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 [Search a list of Patent Appplications for class 463]   CLASS 463,AMUSEMENT DEVICES: GAMES
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SECTION I - CLASS DEFINITION

This class includes:

A. Subject matter, relating to the type of amusement, recreation, or play activity commonly known as a game, wherein one or more players or participants engage in a competition or contest involving skill, ability, strategy, or chance--against either another player or players or against a device which is intended to function as a competitive player or players--in order to achieve an objective defined by a rule or rules specified for a particular competition or contest; whereby the ultimate outcome of said objective in such a competition or contest can be determined or indicated according to said specified rule or rules; the exception being that a game which includes or utilizes a tangible projectile--other than a propelled racing game or a chance device, classified herein--is classified elsewhere;

B. A chance device, whether or not a projectile is included therein, and even if it is not a game or subcombination element of a game defined in (A), above, by reason of its similarity to chance devices normally combined with or defining such a game; and a method for using such a chance device for which there is no provision elsewhere;

C. Subject matter relating to the type of amusement, recreation, or play activity commonly known as a puzzle, wherein a participant"s mind is tested or otherwise challenged in an exercise of cleverness, ingenuity, or other mental skill or ability in an attempt to accomplish a solution to a complex or perplexing problem;

D. Subject matter relating to the type of amusement, recreation, or play activity commonly known as fortune telling, wherein an attempt is made to predict the future of one or more persons or events;

E. Subject matter relating to a type of device used by a person (often involved in law enforcement) to electrically shock or strike a human being so as to control said being, (e.g., a police club, night stick, black jack, brass knuckles, martial-art-type striking device, electric prod, etc.), or a method of using such a device; and

F. Subject matter which is either ancillary to, appurtenant thereto, or a subcombination of the subject matter described in any one of (A) through (E) above, for which there is no provision elsewhere.

(1) Note. Although a game that uses a tangible projectile is excluded from this class--except for a propelled racing game or a chance device, as set forth in (A), above--a game which simulates a tangible projectile game, without actually using or intending to use a tangible projectile (e.g., a video game with projectile image, light-ray gun, etc.), is classified herein.
(2) Note. Included in this class is a game, chance device, or puzzle, etc., in which a player or participant competes against a means which simulates at least some of the mental processes of another player or participant as, for example, a computer or other gaming machine. However, a general purpose computer in which software is provided so that it is useable to both play a game and to perform a function outside of this class (e.g., word processing, etc.) is classified elsewhere. See the SEARCH CLASS notes in References to Other Classes, below.
(3) Note. Although not generally used during play of a game included in this class, a method or device used by a player to practice or train for such a game is provided for in this class. Since such a practice or training device is designed to enable a player to improve or perfect his or her physical skill or ability (e.g., motor skills, coordination, etc.) in playing the game for which it is designed, it is included in this class on the basis that it is ancillary or appurtenant to a game for which this class provides.
(4) Note. This class does not provide for game scoring or indicating, per se (e.g., register, accumulator, totalizer, etc.), unless it combined with subject matter provided for in this class. In such a case, classification is proper in the subclass providing for the subject matter in this class. See the SEARCH CLASS notes in References to Other Classes, below.

SECTION II - LINES WITH OTHER CLASSES AND WITHIN THIS CLASS

This class is the residual class for the subject matter of games, under which Class 473, Games Using Tangible Projectile, is specific; and which, together with Class 473, are specific under Class 472, Amusement Devices, the residual class for amusement devices.

Class 273, Amusement Devices: Games, is currently being reclassified through a series of stages. Upon completion of this reclassification, Class 273 will be abolished and replaced by either Class 463 or Class 473, Games Using Tangible Projectile. Until such reclassification is completed, portions of Class 273 which are relevant to this class (463) are to be considered an integral part of this class. That is, the portions of the Class 273 schedule of subclasses relating to a game which does not use a tangible projectile are to be considered as following in hierarchy after the last occurring subclass in the Class 463 schedule. Also, since Class 273 has not been completely screened for all patents properly classified in present subclasses of Class 463, appropriate subclass(es) in Class 273 should be considered for search purposes until such time that Class 273 is finally abolished.

The line between this class and Class 473 is that this class does not accept a game which includes or utilizes a tangible projectile, a subcombination thereof (e.g., bat, ball, etc.), or an accessory therefore (e.g., practice device, etc.), with the exception that a propelled racing game or a chance device is originally classified in this class despite a recitation of a projection or projectile, due to similarity of structure between games in which propelled objects are raced, and the similar function of various chance devices.

