 are bottom views of the player control mechanism showing a sequence of activation;
[0012] Fig. 6A is a side elevation view of an alternate example of a player character control mechanism;
[0013] Fig. 6B is a bottom view of yet another example of a player character control mechanism;
[0014] Fig. 7 is a side elevation view of an example player character rotation mechanism for the table game of Fig. 1;
[0015] Fig. 8A is a cross-sectional view of an example player character rotation mechanism for the table game of Fig. 1;
[0016] Fig. 8B is a cross-sectional view of another example player character rotation mechanism for the table game of Fig. 1 ;
[0017] Fig. 9 is a side elevation view of an example goaler character control mechanism for the table game of Fig. 1;
[0018] Fig. 10A is a close-up view, taken from above, showing greater detail of a dead zone and deflector of the table game of Fig. 1 ; and
[0019] Fig. 10B is a close-up view, obliquely taken from above, showing greater detail of a deflector and catch of the table game of Fig. 1.DETAILED DESCRIPTION
[0020] Fig. 1 shows an example of a table game 10. The table game 10 can be seen to have a generally rectangular playing surface 14, having two ends opposite one another in a longitudinal orientation defined in an orientation of a length of the playing surface 14, and being supported at a given height from the ground by a support 30. In this example, the support 30 is a central pillar but legs can be used in alternate embodiments for example. The playing surface 14 may be fully horizontal or have inclined panels. In the illustrated embodiment, the playing surface 14 has a first panel sloping downwardly between the middle of the length and the first end, and a second panel sloping downwardly between the middle of the length and the second end.
[0021] The playing surface 14 is surrounded by walls 32 which can delimit the playing area. In this example, transparent fences 34 project upwardly from the walls 32, and a transparent cover 36 extends horizontally over the playing surface 14, to impede or block potential escaping of the projectile 22 (e.g., ball or puck) from the playing area while allowing suitable visibility to the game action. Several characters 38, 40 are provided including, in this specific example, four player characters 38 and one goaler character 40 at each end of the table game 10.
[0022] As better seen in Fig. 2, the player characters 38 are each mounted to an upwardly oriented shaft 12 which crosses the playing surface 14 and which can rotate, allowing to pivot or rotate the player characters 38 around an upwardly oriented axis to engage with the projectile 22.
[0023] Control handles 28 (alternately referred to as player handles) are provided for the player characters 38 on each end of the table game 10. Player character control mechanisms 42 areprovided to couple the player handles 28 to the shafts 12. The player character control mechanisms 42 are not visible on Fig. 1, and different example embodiments thereof will be detailed below with reference to Figs. 2-7. Similarly, a goaler character control mechanism 44 connects a goaler handle 46 to the goaler character 40, an example embodiment of which will be presented below. When playing, one or more players can stand at each end of the playing surface 14 and control the movement of the player and goaler characters 38, 40 attributed to them, by way of the player and goaler handles 28, 46 located at their corresponding end, as the projectile 22 travels within the playing area, interacting with different ones of the player and goaler characters 38, 40, the walls 32, fences 34, deflectors or covers 38, or goals.
[0024] Figs. 2 to 5 present a first example of a player character control mechanism 42. In this example, the player handle 28 is connected to the player shaft 12 by a tension member 15. More specifically, the tension member 15 can be provided in the form of a cord, cable, belt or chain for instance, and be wrapped around a portion of the player shaft 12 acting as a spool 13. The tension member 15 is supple and is adapted to convey tension and to wrap around the spool 13. It is not rigid and therefore not adapted to convey compression. The player characters 38 can be seen to be secured to a portion of the player shafts 12 which protrudes upwardly from the playing surface 14. The player shaft 12 can be rotatably mounted to a planar structural member associated to the playing surface 14 via a bearing 48. The spool 13 can be formed of a broadening of a material of the shaft 12, or of a separate component assembled to a core of the shaft 12 for instance. The spool 13 can be in the form of a pulley or sprocket for instance. When the player pulls the tension member 15 via the player handle 28, the tension member 15 can unwind from the spool 13 and rotate the player character 38 from a rest position to a deployed position.
