Apparatus or means, such as games and sports, by which contests
of skill or chance may be engaged in among two or more participants,
where the result of such contests can be indicated according to
definite rules;
Apparatus or means, such as puzzles and fortune telling devices,
by which a test of the skill or fortune of one or more persons,
in accomplishing some sought result, may be obtained, chance devices
being included, even if not of themselves games or elements of games,
by reason of their similarity to other chance devices herein;
Targets combined with devices for projecting aerial or surface
projectiles or missiles against or through the targets, per se,
and projectors, per se, only if the projectile passes at all times
over a surface;
Devices ancillary and appurtenant to games for which there
is no provision in other classes.
SECTION II - LINES WITH OTHER CLASSES AND WITHIN THIS CLASS
This class is subordinate to both Class 473, Games Using Tangible
Projectile, and Class 463: Amusement Devices: Games-- wherein
Class 473 is specific under Class 463, and wherein Classes 273,
463, and 473 are further specific under Class 472, Amusement Devices.
Classes 463 and 473 are intended to eventually replace Class
273 through a series of stages. When all of the subject matter
of Class 273 has been reclassified and incorporated within these
classes (463 and 473), Class 273 will be abolished. Until Class
273 is abolished, it is to be considered subordinate to Classes
463 and 473. Stated otherwise: the subclasses of Class 273, along with
their hierarchical arrangement, are to be considered as following
after the subclasses of, appropriately, Class 463 or 473 (i.e.,
the first occurring subclass of Class 273 follows the last occurring
subclass of appropriate Class 463 or 473).
Mechanical Guns and Projectors, appropriate subclass for mechanical aerial projectors,
per se. Projectorsper se, are included in this class (273) only
when the projectile, at all times, travels on a surface. Combinations
of targets and aerial projectors are included in this class (273).
Article Dispensing, appropriate subclasses for article dispensers not otherwise
provided for. Such article dispensers, as subcombinations of chance
devices such as are provided for in
subclasses 138.1+ of this class (273) are classified in appropriate
subclasses of Class 221.
Communications: Electrical,
subclass 323 for game reporting electric signaling systems and appropriate
subclasses, particularly subclasses 286.01+ for electric
signaling systems, per se which may form part of a game.
Computer Graphics Processing and Selective Visual
Display Systems,
subclasses 1.1 through 3.4for visual display systems with selective electrical
control, and subclasses 418-475 for computer graphics processing.
Stock Material or Miscellaneous Articles, appropriate subclasses for stock material in the form
of a single or plural layer web or sheet which may be used in the
fabrication of products provided for in this class.
Amusement Devices: Games, appropriate subclasses, for a nonprojectile game,
a simulated-projectile game, a propelled racing game, a fencing
game, or an implement or device used by a person (often one involved
in law enforcement) to strike or electrically shock a human being
so as to control the being. See Lines With Other Classes, above,
for the line between this and other amusement devices classes.
Games Using Tangible Projectile, for a game that uses a tangible projectile. See
Lines With Other Classes, above, for the line between this and other
amusement devices classes.
Surgery: Splint, Brace, or Bandage,
subclasses 41+ for bandaging devices, even though specially adapted
for use in supporting the body or body member to function in a proper
manner in playing a game.
Data Processing: Generic Control Systems or Specific
Applications,
subclasses 91 through 93for data processing or computation, per se, for
the purpose of analyzing, monitoring, or scoring a contest or game,
which is not classifiable elsewhere.
SURFACE PROJECTILE GAME; GAME ELEMENT (E.G., TARGET, ETC.)
OR ACCESSORY THEREFOR OTHER THAN PROJECTILE, PER SE:
This subclass is indented under the class definition. Subject matter relating to a game in which a projectile
passes over a surface at all times in its course, which game comprises
(a) a game component (other than a projectile, per se) which may
be used to play the type of game included herein, or (b) an ancillary
device or means which is adapted and intended to be used with or
for a game component included herein unless it is provided for elsewhere.
for an object (e.g., a die, a top, or a marble used
with a roulette wheel, etc.) acting either per se as, or as part of,
a chance device in which the element of chance is alone the function of
the device or which might be of itself a game or a component of
a game.
for game apparatus for an aerial projectile game
(including a target or other game component other than a projector,
per se, or a projectile, per se) in which a projectile or missile
is intended to be projected into or through the air during play
of a game, and note especially subclasses 362+ thereunder
for a target which also acts as a projectile by virtue of its being projected
into the air during use thereof (e.g., a clay pigeon, etc.).