SECTION III - REFERENCES TO OTHER CLASSES

SEE OR SEARCH CLASS:

116Signals and Indicators,   subclasses 222 through 225for a mechanical signal or indicator, per se, which is intended to form part of or to be used with a game device.
124Mechanical Guns and Projectors,   for a centrifugally or mechanically operated device, per se, for projecting or launching a tangible game projectile into the air.
194Check-Actuated Control Mechanisms,   for a game or chance device including a recited detail of a coin-controlled mechanism.
200Electricity: Circuit Makers and Breakers,   for an electrical switch, per se especially subclasses 61.1+ for a switch responsive to the action of a game or amusement piece, Digest 2 for a body attached switch, Digest 3 for a coin operated switch, and Digest 23 for a game switch.
206Special Receptacle or Package,   subclasses 315.1+ for a receptacle or package used for a sport implement, exercise device, or game.
221Article Dispensing,   appropriate subclass for an article dispenser, per se, such as might be used for or included as a subcombination of a chance device (e.g., lottery ticket dispenser, etc.).
235Registers,   for a register, per se, intended for use in a game, particularly subclass 1 for a miscellaneous game counter; subclass 61 for an odds computer; subclass 78 for a game calculator having concentric totalizing disks mounted upon a single axis; subclass 88 for a game calculator having tabular indicia placed upon disks which rotate about their centers; subclass 90 for a cribbage board; subclass 91 for a device for operating a register involving a billiard or pool game device; and subclasses 439+ for a coded record sensor structure (e.g., bar code reader, etc.).
273Amusement Devices: Games,   by reason of relevant portions of Class 273 being an integral part of Class 463. This class (463) is one of two classes which are intended to eventually replace Class 273, which is currently undergoing reclassification through a series of stages. See the (5) Note above for a further elaboration of the relationship between Classes 273 and 463, and the SEARCH CLASS notes below for the relationship between Classes 273 and 473.
283Printed Matter,   subclasses 72+ for printed matter having revealable concealed information, particularly subclass 94 for printed matter (e.g., a lottery ticket, etc.) with superposed layers; and cross-reference art collection 903 for a lottery ticket art collection.
340Communications: Electrical,   subclass 323 for a game-reporting (e.g., scoreboard, indicator, etc.) electric signaling system, per se; subclass 825.19 for communication or control for the handicapped; and subclasses 5.1-5.92 for intelligence comparison such as used for authorization, access, identification, credit, etc.; and other appropriate subclasses for audible, visual, or tactile communication.
345Computer Graphics Processing and Selective Visual Display Systems,   appropriate subclass for a selectively controlled visual display system which may either form part of a game or not be limited to a game. However if the term "game" or equivalent is recited in a claim, or if the only disclosure is a game provided for in Class 463, then classification is in Class 463, Amusement Devices: Games, or its incorporated class (273, Amusement Devices: Games).
368Horology: Time Measuring Systems or Devices,   subclass 3 for a time measuring means controlled by a game.
369Dynamic Information Storage or Retrieval,   subclass 30.02 for operator-actuated remote control of selective addressing of a storage medium in a novelty device (e.g., talking doll, etc.), subclasses 63-68 for a sound reproduction means for a toy or novelty device, and other appropriate subclasses for memory structure and housings therefore.
377Electrical Pulse Counters, Pulse Dividers, or Shift Registers: Circuits and Systems,   subclass 4 for a counter or register, per se, which is adapted to be controlled to accumulate a total involved in betting on various possibilities involved in an event or to determine the odds involved in the payoff of the various possibilities, and subclass 5 for a counter or register, per se, which is intended to be used with, in, or for a game or sport.
380Cryptography,   subclass 251 for an electronic game utilizing cryptography.
404Road Structure, Process, or Apparatus,   particularly subclasses 17+ and 71 for pavement or road structure which may be usable for a game surface.
428Stock Material or Miscellaneous Articles,   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 (463).
434Education and Demonstration,   particularly subclasses 16+ for teaching or demonstration of shooting, subclasses 29+ for a vehicle simulator for instruction or demonstration purposes, subclasses 128+ for teaching or demonstration of a game of the board or table type, subclasses 247+ for a means specifically adapted to teach or instruct a person in some aspect of a game or sport which involves physical activity, and subclasses 322+ for question or problem eliciting response. Class 463 and its incorporated class (273, Amusement Devices: Games), contain devices which are to be used for practice by, or for perfecting the physical skill of, a person who already knows how to play the game, sport, or the like. Class 434 contains devices which are to be used for instructing an unknowledgeable person in some aspect of the game, sport, or the like. A device which is used for both instruction and for practice or perfection of game skills is originally placed into Class 434, and cross-referenced into the Class 463 group of game classes (i.e., Classes 463, 473, or 273).
446Amusement Devices: Toys,   for a device known as a toy whose principal purpose is for the amusement or recreation of a child. If the device is used for the amusement or recreation of a child and is also a game component (i.e., used in a competition or contest), then it is placed into the Class 463 group of game classes (i.e., 463, 473, or 273).
472Amusement Devices,   subclasses 1+ for a roundabout, subclasses 85+ for a racetrack, and subclasses 92+ for (a) the structure or composition of a playing surface, per se; (b) the structure or composition of a peripheral boundary marking or enclosure, per se, of such a playing surface; or (c) the combination of only a playing surface and a peripheral boundary marking or enclosure--where the above [i.e.,( a)-(c)] are limited to use for an athletic or exhibition event such as, for example, playing a game or sport thereon or therein. Also, see the search notes appended thereto.
473Games Using Tangible Projectile,   for a game in which a ball, missile, or other such tangible game projectile (other than a simulation or representation thereof) is used during play of a game or sport. The relationship between Class 463 and Class 473 is that Class 463 is the residual class for a game, while Class 473 provides only for a specific type of game in which a ball, missile, or other such tangible projectile is used during play thereof. (However, note those exceptions specified in the Class 463 definition and its appended notes.) Accordingly, if a game which uses a ball, missile, or other such tangible game projectile (other than a simulation or representation thereof) during play of the game is recited, then classification is in Class 473; otherwise, classification is in Class 463. Furthermore, a game apparatus or means which uses a simulation or representation of a game or sport projectile (e.g., a light-ray simulation of a projectile or a video-game representation of a projectile, etc.) is classified in Class 463, since such simulation or representation of a projectile is not an actual or physical object which can be touched and handled (i.e., tangible) as required by Class 473.
602Surgery: Splint, Brace, or Bandage,   subclasses 41+ for a bandaging device, even though specially adapted for use in supporting the body or body member of a person so as to function in a proper manner in playing a game.
700Data 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.
705Data Processing: Financial, Business Practice, Management, or Cost/Price Determination,   subclasses 1+ , especially subclass 14 for data processing used for financial or business practice where a promotional inducement is recited (e.g., awarding a coupon or price adjustment based upon a purchase, etc.), and subclass 16, for a point-of-sale terminal, e.g., cash register, etc.
902Electronic Funds Transfer,   subclass 23 for an art collection of means for electronic transfer of funds for an entertainment, amusement, or gambling application.
D21Games, Toys, and Sports Goods,   subclasses 300+ for a game design.