[0025] A biasing member 16, 16’ is provided to bias the spool 13 to the rest position. In the examples presented in Figs. 2 to 5, the biasing member 16 is embodied as a cord which is elastic in tension, and the rest position is shown in Figs. 2 and 3. Another example will be presented below where the biasing member 16’ takes the form of a coil spring coaxial with the shaft 12. In this example, the biasing member 16 is also wrapped around the spool, but in the opposite direction than the tension member 15. When the tension member 15 is pulled by the handle 28, such as shown in Fig. 4, the tension member 15 is unwound from the spool 13,rotating the spool 13, the shaft 12 and the player character 38, while simultaneously stretching and winding the elastic cord around the spool 13. Accordingly, when the handle 28 is released, the biasing force exerted by the stretched elastic cord rotates the spool 13, the shaft 12 and the player character 38 in the opposite angular direction, towards the configuration shown in Fig.5, while simultaneously winding the tension member 15 around the spool 13 and readying the player control mechanism 42 for a subsequent activation by the player. In this example, the tension member 15, the spool 13, and the biasing member 16 lie below the playing surface 14.
[0026] In some embodiments, the tension member 15 can wrap around the spool 13 by roughly one turn between the rest configuration and the fully deployed configuration. In the illustrated embodiment, as shown by the positions illustrated in the dashed lines in Fig. 4 and Fig. 5, it can be understood that the shaft 12 and player character 38 can be rotated by a bit more than a full rotation when the tension member 15 is fully unwound from the spool 13. Accordingly, depending on the embodiment, the player control mechanism 42 can be operable to allow rotation of the shaft by more than 180 degrees, more than 270 degrees, more than 360 degrees, or even more.
[0027] The faster the player pulls the handle 28 (linear speed), the faster the player character 38 will rotate around the shaft axis (angular speed), and the stronger the impact between the player character 38 and the projectile 22 (E = mv2). This rotation speed will also be affected by the diameter of the spool 13 and the radial distance between part of the player character 38 which engages the projectile 22 and the shaft axis. The speed at which the player character 38 returns to the rest position will depend on the tension force generated by the biasing member 16, 16’, which can depend on the spring constant k of the biasing member 16, 16’, on the diameter of the spool 13, and on the eventual presence of preloading in the biasing member 16, 16’. In some embodiments, it can be preferred for the elastic cord and the tension member 15 to be wound on spool areas having the same diameter, whereas in others, the spool areas around which the elastic cord and the tension member 15 are wound can have different diameters.
[0028] In the embodiment shown in Figs. 2 to 5, a stop 50 is provided along the tension member 15. In this embodiment, the stop 50 can be provided in the form of a knot in the tension member 15, for instance, whereas in other embodiments, the stop 50 can be provided in theform of a distinct component mounted to or otherwise secured to the tension member 15. In the embodiment shown, a knot was found suitable in terms of cost and durability. On the other hand, an abutment for the stop 50 is associated to the end of the table game 10 where the handle 28 is exposed. More specifically, in this example, the tension member 15 passes through an aperture formed in a wall 21 defining the corresponding end of the table game 10. When the handle 28 is pulled to a certain extent, the stop 50 (in this case the knot) engages the abutment (in this case the wall 21), blocking further pulling of the handle 28, and thereby protecting the player control mechanism 42 from shocks or excessive force, and potentially protecting the biasing member 16, 16’ from excessive deformation.
[0029] Fig. 6A presents an alternate embodiment where the biasing member 16’ is provided in the form of a coil spring, assembled here coaxially to the shaft 12, such that when the handle 28 is activated and rotates the shaft 12, a biasing moment is built in the coil spring, biasing the shaft 12 back to the rest position. The coil spring can be coiled in an angular direction opposite the orientation of wrapping of the tension member 15 around the spool 13, for instance.
