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02/19/09 - USPTO Class 473 |  91 views | #20090048038 | Prev - Next | About this Page  473 rss/xml feed  monitor keywords

U-da-man

USPTO Application #: 20090048038
Title: U-da-man
Abstract: Herein is described an ability transformation golf game that transforms a golfer's skills through the use of mulligans (second chance shots) and automatic shots to mimic the skills of the real or fictional player identified on the game card. The game can be played in skins or scoring play, in two-some to four-some play, and multi-group and outing play. (end of abstract)



Agent: Robert Alfanso Eubanks Jr. - Columbus, OH, US
Inventor: Robert Alfanso Eubanks
USPTO Applicaton #: 20090048038 - Class: 473409 (USPTO)

U-da-man description/claims


The Patent Description & Claims data below is from USPTO Patent Application 20090048038, U-da-man.

Brief Patent Description - Full Patent Description - Patent Application Claims
  monitor keywords BRIEF DESCRIPTION OF THE DIAGRAMS

Diagram 1 is an example of a game card with the fiction golfer Fairway Freddy named at the top of the card and the rules for mulligan and/or automatic shot play below.

Diagram 2 is an example of a game card with the fiction golfer Sand Wedge Sandy named at the top of the card and the rules for mulligan and/or automatic shot play below.

Diagram 3 is an example of a game card with the fiction golfer Putting Peter named at the top of the card and the rules for mulligan and/or automatic shot play below.

Diagram 4 is an example of a game card with the fiction golfer Scramblin Eggy named at the top of the card and the rules for mulligan and/or automatic shot play below.

GAME RULES

General Statement About The Game: U-DA-MAN is the ability transformation golf game that transforms a player's skills to mimic the skills of the real or fictional player identified on the U-DA-MAN card. The game can be played in skins or scoring play in two-some to four-some, multi-groups and outings. You can even become a collector of U-DA-MAN cards and play in official U-DA-MAN tournament or in your own U-DA-MAN collectors' tournaments with friends.

Card Selection: Every U-DA-MAN card is numbered with a 1,2,3, or 4 in its top right corner. Except for in U-DA-MAN Collectors' Tournaments, to select a card for members of a 2 to 4-some, just flip a tee or perform whatever ritual is needed to determine the order the group will tee off. Whoever tees off first gets the card numbered 1, the second person gets the card numbered 2, and so forth. If there are less than four persons, follow the same procedure and ignore the left over cards (i.e. only use the cards numbered 1 and 2 for a 2-some). The extra cards are given to the person who wins the skins or scoring match (players decide which before teeing off).

Alternatively, each player in the group buys their own pack of U-DA-MAN cards and selects the card from their packet with which they would like to play. This alternative method assures that everyone gets a card that is most helpful for a particular golf course. After all, having a card that makes you a sand specialist on a course with little or no sand bunkers is not that helpful. Conversely, if you are playing on a course lined with regular sand bunker, pot bunkers, and waste sand bunkers, the sand specialist card might be golden.

Card Selection is accomplished differently in a collectors' match. A collectors' match is when the individuals playing in a match or tournament brings four of their own U-DA-MAN Cards that they have collected. Each card in the person collection must still be numbered 1 thru 4. Determine the Order of each group teeing off by flipping a tee. Each person selects the card in their personal collection which matches the order in which they tee off of the first tee.

When to Play U-DA-MAN Cards: U-DA-MAN Cards can only be used when one of the circumstances spelled out on the cards come into existence. Furthermore, each numbered situational mulligan or automatic shot on a particular U-DA-MAN card can only be used once per nine holes. Otherwise, the special rules for use of a U-DA-MAN card are specific to the type of golf match being played. 2 to 4-Somes Rules: In groups of 2 to 4 persons, two games can be played with U-DA-MAN cards—Heads-Up or Catch the Leader. In Heads-Up each person in the group can use their U-DA-MAN cards once per hole. In Catch the Leader, everyone can use their U-DA-MAN Card on the first hole of play. After the first hole is completed, U-DA-MAN Cards are played on the second hole only by those persons not leading the group or tied for the lead. This process is repeated every hole. Cards should only be used once per hole. Multiple Separate Groups or Tournaments: Same as the rules for Heads-Up Play for 2 to 4-some groups. Each person in the group can use their U-DA-MAN cards once per hole. Best Ball Outings: During best ball outings a U-DA-MAN can be used in accordance with the Rules set by the Outing Coordinator. We suggest, however, that one person per group can use their card once on the particular hole. For instance, say there is a group of four, and the person in the group with a U-DA-MAN card for a wood specialist (say “Longball Larry”) uses his card to tie off again for the group. In this case, no one could use a U-DA-MAN card in the group again until the next hole. Further, no one in the group can use their card more than four times during the outing. Skin Games: Same as the rules for Heads-Up Play for 2 to 4-some groups. Each person in the group can use their U-DA-MAN cards once per hole.

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Previous Patent Application:
Wood-type golf club heads and methods of adjusting the same
Next Patent Application:
Tracking balls in sports
Industry Class:
Games using tangible projectile

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