SUBCLASSES

[List of Patents for class 463 subclass 1]    1INCLUDING MEANS FOR PROCESSING ELECTRONIC DATA (e.g., computer/video game, etc.):
 This subclass is indented under the class definition.  Subject matter including: (a) means for systematically manipulating information in electronically coded form in accordance with a program or other set of rules; (b) means including or utilizing electronic logic or calculation; (c) electronically self-acting or self-regulating means for producing a desired response to a predetermined condition; or (d) a subcombination thereof or accessory therefor that is unprovided for elsewhere.
(1) Note. Scoring, per se, is included herein only if combined with other game structure. The combination of electronic scoring means with nonelectronic game structure is originally placed in this or indented subclasses according to the game played when there is no provision for the electronic details of the scoring means. See the SEARCH CLASS notes below for scoring, per se, absent further game structure.
(2) Note. A game that utilizes data processing via electromagnetically operated relays or the like for binary logical operations is considered to be electronic data processing for this and indented subclasses.
(3) Note. Processing of data in electronic form is to be distinguished from mere electrical control (e.g., on/off actuation, etc.), or an electrical source, supply, or energization.

SEE OR SEARCH CLASS:

116Signals and Indicators,   subclasses 222 through 225for a mechanical signal or indicator, per se, which is intended to form part of or to be used with a game device.
200Electricity: Circuit Makers and Breakers,   for an electrical switch, per se, especially subclasses 61.1+ for a switch responsive to the action of a game or amusement piece, Digest 2 for a body attached switch, Digest 3 for a coin operated switch, and Digest 23 for a game switch.
235Registers,   for a register, per se, intended for use in a game, particularly subclass 1 for a miscellaneous game counter; subclass 61 for an odds computer; subclass 78 for a game calculator having concentric totalizing disks mounted upon a single axis; subclass 88 for a game calculator having tabular indicia placed upon disks which rotate about their centers; subclass 90 for a cribbage board; subclass 91 for a device for operating a register involving a billiard or pool game device; and subclasses 439+ for a coded record sensor structure (e.g., bar code reader, etc.).
250Radiant Energy,   subclass 203.5 for cathode ray tube (target) scanning; subclasses 206+ for a photocell controlled circuit; subclass 227.13 for a light pen; and subclasses 222+ for an optical or prephotocell system controlled by an article, person, or animal.
345Computer Graphics Processing and Selective Visual Display Systems,   appropriate subclass for a selectively controlled visual display system which may either form part of a game or not be limited to a game. However if the term "game" or equivalent is recited in a claim, or if the only disclosure is a game provided for in Class 463, then classification is in Class 463, Amusement Devices: Games, or its incorporated class (273, Amusement Devices: Games).
348Television,   appropriate subclass for television structure.
377Electrical Pulse Counters, Pulse Dividers, or Shift Registers: Circuits and Systems,   subclass 4 for a counter or register, per se, which is adapted to be controlled to accumulate a total involved in betting on various possibilities involved in an event or to determine the odds involved in the payoff of the various possibilities, and subclass 5 for a counter or register, per se, which is intended to be used with, in, or for a game or sport.
380Cryptography,   subclass 251 for an electronic game utilizing cryptography.
434Education and Demonstration,   for subject matter that utilizes electronic data processing for instructional or demonstration purposes, particularly subclasses 16+ for teaching or demonstration of shooting, subclasses 29+ for a vehicle simulator for instruction or demonstration purposes, subclasses 128+ for teaching or demonstration of a game of the board or table type, subclasses 247+ for a means specifically adapted to teach or instruct a person in some aspect of a game or sport which involves physical activity; and subclasses 322+ for question or problem eliciting response. Class 463 and its incorporated class (Class 273, Amusement Devices: Games), contain devices which are to be used for practice by, or for perfecting the physical skill of, a person who already knows how to play the game, sport, or the like. Class 434 contains devices which are to be used for instructing an unknowledgeable person in some aspect of the game, sport, or the like. A device which is used for both instruction and for practice or perfection of game skills is originally placed into Class 434 and cross-referenced into the Class 463 group of game classes (i.e., Classes 463, 473, or 273).