[0030] In Fig. 6A, an additional feature is shown. While in Fig. 6A, optional first stop and first abutment (provided here as the wall 21 which engages the stop 50 when the handle 28 is sufficiently pulled) are also provided, similarly to the embodiments shown in Figs 2 to 5, a second abutment 52 (and / or second stop) is also provided. The role of the second abutment 52 (and / or second stop) is different from the role of the first abutment, is it can operate in the opposite direction. More specifically, while the cooperation between the first stop 50 and the first abutment can be used to prevent excessive force or deformation at the player control mechanism 42, the second abutment (and / or second stop) can be used to preload the biasing member 16’, in a manner for a remanent force to continue to be exerted by the biasing member 16, 16’ even when the player control mechanism 42 is in the rest position. This can also, or alternately, improve the functionality of the player control mechanism 42 and ensure constant and good position of the player character 38 at rest. Indeed, some rest angular positions of the player character 38 are better than others and starting from a rest position where the player character 38 is pivoted towards his / her own zone, or laterally, may be preferable than starting from a rest position where the player character 38 is pivoted towards the opposing zone, since the rearward orientation may more readily allow striking theprojectile 22 towards the other zone upon being pivoted towards that direction, particularly when the rotation span of the player character 38 is limited.
[0031] In some embodiments, the 2ndabutment 52 can be configured to engage with the first stop 50 (e.g., an inner wall which is adapted to engage with the knot forming the first stop 50). In other embodiments, the second abutment 52 can designed to engage with a second stop 54, different from the first stop 50. In the example illustrated in Fig. 6, the second stop 54 is provided between the second abutment 52 and the 1st abutment. When the handle 28 is pulled, the second stop 54 is pulled away from the second abutment 52, towards the first abutment (which is at wall 21). In this case, the movement of the second stop 54 remains limited by the presence of the first stop 50 and the first abutment, but in alternate embodiments, the first stop 50 and the first abutment may be omitted, whereas in still other alternate embodiments, a single stop may be designed to engage both with the first abutment and with the second abutment. When the handle 28 is released, the biasing member 16, 16’ retracts the handle 28, winding the tension member 15 around the spool 13 until the second stop 54 engages the second abutment 52, into the configuration shown in Fig. 6. In this rest position, a preload force may thus continue to be exerted by the biasing member 16, 16’, which may more firmly maintain the angular orientation of the player character in the rest position. In the absence of a preload force, the angular orientation of the player character 38 in the rest position may be more loosely defined, particularly if the biasing member 16, 16’ loosens due to wear, etc.
[0032] Fig. 6B shows another embodiment where the stop and abutments are embodied in a different manner. More specifically, an arcuate keypath 56, is defined in the bottom of the spool 13, concentric to the shaft axis. A stop, embodied here as a set screw 58 disposed parallel to the shaft, penetrates and engages the arcuate keypath 56. When the spool 13 (and shaft) is rotated around the shaft axis, the arcuate keypath 56 rotates relative the set screw 58, until the set screw engages an abutment in the form of a corresponding end of the arcuate keypath 56. The arcuate keypath can have 270 degrees in this example, for instance.
[0033] It will also be noted that in the embodiment presented in Fig. 6A, the player character 38 is held by the shaft 12 at a central location, and protrudes radially / laterally from the shaft 12, relatively equally, in two opposite radial directions (relative the shaft axis - the axis around which the shaft rotates). In some embodiments, this configuration may be preferred to theconfiguration shown in Fig. 2 where the player character 38 is held by the shaft 12 at an edge and protrudes laterally solely in one radial direction. Indeed, the configuration shown in Fig. 6A may offer two opportunities for the player character 38 to engage the projectile 22, one on each radial direction, but the radial distance between the contact point and the shaft axis may be more limited. By contrast, in the configuration shown in Fig. 2, a single opportunity may be provided for the player character 38 to engage the projectile 22 but offers a greater potential distance between the contact point and the shaft axis. In some embodiments, the configuration shown in Fig. 2 may be preferred, whereas in other embodiments, the configuration shown in Fig. 6 may be preferred. In some embodiments, the position of the player character 38 relative the shaft 12 can be adaptable to a given player’s preference.