Games Using Tangible Projectile,
subclasses 52+ for a ball projectile used in a billiard or pool
game, subclasses 125+ for a ball projectile used in a bowling
game, subclasses 351+ for a ball projectile used in the
game of golf, subclass 413 for a ball projectile used in the game
of croquet, subclasses 516+ for a player-held implement,
in general (e.g., a tennis racket, baseball bat, polo mallet, etc.) which
is used to project a game projectile into the air by striking the same,
and subclasses 569+ for a game projectile, in general,
used in numerous other games such as baseball, tennis, basketball,
football, hockey, lacrosse, pinball games, etc.
This subclass is indented under subclass 108. A surface projectile game wherein any combination of the
projector, projectile, game surface, or other game element is adapted
or intended to mimic some or all of the features, action, rules,
environment, or scoring of a game of physical sport or other athletic
event.
(1)
Note. Although the sport or athletic event mimicked might
normally include an aerial projectile, the projectile in this and
indented subclasses is intended to remain in contact with the playing
surface.
This subclass is indented under subclass 108.1. A surface projectile game wherein the game mimicked is a
game commonly known as golf, wherein a participant attempts to project
a projectile into an open hole in a surface or otherwise project
the projectile toward a specified location on a generally horizontal
surface in an attempt to have it stop at said specified location.
(1)
Note. Although representative of a sport that utilizes an
aerial projectile, the projectile in this and indented subclasses
is intended to remain in contact with the playing surface.
This subclass is indented under subclass 108.2. A simulated golf game wherein the projectile is struck or
pushed by an implement intended to be carried and manipulated only
by a participant in the surface projectile game.
This subclass is indented under subclass 108.2. A simulated golf game wherein the projectile is struck or
pushed by a movable figurine that resembles a person with a golf
club.
This subclass is indented under subclass 108.1. A surface projectile game wherein the game mimicked is a
game commonly referred to as baseball, wherein a participant, i.e.,
a batter, swings an elongated, generally cylindrical striking implement,
i.e., a bat, in an attempt to strike an aerial projectile, i.e.,
baseball, thrown into a defined area above a playing surface by
a participant, i.e., pitcher, on an opposing team.
(1)
Note. Although representative of a sport that utilizes an
aerial projectile, the projectile in this and indented subclasses
is intended to remain in contact with the playing surface.
This subclass is indented under subclass 108.3. A simulated baseball game including a device intended to
simulate a pitcher which is constructed and arranged to actively
force the projectile over and in contact with the surface toward
a defined area of the surface representing a batter"s box,
which may further include a device intended to simulate a batter
constructed and arranged near the defined area to actively strike
the projectile as it travels over the defined area of the surface.
This subclass is indented under subclass 108.3. A simulated baseball game including a device intended to
simulate a batter which is constructed and arranged to actively
strike a projectile to cause it to travel over and in contact with
the surface.
This subclass is indented under subclass 108.3. A simulated baseball game wherein the projectile is advanced
across the surface by vibrating, tilting, or otherwise translating
the orientation of the surface.
This subclass is indented under subclass 108.1. A surface projectile game wherein the game mimicked is a
game commonly known as football, where opposing teams of participants alternately
have a given number of chances to carry a projectile across a line
at an end of a defined play surface, to catch a thrown projectile
in the air in a defined area past the end of the elongated play
surface, i.e., end zone, or kick the projectile over a horizontal
bar and between a pair of vertically extending bars located in the
end zone, while the opposing team attempts to take the projectile
away or physically stop the team having the number of chances from
reaching the end line or end zone before the given number of chances
have been used.