700Data 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.
705Data Processing: Financial, Business Practice, Management, or Cost/Price Determination,   subclasses 1+ , especially subclass 14 for data processing used for financial or business practice where a promotional inducement is recited (e.g., awarding a coupon or price adjustment based upon a purchase, etc.), and subclass 16, for a point-of-sale terminal, e.g., cash register, etc.
  
[List of Patents for class 463 subclass 2]    2In a game including a simulated projectile (e.g., bullet, missile, ball, puck, etc.):
 This subclass is indented under subclass 1.  An application of electronic data processing that includes representing or imitating the shooting, hitting, throwing, hurling, or redirecting of an intangible object (i.e., simulated projectile) toward an intended direction or place.
(1) Note. Class 463 does not provide for a game--other than a propelled racing game or a chance device--that involves the actual projection of a tangible object. Therefore, any "projectile" under this definition can only be a phantom or simulation of a tangible projectile. Waves such as a mechanical wave (e.g., sonic, ultrasonic, etc.) or a nondestructive electromagnetic wave (e.g., a light, infrared, radio, etc.) are not considered to be a tangible projectile under this definition and are specifically provided for in this class. See the Class definition (463), the notes appended thereto, above, and the SEARCH CLASS note to Class 473, below.
(2) Note. A simulated firearm utilized for the purpose of contest, entertainment, or practice in order to become a better marksman is appropriate for this class. However, a simulated firearm utilized for the purpose of education or demonstration in its use or operation to one who is uneducated in its use or operation is considered to be an education or demonstration device classified elsewhere. See the SEARCH CLASS notes below.

SEE OR SEARCH THIS CLASS, SUBCLASS:

49+,for a simulated-projectile game that does not include electronic data processing.

SEE OR SEARCH CLASS:

124Mechanical Guns and Projectors,   appropriate subclass for a mechanical projector, per se, which projects a tangible projectile.
250Radiant Energy,   subclass 203.5 for cathode ray tube (target) scanning; subclasses 206+ for a photocell controlled circuit; subclass 227.13 for a light pen; and subclasses 222+ for an optical or prephotocell system controlled by an article, person, or animal.
273Amusement Devices: Games,   subclasses 108+ for a surface projectile game that utilizes a tangible projectile and subclasses 317+ for an aerial projectile game that utilizes a tangible projectile or a target therefor.
434Education and Demonstration,   subclasses 11+ for a device utilized to teach or demonstrate how to operate or handle a firearm to one who is not educated in its use or operation.
446Amusement Devices: Toys,   especially subclass 473 for a toy projector or one that simulates a projector or weapon.
473Games Using Tangible Projectile,   for a game in which a ball, missile, or other such tangible game projectile (other than a simulation or representation thereof) is used during play of a game or sport. The relationship between Class 463 and Class 473 is that Class 463 is the residual class for a game, while Class 473 provides only for a specific type of game in which a ball, missile, or other such tangible projectile is used during play thereof. (However, note those exceptions specified in the Class 463 definition and its appended notes.) Accordingly, if a game which uses a ball, missile, or other such tangible game projectile (other than a simulation or representation thereof) during play of the game is recited, then classification is in Class 473; otherwise, classification is in Class 463. Furthermore, a game apparatus or means which uses a simulation or representation of a game or sport projectile (e.g., a light-ray simulation of a projectile or a video-game representation of a projectile, etc.) is classified in Class 463, since such simulation or representation of a projectile is not an actual or physical object which can be touched and handled (i.e., tangible) as required by Class 473.
  