[0034] It will be noted that in the embodiments presented in Figs. 2 to 6B, the spool is made integral to a portion of the shaft 12 which projects downwardly from the playing surface 14, and which leads to a free end. In some embodiments, to ensure a suitable rotatability of the shaft relative the playing surface 14, it may be preferred to provide a bearing in the form of a friction reducing bearing between the shaft 12 and the playing surface 14, such as a roller bearing rather than a bushing, for instance. A bearing may have a limited axial length, and in this embodiment, this axial length may be limited to the thickness of a sheet-like member forming the playing surface 14. In some alternate embodiments, a simple bushing may constitute a suitable form of bearing.
[0035] In some embodiments, independently of whether a friction-reducing bearing or a simpler bushing is used, torsional moments may be exerted at the bearing which may be oriented in other axes than the shaft axis, and cause stress at the interface between the bushing and the playing surface 14. In some embodiments, this stress may cause premature wear, eventually leading to the player characters 38 coming into contact with the playing surface 14 when rotated. Simply changing the bushing type (e.g., copper bearing, steel bearing, LIHMW, ABS) may not be sufficient to avoid such premature wear.
[0036] It was found that, in some embodiments, this premature wear could be avoided by using bearings 48A, 48B at two axially opposite sides of the spool 13, an example of which is presented in Fig. 7. Each one of the bearings 48A, 48B can be mounted to a horizontally oriented planar (sheet-like) member, such that an upwardly oriented lever arm can be offeredbetween the two bearings 48A, 48B. With each bearing 48A, 48B being resistant to shear stress in the plane of the planar member 60A, 60B to which it is mounted, the resulting assembly can significantly reduce any moment which could otherwise occur around axes other than the shaft axis and avoid premature wear. A quality-control criteria may be, for instance, that the mechanism is resistant to more than 300000 repetitions of dynamically pulling the handle.
[0037] The second planar member can either be a lower enclosure of the table game 10 secured to the first planar member via walls of the table game 10 (e.g., such as shown in Fig.7), fastened to the playing area via a number of supports (e.g., such as shown in Fig. 7), or integrated to a first planar member as part of a sub-assembly which is configured to be easily replaceable when needed (e.g., such as shown in Fig. 8A), for instance.
[0038] Fig. 8A presents an example embodiment where the second planar member 60B is provided as part of a sub-assembly specific to a corresponding player character 68, whereas Fig. 8B presents an example where the second planar member 60B is a lower enclosure of the table game 10, or otherwise common to all player characters, to illustrate two different potential examples. The combination of two separate bearings 48A, 48B, vertically separated from one another, can conveniently alleviate or eliminate a torsional lever arm effect which could otherwise occur, by stabilizing the rotation axis. The first planar member 60A and second planar member 60B can be formed of a rugged material, such as polycarbonate, or any other suitable material.
[0039] Turning to Fig. 8A, a cross-sectional view of an embodiment is shown. In this embodiment, a plurality of sub-assemblies are provided, one for each one of the shafts 12, and only one of which is shown. Each sub-assembly includes a first planar member 60A and a second planar member 60B, each having a corresponding bearing 48A, 48B for the shaft 12 and being upwardly interspaced from one another. The second planar member 60B is assembled to the first planar member 60A by a plurality of fasteners 64. In this specific embodiment, the fasteners 64 extend across sleeves 66 which abut against corresponding surfaces of the first planar member 60A and the second planar member 60B, setting a distance between the first planar member 60A and the second planar member 60B. The fasteners clamp the corresponding sleeves 66 between the planar members 60A, 60B. The first planar member60A has horizontally protruding ledges also having fastener apertures, and these fastener apertures can be accessible from below.