(1)
Note. Although representative of a sport that utilizes an
aerial projectile, the projectile in this and indented subclasses
is intended to remain in contact with the playing surface.
This subclass is indented under subclass 108.4. A simulated football game wherein the projectile is advanced
across the surface by vibrating, tilting, or otherwise translating
the orientation of the surface.
This subclass is indented under subclass 108.1. A simulated game wherein a device for forcing the projectile
over and in contact with the surface includes an implement arranged
and intended to be carried and manipulated only by a participant
in the surface projectile game.
This subclass is indented under subclass 108.1. A simulated game wherein a device for forcing the projectile
over and in contact with the surface includes a member constructed
and arranged to be continuously repositioned over the game surface,
wherein said member is further arranged to be pivoted about an axis
perpendicular to the surface.
This subclass is indented under subclass 108.1. A simulated game wherein a device for forcing the projectile
over and in contact with the surface includes a member constructed
and arranged to be continuously repositioned over the game surface,
wherein said member is further arranged to be pivoted about an axis
parallel to the surface.
This subclass is indented under subclass 108.1. A simulated game wherein a device for forcing the projectile
over and in contact with the surface includes a member constructed
and arranged to be solely pivoted about an axis perpendicular to
the surface.
This subclass is indented under subclass 108.1. A simulated game wherein a device for forcing the projectile
over and in contact with the surface includes a member constructed
and arranged to be solely pivoted about an axis parallel to the
surface.
This subclass is indented under subclass 108.1. A simulated game wherein a device for forcing the projectile
over and in contact with the surface includes a member restricted
from movement across the surface, wherein said member includes an
element constructed and arranged to be repositionable with respect
to the remainder of the member.
This subclass is indented under subclass 108.1. A simulated game wherein a device for forcing the projectile
over and in contact with the surface includes a member that is constructed
and arranged to be continuously repositioned over the game surface,
wherein said member may further include an element constructed and arranged
to be repositionable with respect to the remainder of the member.
This subclass is indented under subclass 108.1. A simulated game wherein a device for forcing the projectile
over and in contact with the surface includes apparatus having means
for ejecting a blast of air or water at the projectile.
This subclass is indented under subclass 109. Games in which, on the surface, usually as hazards, there
are pivoted gatelike members to deflect the movement of the projectile
from the desired course.
Games Using Tangible Projectile,
subclass 5 for a billiard or pool table or gameboard with
a mechanical means for projecting a billiard or pool ball; subclass
45 for a mechanically operated means, per se, for projecting a billiard
or pool ball; and subclass 107 for a mechanical means for projecting
a bowling ball.
This subclass is indented under subclass 119. Games in which the ball is projected in one direction and
means is provided for changing its course to return it in a direction
substantially parallel to its first projected course.
Games Using Tangible Projectile,
subclass 106 for a bowling game in which the path of movement
of the ball is curved or changed by a ball handling or diverting
means.
This subclass is indented under subclass 119. Games in which the ball after perfecting a count or score
is returned to a point easily accessible to the player.
This subclass is indented under subclass 123. Games in which the ball is projected in one direction and
means is provided for changing its course to return it in a direction
substantially parallel to its first projected course.
Games Using Tangible Projectile,
subclass 106 for a bowling game in which the path of movement
of the ball is curved or changed by a ball handling or diverting
means.
This subclass is indented under subclass 123. Games in which the ball after perfecting a count or score
is returned to a point easily accessible to the player.
This subclass is indented under subclass 108. Games in which the projectile has the form of a disk or
ring which rolls on its edge or slides over the surface.
(1)
Note. The projectile need not be circular but must be of
flattened form.
This subclass is indented under the class definition. Devices which might be of themselves games or elements of
games in which the element of luck or random happening (i.e., chance)
is alone the function of the device.
Amusement Devices: Games,
subclasses 1+ for a chance device including electronic data processing,
especially 10+ for a game requiring strategy or problem
solving ability; and 16+ for a chance application, especially
22+ for a random number generator or equivalent.
This subclass is indented under subclass 138.1. A chance device in which the property of magnetism or electricity
is utilized to effect an element of chance.