[List of Patents for class 463 subclass 3]    3Paddle-type game (e.g., pinball, tennis, baseball, golf, hockey, etc.):
 This subclass is indented under subclass 2.  A simulated-projectile application that includes the use of a bat, stick, club, racket, or other similarly used striking object or a representation (e.g., video, etc.) thereof to intercept, redirect, or otherwise project a simulated projectile.

SEE OR SEARCH CLASS:

473Games Using Tangible Projectile,   for a game in which an implement (e.g., a bat, racket, paddle, club, combined projector-catcher implement, etc.) or a mechanically operated device is used to project or launch a tangible game projectile, which game may use electronic data processing for such purposes as monitoring for competition, practice, etc., or, for example, to create a visual environment.
  
[List of Patents for class 463 subclass 4]    4Simulated court game or athletic event (e.g., soccer, basketball, etc.):
 This subclass is indented under subclass 2.  A simulated-projectile application that includes the use of a simulated projectile (e.g., ball, etc.) in a competitive-sports-type environment wherein (a) two or more opposing contestants or teams of contestants move about a defined playing area, field, or representation thereof while attempting to manipulate or control the simulated projectile in a defined task or (b) a contestant responds to or interacts with the projectile or opponent while the opponent is in control of the projectile.
(1) Note. The opposing contestant or team does not have to involve or be otherwise controlled by a human participant. The electronic data processing, under program control, etc., may perform the action of an opponent so that only one human participant is required to play a contest.

SEE OR SEARCH THIS CLASS, SUBCLASS:

2,for a simulated-projectile game with electronic data processing wherein a bowling-type contest is simulated.
3,for an athletic-type competition or court game involving electronic data processing that includes the use of a paddle-type projector (e.g., bat, club, racket, etc.).
6,for a race game with electronic data processing.
7+,for an athletic-type competition or court game with electronic data processing that does not include a simulated projectile.
58+,for a propelled racing game.

SEE OR SEARCH CLASS:

273Amusement Devices: Games,   for a game of sport or athleticism that involves the use of a tangible projectile.
473Amusement Devices: Games,   appropriate subclasses for a playing field or court game that utilizes a tangible projectile.
  
[List of Patents for class 463 subclass 5]    5Simulated projector with diverse interactive target:
 This subclass is indented under subclass 2.  A simulated-projectile application including a means for simulating a device for projecting a projectile (e.g., a gun, etc.) and a separate and distinct structure (e.g., CRT screen, etc.) arranged or intended to serve as a point-of-aim (i.e., target) for the simulated projector, and further including means for determining the coincidence between the aim of the projector and the intended target.

SEE OR SEARCH THIS CLASS, SUBCLASS:

49+,for a simulated-projectile game that does not include electronic data processing, especially subclasses 53+ for coincidence detection.

SEE OR SEARCH CLASS:

250Radiant Energy,   subclass 203.5 for cathode ray tube (target) scanning; subclasses 206+ for a photocell controlled circuit; subclass 227.13 for a light pen; and subclasses 222+ for an optical or prephotocell system controlled by an article, person, or animal.
348Television,   appropriate subclasses for television structure.
  
[List of Patents for class 463 subclass 6]    6In a race game:
 This subclass is indented under subclass 1.  An electronic data processing application that includes a contest of speed commonly known as a race, wherein the contest requires the movement of an object, or representation (e.g., video, etc.) thereof, through a predetermined distance or defined course as fast as can be performed.
(1) Note. It is not a requirement, for placement herein, that there be a plurality of simultaneously raced objects. Distinguish this from propelled racing, below. It is merely a requirement that the game involve the movement of an object over a given distance against time as a contestant.
(2) Note. Racing against time or another moving object should be distinguished from a time limit for performing a move (e.g., a time limit for moving a chess piece). Only the former is classified herein. Similarly, the movement of an object over a distance versus time or another object should be distinguished from other tasks that do not require the movement of an object.

SEE OR SEARCH THIS CLASS, SUBCLASS:

7+,for a game including electronic data processing that requires an element of physical skill or ability.
15,for a strategy or problem solving application that may include the task of moving an object through a maze.
25+,for race wagering.
58+,for a propelled racing game that does not include electronic data processing.