[0040] In some embodiments, the playing surface may have a layer, such as a carpet or mat, which may block access to the structure from above. In such embodiments, if there is a need to replace or repair components of the player control mechanism 42, it may be inconvenient to access the first planar member 60A from above. In the embodiment illustrated, this can be avoided. More specifically, threaded inserts 68 can be mounted into apertures formed in the playing surface member. Fasteners 70 can have threaded ends engaged with the threaded inserts 68 from below, with the heads of the fasteners 70 engaged with the first planar member 60A and accessible from below. Accordingly, the fasteners 70 can be removed by activating the heads from below, avoiding the necessity of removing the layer covering the playing surface member during maintenance.
[0041] In the embodiment presented in Fig. 8A, the tension member 15 may have a stop which can play the role of the second stop described above, and the corresponding sub-assemblies may have an abutment which can play the role of the second abutment described above. The abutment may be integrated to the sub-assembly such as to be removed together with the shaft 12, bearings 48A, 48B and planar members 60A, 60B when the sub-assembly is removed. The abutment may be embodied as an upwardly oriented partition 72 secured above and below to the first planar member 60A and to the second planar member 60A, respectively.
[0042] Fig. 8B presents another example embodiment. In this embodiment, the first planar member 60A is formed by the supporting structure of the playing surface 14, and is shared across all shafts 12, and the second planar member 60B may also extend in a manner to be shared between two or more of the shafts 12, such as by being formed of a lower horizontal wall for instance. The second planar member 60B may be made integral to the first planar member 60A by any suitable means, such as by being interconnected to the first planar member by upwardly extending walls.
[0043] Turning to Fig. 9, a potential configuration of a goaler character control mechanism 44 will now be presented. In this example, the goaler character 40 protrudes upwardly from a first end of a horizontally oriented lever 80. A goaler handle 46 is provided at the second end or thelever 80, opposite the first end / goaler character 40, and a pivot is provided between the two ends. The pivot in this example is formed of a pivot shaft 82 extending vertically, across the lever 80. The pivot shaft 82 is rotatably supported by bearings 84A, 84B at both vertically opposite ends. The bearings 84A, 84B themselves are supported in, or otherwise defined by, corresponding bearing supports 86A, 86B. An intermediary portion of the pivot shaft 82, corresponding to the vertical position of the lever 80, has a male thread. A female thread is defined in a vertically oriented bore defined in the lever 80. The male thread engages the female thread in a configuration of use shown in Fig. 9. In the configuration of use, a player can pivot the goaler character 40 towards the left or the right (inward or outward of the page in the angle shown in Fig. 9) to prevent ingress of the projectile 22 into the corresponding goal cavity by moving the goaler handle 46 in the opposite direction.
[0044] In this example, the goaler character 40 can be removed as follows : the pivot shaft 82 can be rotated relative to the lever 80 in a manner to disengage the male thread from the female thread, after which the pivot shaft 82 can be moved upwardly, to disengage successively from the second bearing 84B, lever 80, and first bearing 84A, at which point the pivot shaft 82 becomes free. Then, the lever 80 is also free and can be pulled horizontally away from the playing surface, and the goaler character 40 can be withdrawn with the lever 80 by passing between the first bearing support 86A and the second bearing support 86B. In this embodiment, the pivot shaft 12 generally has a cylindrical geometry, and the portion of the pivot shaft 12 which extends above the threaded engagement 88 has a diameter which is broader than the portion of the pivot shaft 12 which extends below the threaded engagement 88. There are other engagement types than threads which can be used to secure the pivot shaft 82 to the lever 80.