Amusement Devices: Games,
subclasses 1+ for a chance device including electronic data processing,
especially subclasses 10+ for a game requiring strategy
or problem solving ability; and subclasses 16+ for a chance
application, especially subclasses 22+ for a random number
generator or equivalent.
This subclass is indented under subclass 138.1. A chance device including structure defining a plurality
of channels, tunnels, or other possible courses for a chance element
to pass through or fall into; and a chance element, which when allowed
to drop from an upper end of the chance device, will haphazardly
negotiate its way through one of various possible courses toward
a lower end of the chance device, or drop randomly into and come
to rest in one of the plurality of channels, tunnels, etc.
(1)
Note. A common structure found in this subclass for defining
a plurality of alternative paths is a vertical surface having a plurality
of pegs projecting therefrom, which pegs are randomly hit by a chance device
as it falls through the pegs, the chance element then bouncing randomly into
or through a path defined by an area between pegs.
for a surface-projectile ball game, especially subclass
121 for one with a nearly vertical playing surface for a gravity
return course (e.g., Pachinko, etc.).
This subclass is indented under subclass 138.3. A chance device including a gravity-propelled chance element
wherein the chance device structure includes more than one container
to randomly receive and halt the motion of a falling chance element,
and further wherein each container is open, or arranged to be opened
by a participant via a door or other removable closure means, for
removable access of a chance element resting therein.
(1)
Note. The containers of this subclass and the plurality of
channels, tunnels, etc. of the previous subclass (into which the
chance element may randomly drop into and come to rest) may be one
and the same structure.
Article Dispensing, for an article dispenser not otherwise provided
for. An article dispenser, per se, of the type often included as
a subcombination of a chance device is classified in Class 221.
This subclass is indented under subclass 138.3. A chance device including a gravity-propelled chance element
further including a nongaseous fluid contained within at least one
of the possible courses.
Amusement Devices: Toys,
subclass 166 , for a toy operated by gravity-fed fluent material,
and subclass 267 for a toy that includes an enclosed liquid.
This subclass is indented under subclass 138.1. Chance devices having separately hidden or concealed data
of various count value and means whereby a chance selection can
be made.
This subclass is indented under subclass 139. Chance devices in which the chance selection is made by
hooking a member from among others each of which has a different
value.
This subclass is indented under subclass 138.1. Chance devices in which a rotated pointer can upon coming
to a still position indicate counts of varying values upon a member
supporting the pointer.
This subclass is indented under subclass 138.1. Chance devices in which a rotated disk or disks can upon
coming to a still position indicate counts of varying values by
means of the position of a part of the disk or disks relative to
a definite point.
Amusement Devices: Games,
subclass 47 for an accessory for a game, etc., under the class
definition that includes electronic data processing, and subclass
49 for an accessory for a simulated-projectile game.
This subclass is indented under subclass 153. Puzzles in which the solution is obtained by taking apart
or putting together two or more interrelated or interconnected parts.
This subclass is indented under subclass 156. Puzzles in which the parts of an interconnected whole are
formed of interfitting mortised sections in the form of blocks.
This subclass is indented under the class definition. Games or game structure wherein a competitive and amusing
contest of skill or chance is engaged in by two or more participants
using one or more surfaces having a pattern or confining region
with which at least one contest element or the equivalent thereof
is intended to cooperate, and where the results of the contest can
be indicated according to definite rules (e.g., scoring).
(1)
Note. Contest elements or boards which are disclosed as being
used in a board game, but are claimed per se are classified in this
subclass and the indented subclasses.
(2)
Note. A game in which a participant competes against a device
which electronically duplicates a board game, or a board game that
includes electronic data processing, is outside of this class.
See Search Notes, below.
(3)
Note. Contest surfaces having patterns or confining regions
with which the participants" bodies or portions thereof
constitute the sole contest elements are not considered proper for
this subclass and are found in subclass 444.
(4)
Note. Games which only measure one or more of a participant"s
senses, or the physical speed or dexterity with which a participant
can accomplish a certain task relative to another participant or
to a fixed standard, and do not involve any strategic or change
controlled placement of contest elements onto a surf