Tennis simulating table game
OwnerLarry J. Battisinventor
Life of this patent
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OwnerLarry J. Battisinventor
Estimating the term…
A tennis simulating table game has a board representing a court, divided into halves, with each half divided into zones and each zone into sections. There are a group of player-representing tokens that have different playing strengths and weaknesses designated on them, one selected by each player, which thereafter qualify his play. There are transparencies, one for each player, shaped to overlie certain board sections he can cover either surely, weakly, or not at all. There are groups of cards that contain different results of the serves and returns to indicate where they land. Dice are used to develop numbers, and there is a chart giving ranges of small numbers that represent success or failure of the players in making the shots. The receiving player returns the ball if it is in certain sections near him, fails if it is in other sections, and rolls the dice if it falls in still other sections. His chances of return on these last sections depend on the dice values he rolls, as related to his strength or weakness shown in his token. A similar procedure with cards and dice is used for the receiver player's return volley, and so forth. A special card used in the volley play has dice values for special results.
In a simulated tennis game:
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