[0045] In accordance with such an embodiment, the table game 10 can be sold assembled except for the support 30 and for the goaler characters 40. Indeed, when assembled, the handle 46 of the goaler characters 40 can protrude significantly from the corresponding end of the table game 10, which may be inconvenient when wanting to minimize volume and packaging material for shipping. Accordingly, by reversing the steps exposed above, the user can assemble the goaler character 40 to the table game 10 in a relatively easy and straightforward manner.
[0046] Fig. 10 presents a close-up view showing greater detail of one of the deflectors 90 which can be used in the table game 10 of Fig. 1. Indeed, one or more deflectors 90 may be used inthe table game 10 for various reasons, but a main driving factor for integrating a deflector 90 may be to prevent the projectile 22 from immobilizing in certain areas of the playing surface 14, where the player or goaler characters 38, 40 would not be able to reach. Indeed, when designing the game in a manner for the game to be entertaining, one may want to limit or ideally altogether avoid situations where the projectile 22 cannot be suitably engaged by a player character 38. Such occurrences may require manual intervention to move the projectile 22 back to a location where it can be engaged by the player character 38, which may overall impede the enjoyability and dynamism of the table game 10.
[0047] In the specific embodiment illustrated, for instance, two player characters 38, one of each one of the teams, are located on opposite lateral sides of each goal area. These player characters define a circular area of movement, whereas the playing area may otherwise be rectangular, leading to “dead” areas illustrated in Fig. 10A, between the circular area of movement and the corner of the rectangular shape where the projectile 22 may become lodged in a manner to be unengageable by the closest player character 38. Such dead areas may be undesirable and seen as sources of coldness which impede the desirable heat of the game. Such dead areas may be placarded by deflectors.
[0048] Two other player characters, one for each team, can be disposed closer to the midline of the playing surface 14, on each side of the playing surface. Other such dead areas, illustrated in Fig. 10B, may arise along edges of the table game 10, where the players disposed closer to the midline of the playing surface cannot reach.
[0049] One way of forming a deflector 90 is to provide the deflector in the form of an upwardly oriented wall which the projectile 22 cannot cross. It was found that there were inconveniences, in some cases, to using this type of deflector. Indeed, when designing deflectors, one must think about practical considerations such as durability, efficiency, cost, and ease of assembly, and deflectors having vertically oriented walls may bear inconveniences associated to one or the other of such factors. For instance, deflectors having vertically oriented walls may represent a challenge to fabricate with complex shapes, or challenges in terms of securing relative to the playing surface.
[0050] It was found that at least some inconveniences of deflectors defined by upwardly oriented walls could be addressed or alleviated with deflectors defined by laterally extending edges which are spaced apart from the playing surface 14 by a distance 92 which is less than a size of the projectile 22. An example of such a deflector 90, having a relatively complex shape, is presented in Fig. 10B. More specifically, the deflector 90 can be formed of a planar member, preferably, but optionally, transparent, which can have a relatively complex deflector shape defined at the laterally extending edge, while being securable to a wall of the table game at the other edge (e.g., as shown in Fig. 10B) or otherwise supported by supports (e.g., as shown in Fig. 10A). In this specific example, the planar member can be formed from a flat sheet material (e.g., polycarbonate, acrylic, poly(methyl methacrylate), etc.), which may have a flange folded at 90 degrees at a proximal edge disposed against a wall, and a complex shape cut at a distal edge. The flange at the proximal edge can be secured to a wall structure of the table game 10 by fasteners or adhesive, for instance, holding the distal edge embodying the deflector at the desired distance 92 from the playing surface 14. If the projectile 22 is a spherical “ball”, for instance, the distance 92 between the distal edge and the playing surface 14 may correspond to the radius of the spherical ball, to name one possible example.
[0051] The example presented in Fig. 10B has another feature of interest which is independent from the example way of forming the deflector 90 explained above. This feature is a projectile catch 96 which is disposed adjacent a “striker” player character 38 (the player character 38 disposed adjacent the midline in the defensive zone of the playing surface 14.