SEE OR SEARCH CLASS:

104Railways,   for railway rolling stock and track, each of which is modified for interrelation and cooperation with each other; for railway track other than normal surface track; and for railway fixtures and appliances for use with railway track in which some combination with a game feature (e.g., lap counter, clock, etc.) is absent, especially subclass 60 for amusement-park-type racing and subclasses 295+ for a car-carried electric propulsion system with external car control (e.g., slot car, etc.).
238Railways: Surface Track,   subclasses 10+ for portable railway track structure.
273Amusement Devices: Games,   subclasses 236+ for a board game with a maze and subclasses 153+ for a puzzle that includes a maze.
404Road Structure, Process, or Apparatus,   particularly subclasses 17+ and 71 for pavement or road structure.
446Amusement Devices: Toys,   subclasses 444+ for a toy railway, subclasses 454+ for a remotely controlled rolling or tumbling toy, and subclasses 465+ for a toy wheeled vehicle.
472Amusement Devices,   subclasses 1+ , for a roundabout, subclasses 85+ for a racetrack, and subclasses 92+ for (a) the structure or composition of a playing surface, per se; (b) the structure or composition of a peripheral boundary marking or enclosure, per se, of such a playing surface; or (c) the combination of only a playing surface and a peripheral boundary marking or enclosure--where the above [i.e., (a)-(c)] are limited to use for an athletic or exhibition event such as, for example, playing a game or sport thereon or therein. Also, see the search notes appended thereto.
  
[List of Patents for class 463 subclass 7]    7In a game requiring an element of a participant"s physical skill or ability (e.g., hand-eye coordination, reflex, etc.):
 This subclass is indented under subclass 1.  An electronic data processing application that includes as an element of play, operation, or outcome thereof; a participant"s speed, strength, dexterity, or other bodily capacity; or a simulation of a game or contest that requires such an element.
(1) Note. Bodily capacity refers to the physical capacity of a participant, as opposed to a mental capacity (e.g, strategy or problem solving speed). While all voluntary motion involves a mental element, it is a contest-determinative, reflex-type action or other like physical manifestation of a mental process that is required for this subclass, which is to be distinguished from a mere physical motion used to, for example, push an appropriate button to indicate when a thought-provoking mental challenge has been completed.

SEE OR SEARCH THIS CLASS, SUBCLASS:

2+,for a game including electronic data processing that requires physical skill or ability and also includes a simulated projectile, especially subclasses 3+ for an athletic-type game or amusement that includes a simulated projectile.
6,for a race game including electronic data processing that requires physical skill or ability to negotiate an object through a race course.

SEE OR SEARCH CLASS:

273Amusement Devices: Games,   subclasses 440+ for a game that involves physical skill or ability.
473Amusement Devices: Games,   for a tangible projectile game that involves physical skill or ability.
482Exercise Devices,   for an exercise devise that includes electronic data processing.
  
[List of Patents for class 463 subclass 8]    8Martial-art type (e.g., boxing, fencing, wrestling, etc.):
 This subclass is indented under subclass 7.  A physical skill or ability application including a fight- or war-type scenario or competition, especially that of hand-to-hand combat, with or without the use of a weapon.

SEE OR SEARCH THIS CLASS, SUBCLASS:

2+,for a combat- or martial-art-type electronic game that includes a simulated-projectile-type weapon.
47.1,for a fencing game.
47.2+,for a striking type of weapon for use on a human being (e.g., a police club, billy, electric prod, etc.).

SEE OR SEARCH CLASS:

482Exercise Devices,   subclass 12 for a fencing foil.
  
[List of Patents for class 463 subclass 9]    9In a game requiring strategy or problem solving by a participant (e.g., problem eliciting response, puzzle, etc.):
 This subclass is indented under subclass 1.  An electronic data processing application that requires from a participant a decision making process in the management or planning of a scheme, trick, or course of action, or the solution to a puzzle, question, or other perplexing situation.
(1) Note. See the (1) Note in the subclass 7 definition for the line between a mental process of that subclass and this subclass.

SEE OR SEARCH THIS CLASS, SUBCLASS:

2+,for a game including electronic data processing and an element of mental strategy or problem solving ability that further includes a simulated projectile.
6,for a race game including electronic data processing that further includes an element of mental strategy or problem solving ability.
7+,for a game including electronic data processing and an element of mental strategy or problem solving ability that further requires an element of physical skill or ability.

SEE OR SEARCH CLASS:

273Amusement Devices: Games,   subclasses 292+ for a card or tile game, subclasses 153+ for a puzzle, and subclasses 429+ for a problem-eliciting-response game.
434Education and Demonstration,   subclasses 322+ for subject matter including a question or problem eliciting response for an instructional or demonstration purpose.
  
[List of Patents for class 463 subclass 10]    10With chance element or event (e.g., backgammon, Scrabble&4121;, etc.):
 This subclass is indented under subclass 9.  A strategy or problem solving application wherein play, operation, or the outcome thereof further depends from, or otherwise relies upon, the happening of an event absent of any apparent cause or design (i.e., an unpredictable or random event), or includes a means (i.e., lot) to randomly determine a matter or represent the outcome of a random event (e.g., dice, cards, random number generator, etc.).