[0052] More specifically, as seen more clearly in Fig. 1, in this specific embodiment, each team has two characters in their defensive zone: a defenseman and a striker, and two characters in their offensive zone. The playing surface in the defensive zone slopes towards the end of the table game 10, where the goal cavity is defined, and the defenseman (better seen in Fig. 10A) is located adjacent the goal cavity, on a first lateral side of the table game 10. The striker is located on the opposite lateral side of the table game 10, and closer to the midline (lengthwise middle) of the playing surface 14 and offensive zone.
[0053] One significant game dynamic in this type of configuration is the possibility of making a pass, in the defensive zone, between the defenseman and the striker, for the striker to take a shot at the goal. The general direction of such a pass is shown by an arrow in Fig. 1. In a realsoccer game, players can independently move either one of their feet. In the abstraction of the soccer game which can be provided by the table game 10 in some embodiments, the striker is limited to a motion of rotation / pivot around the shaft. It can be difficult to catch the ball from the defenseman and to then strike it to take a shot at the goal, whereas in a real soccer game, it can be easier for a player to catch a pass with one foot, and to then strike with the other foot. It was found that the game could be made more dynamic by forming a semi-circular catch 96 in the deflector. The semi-circular catch 96 can generally be open towards the defenseman such that if the defenseman precisely strikes the projectile at the right angular position, and with sufficient strength, the projectile 22 may engage the semi-circular catch 96, from where the sloping of the playing surface 14 can bring the projectile 22 into the action zone of the striker.
[0054] As can be understood, the examples described above and illustrated are intended to be exemplary only. Various alternate embodiments are possible. For instance, while in the embodiments presented above and illustrated, the rotary shafts to which the player characters are associated are located at fixed positions relative the playing surface. In alternate embodiments, the shaft bearings may instead be slidingly mounted within slots which extend generally in the plane of the playing surface, to allow the player characters to translate along the playing surface in addition to rotate or pivot. The scope is indicated by the appended claims.
Claims
WHAT IS CLAIMED IS:
1. A table game comprising:a playing surface extending in a horizontal orientation, having two opposite ends;a plurality of shafts being rotatably mounted relative the playing surface about axes extending across the playing surface, the shafts protruding upwardly from the playing surface where they support corresponding player characters, and protruding downwardly from the playing surface where they have a spool;a plurality of handles exposed at the two opposite ends, each handle being tied to a corresponding spool via a corresponding tension member, the tension member being wound around the spool in a rest configuration; anda plurality of biasing members, each biasing member biasing the rotation of the shafts to the rest configuration, such that, when one of the handles is pulled, the corresponding tension member is unwound from the spool, rotating the shaft and the player away from the rest configuration, against the bias, and when the handle is released, the biasing member rotates the shaft back to the rest configuration.
2. The table game of claim 1 wherein the biasing members are longitudinal springs which stretch when the corresponding handle is pulled.
3. The table game of claim 1 wherein the biasing members are elastic cords which stretchably wind around the spool when the corresponding handle is pulled.
4. The table game of claim 1 wherein the biasing members are coil springs mounted concentric to the corresponding shafts.
5. The table game of claim 1 , 2, 3 or 4 wherein a first planar member defines the playing surface, further comprising at least one second planar member spaced apart from the first planar member, at least one of the plurality of shafts rotatably mounted both in thefirst planar member and in the second planar member, the corresponding spools located between the first planar member and the second planar member.
6. The table game of claim 5 wherein, for at least one of the shafts, a first bearing is provided between the first planar member and a first axial location of the corresponding shaft, and a second bearing is provided between the second planar member and a second axial location of the corresponding shaft.
7. The table game of claim 5 or 6 wherein the second planar member is fastened to the first planar member by a plurality of fasteners.
8. The table game of claim 7 each fastener has a head supported by the second planar member, and a threaded tip threadingly engaged with a threaded insert secured to the first planar member.
9. The table game of claim 7 or 8 wherein the fasteners extend across spacer sleeves defining a distance between the first planar member and the second planar member.