SEE OR SEARCH THIS CLASS, SUBCLASS:

16+,for a game including electronic data processing wherein the outcome is solely determined by chance.

SEE OR SEARCH CLASS:

273Amusement Devices: Games,   subclasses 236+ for a board game that includes a chance element, subclasses 138.1+ for a chance device, and subclasses 292+ for a card or tile game.
377Electrical Pulse Counters, Pulse Dividers or Shift Registers: Circuits and Systems,   subclass 4 for a counter or register, per se, which is adapted to be controlled to accumulate a total involved in betting on various possibilities involved in an event or to determine the odds involved in the payoff of the various possibilities; and subclass 5 for a counter or register, per se, which is intended to be used with, in, or for a game or sport.
  
[List of Patents for class 463 subclass 11]    11Card- or tile-type (e.g., bridge, dominoes, etc.):
 This subclass is indented under subclass 10.  A strategy or problem solving application involving chance including an indicia-bearing device (e.g., card, domino, etc.), or a representation (e.g., video, etc.) thereof, wherein the indicia-bearing device is intended to be combined interactively with one or more additional indicia-bearing devices in a competitive contest based upon their indicia, and further wherein the chance happening involves a random distribution of one or more indicia-bearing devices to a participant or a random selection of one or more indicia-bearing devices by a participant.
(1) Note. To be a proper card- or tile- type game for classification in this and indented subclasses, there must be some element of strategy or problem solving involved in the contest--as opposed to mere chance--which strategy, however, may be based upon chance odds of receiving a necessary card or tile to move toward a better position to win, such as how many cards to draw in poker, whether to ask for an additional card in blackjack, wagering strength of position, etc. In contrast, a card-type game (e.g., the card game "war," etc.); a slot machine with card-type indicia, etc., involving mere chance; or a subcombination chance device (random card generator/distributor, etc.) is properly classified in chance application. See search notes, below.

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16+,for a game of chance or a chance element with electronic data processing that includes a chance element with card- or tile-type indicia wherein the outcome is solely determined by chance, especially subclasses 17+ where the outcome is determined by a comparison or match.

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273Amusement Devices: Games,   subclasses 292+ for a card or tile game that does not include electronic data processing.
  
[List of Patents for class 463 subclass 12]    12Ultimate outcome dependent upon summation of plural card or tile values (e.g., blackjack, etc.):
 This subclass is indented under subclass 11.  A card or tile game wherein each card or tile has assigned thereto a relative worth (i.e., value) represented by said indicia, and further wherein a contest winner is determined by a participant who is both in active competition at a time for determining a winner and has either obtained, or has been assigned, a group of more than one card or tile that, at said time, has the greatest total amount of added individual values.
  
[List of Patents for class 463 subclass 13]    13Ultimate outcome dependent upon relative odds of a card or tile combination (e.g., poker, etc.):
 This subclass is indented under subclass 11.  A card or tile game wherein each card or tile has assigned thereto a particular feature or features (e.g., number, suit, etc.) represented by said indicia, and further wherein a contest winner is determined by a participant who is both in active competition at a time for determining a winner and has either obtained or been assigned a set of more than one card or tile that, at said time, has the lowest chance or probability of association (e.g., pair, three-of-a-kind, etc.) of predetermined individual features.
  
[List of Patents for class 463 subclass 14]    14Chess- or checker-type:
 This subclass is indented under subclass 9.  A strategy or problem solving application including a contest in which opposing participants alternately control the movement of one of a group of contest elements (e.g., checker, chessman, etc.) initially equal in number for each player, about a game area composed of an array or matrix of segments (e.g., squares) or positions wherein each segment can be occupied by only one contest element at a time, the contest proceeding until one participant captures all of the contest elements, or a principle contest element, of the other, without losing all or the principle contest element of his group; or otherwise places the other participant in a position where he cannot reposition one of his contest elements to another game segment.
(1) Note. The contest does not require more than one human participant. The electronic data processing, under program control, etc., may perform the action of an opponent so that only one human participant is required to play a contest.

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273Amusement Devices: Games,   subclass es 236+ for a board game, especially subclasses 260+ for a chess- or checker-type board game.
  
[List of Patents for class 463 subclass 15]    15Geometric maze (e.g., labyrinth, etc.):
 This subclass is indented under subclass 9.  A strategy or problem solving application that includes, as a contest goal, negotiation through a network of complex alternative pathways or courses, having or representing two or more dimensions, under a set of rules for said negotiation.

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6,for a race that includes a course in the form of a labyrinth or maze.

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273Amusement Devices: Games,   subclasses 236+ for a board game with a maze and subclasses 153+ for a puzzle that includes a maze.
  
[List of Patents for class 463 subclass 16]    16In a game of chance (e.g., lot, etc.):
 This subclass is indented under subclass 1.  An electronic data processing application having an outcome that relies solely upon a happening (i.e., event) absent of any apparent cause or design (i.e., an unpredictable or random event), or includes an object (i.e., lot) used to so randomly determine a matter or represent the outcome of a random event (e.g., electronic dice or random number generator, etc.).

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10,for a strategy or problem solving game with electronic data processing that further includes a chance element or event.

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221Article 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.
273Amusement Devices: Games,   subclasses 236+ for a board game that includes a chance element, subclasses 138.1+ for a chance device, and subclasses 292+ for a card or tile game.
283Printed Matter,   subclasses 72+ for printed matter having revealable concealed information, particularly subclass 94 for printed matter (e.g., a lottery ticket, etc.) with superposed layers, and subclass 903 for a lottery ticket art collection.
377Electrical Pulse Counters, Pulse Dividers, or Shift Registers: Circuits and Systems,   subclass 4 for a counter or register, per se, which is adapted to be controlled to accumulate a total involved in betting on various possibilities involved in an event or to determine the odds involved in the payoff of the various possibilities and subclass 5 for a counter or register, per se, which is intended to be used with, in, or for a game or sport.
705Data Processing: Financial, Business Practice, Management, or Cost/Price Determination,   subclasses 1+ , especially subclass 14 for data processing used for financial or business practice where a promotional inducement is recited (e.g., awarding a coupon or price adjustment based upon a purchase, etc.), and subclass 16, for a point-of-sale terminal, e.g., cash register, etc.
  
[List of Patents for class 463 subclass 17]    17Lot match or lot combination (e.g., roulette, lottery, etc.):
 This subclass is indented under subclass 16.  A chance event application wherein a particular characteristic of a lot is compared to a characteristic of either another lot or some other predetermined object, indicia or event, and further wherein the chance event relied upon is a determination of a substantial likeness in character (i.e., match) made by the comparison according to a predetermined rule or rules, or a determination that an ordered set or association is created when more than one lot is compared.

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273Amusement Devices: Games,   subclasses 142+ for a roulette game or slot machine that does not include electronic data processing.
283Printed Matter,   subclasses 72+ for printed matter having revealable concealed information, particularly subclass 94 for printed matter (e.g., a lottery ticket, etc.) with superposed layers, and subclass 903 for a lottery ticket art collection.
705Data Processing: Financial, Business Practice, Management, or Cost/Price Determination,   subclasses 1+ , especially subclass 14 for data processing used for financial or business practice where a promotional inducement is recited (e.g., awarding a coupon or price adjustment based upon a purchase, etc.), and subclass 16, for a point-of-sale terminal, e.g., cash register, etc.
  
[List of Patents for class 463 subclass 18]    18Plural lots (e.g., keno, etc.):
 This subclass is indented under subclass 17.  Subject matter wherein more than one lot is compared.
  
[List of Patents for class 463 subclass 19]    19Plural matches create pattern (e.g., bingo, etc.):
 This subclass is indented under subclass 18.  Subject matter wherein each of the plural lots is compared with a subset of a design, picture, array--or an arrangement of form, color, indicia or other predetermined characteristic--for a possible match; and further wherein the outcome of the game or amusement is determined by the attainment of a combination of more than one lot/subset match such that the combination establishes a particular arrangement of form, color, or other chosen characteristic according to a predetermined rule or rules.

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273Amusement Devices: Games,   subclasses 269+ for a lotto- or bingo- type board game that does not include electronic data processing.
  
[List of Patents for class 463 subclass 20]    20Lot-to-lot combination (e.g., slot machine, etc.):
 This subclass is indented under subclass 18.  Subject matter wherein the chance event relied upon is a determination of a match between a lot and one or more additional lots, or any other ordered set or association of lots (e.g., numerical order, royal flush, etc.) according to a predetermined set of rules.

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273Amusement Devices: Games,   subclasses 143+ for a slot machine that does not include electronic data processing.
  
[List of Patents for class 463 subclass 21]    21Having means to alter combination probability:
 This subclass is indented under subclass 20.  Lot-to-lot combination further including means for adjusting the likelihood of either a match between lots or a particular combination of plural lots.
  
[List of Patents for class 463 subclass 22]    22Lot generator (e.g., card distribution, simulated dice, random number generator, etc.):
 This subclass is indented under subclass 16.  Subject matter including means for creating or representing a random object or event.

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273Amusement Devices: Games,   subclasses 144+ for a lot mixer or dispenser and subclass 146 for dice that do not include electronic data processing or automatic control.
708Electrical Computers: Arithmetic Processing and Calculating,   subclasses 250 through 256for a random-number generating computer.
  
[List of Patents for class 463 subclass 23]    23