10. The table game of any one of claims 1 to 9 wherein the player characters are planar with an upwardly oriented height and a transversally oriented width, and secured to the corresponding shafts at an intermediary location along the transversally oriented width, protruding transversally on both sides of the corresponding shaft by at least 1 / 4 of the transversally oriented width, preferably 1 / 3 of the transversally oriented width.
11. The table game of any one of claims 1 to 10 wherein each one of the tension members has a stop, further comprising a plurality of abutments located at fixed, corresponding positions relative the playing surface, and wherein each stop is designed to engage a corresponding one of the abutments and limit the extent to which the corresponding handle can be pulled to a configuration of maximal extension.
12. The table game of any one of claims 1 to 10 wherein each one of the tension members has a stop, further comprising a plurality of abutments located at fixed, corresponding positions relative the playing surface, and wherein each stop is designedto engage a corresponding one of the abutments and limit the extent to which the biasing member rotates the shaft back to the corresponding rest position.
13. The table game of claim 12 wherein in the corresponding rest position, an impact region of the corresponding player character faces the corresponding handle.
14. The table game of any one of claims 11 to 13 wherein the stop is defined by a knot formed in the tension member.
15. A table game comprising:a playing surface extending in a horizontal orientation, having two opposite ends, the playing surface delimiting a cavity associated to a goal area at each one of the two opposite ends; anda lower bearing support and an upper bearing support disposed vertically relative one another in the vicinity of each one of the cavities, with a vertically oriented shaft rotatably engaged with the lower bearing support and the upper bearing support, the vertically oriented shaft threadingly engaged with a horizontally-oriented lever between the lower bearing support and the upper bearing support, the lever having a first end supporting a goaler character adjacent the playing surface, and a second end having a handle protruding from a corresponding end;wherein the lever can be removed from between the lower bearing support and the upper bearing support by first disengaging the shaft from the bearing supports and lever, including rotating the shaft relative the lever to disengage the threads.
16. A table game comprising:a playing surface extending in a horizontal orientation, having two opposite ends, the playing surface being delimited by at least one wall;a plurality of shafts being rotatably mounted relative the playing surface about axes extending across the playing surface, the shafts protruding upwardly from the playing surface where they support corresponding player characters, and protruding downwardly from the playing surface where they connect player control mechanisms operable to control the engagement of the player characters with a projectile; andat least one deflector placarding a dead zone of the playing surface, the deflector having a planar member extending parallel to the playing surface across the dead zone, and spaced apart from the playing surface by a distance smaller than a dimension of the projectile, the deflector having a proximal edge secured to one of the at least one wall, and a distal edge operable to engage the projectile.
17. The table game of claim 16 wherein the projectile is a ball, and the distance corresponds to a radius of the ball.
18. The table game of claim 16 or 17 wherein the distal edge defines an irregular curvilinear shape.
19. The table game of any one of claims 16 to 18 wherein the deflector is made of a transparent sheet material allowing visible access to the underlying dead zone of the playing surface.
20. The table game of any one of claims 16 to 19 wherein the proximal edge has a flange folded at 90 degrees relative a main portion of the deflector, the flange secured to the one of the at least one wall.
21. A table game comprising:a playing surface extending in a horizontal orientation, having two opposite ends, the playing surface being delimited by at least one wall;a plurality of shafts being rotatably mounted relative the playing surface about axes extending across the playing surface, the shafts protruding upwardlyfrom the playing surface where they support corresponding player characters, and protruding downwardly from the playing surface where they connect player control mechanisms operable to control the engagement of the player characters with a projectile; andat least one deflector located adjacent a first one of the player characters and having a semi-circular catch open in a direction facing a second one of the player characters.
22. The table game of claim 21 wherein a portion of the playing surface between the first player character and the second player character slopes towards the second player character.
23. The table game of claim 21 or 22 wherein the first player character and the second player character are located on opposite lateral sides of the playing surface.