Application of Don Cornish

277 F.2d 185, 47 C.C.P.A. 917
CourtCourt of Customs and Patent Appeals
DecidedApril 6, 1960
DocketPatent Appeal 6547
StatusPublished
Cited by2 cases

This text of 277 F.2d 185 (Application of Don Cornish) is published on Counsel Stack Legal Research, covering Court of Customs and Patent Appeals primary law. Counsel Stack provides free access to over 12 million legal documents including statutes, case law, regulations, and constitutions.

Bluebook
Application of Don Cornish, 277 F.2d 185, 47 C.C.P.A. 917 (ccpa 1960).

Opinion

MARTIN, Judge.

This appeal is from the decision of the Board of Appeals affirming the final rejection of claims 1, 3, 4 and 16 in application serial No. 271,030, filed February 11, 1952, entitled “Game Apparatus.” It is stated to be a continuation of application serial No. 740,377, filed April 9, 1947. Several claims have been allowed.

Claims 1 and 16 are representative:
“1. Amusement apparatus for playing games like tic-tac-toe with game pieces and comprising structure defining at least a three dimensional multiple group playing position playing board, said playing positions being arranged in lines extending in said dimensions and also in groups each containing a plurality of positions, and means of chance for determining a group of playing positions in which a play may be made by placement of a game piece.
“16. Amusement apparatus comprising a structure movable into var- ions angular positions during play and including a panel having apertures therein and game pieces adapted to be placed therein said game pieces being made of a readily and substantially deformable resilient material whereby they can be readily inserted into and removed from the apertures from either side of the panels, the game pieces being dimensioned so as to be deformed when inserted into the apertures whereby their resiliency holds them in the apertures.”

The invention claimed in this case relates to a 3-dimensional game like tic-tactoe. Instead of the 9 squares in which “X’s” and “O’s” are placed by competitors, the customary tic-tac-toe game with which most of us are familiar, the game of the invention is played with at least three parallel planes, preferably transparent pieces, spaced equally from each other and attached to a common base, each having at least 9 playing positions (3 x 3). Thus, in each of the planes it is possible to win by being the first to complete a horizontal, vertical or diagonal row of 3 squares. Additionally, it is possible to win by completing a row or diagonal row consisting of one position in each of the three planes. While such a game may be played as a game of skill by at least two participants, it may also be played as a game of chance, and it is to this that claims 1, 3 and 4 are directed.

As a game of chance, means such as dice are used. One die determines the plane, another a column in that plane, and a third, the row in that plane in which a game piece is to be placed. Each die, therefore, determines a “group of playing positions,” the net result of the three dice determining but a single position within the three planes. Additionally, a player may be given a free choice of play within any of the three groups by appropriate markings upon the dice.

*187 The groups of playing positions are marked by appropriate symbols on the gams board and the dice each have corresponding symbols thereon.

Additionally the specification discloses the combination of a game board having

apertures therein and deformable resilient game pieces insertable therein so dimensioned that they are resiliently held in the apertures.

The references relied on by the Board of Appeals are:

Gaylor 715,474 Dec. 9, 1902
D’Autremont 1,141,909 June 1, 1915
Abele 1,421,656 July 4, 1922
Barnard 1,564,746 Dec. 8, 1925
Heacock et al. 2,313,473 Mar. 9, 1943
Hare et al. 2,453,907 Nov. 16, 1948

The Heacock et al. patent describes a game board having three parallel spaced planes attached to a common support each of the three being a playing board having apertures therein to receive game pieces. Each of the boards has nine playing positions arranged in a 3 x 3 array. The Heacock et al. board is used for playing a game “similar to the well-known game of tick-tack-toe.”

The Gaylor reference shows a game utilizing dice to indicate the number of spaces which a player may move a game piece on a multi-position 2-dimensional game board. The direction (forward, to the right, or to the left) and the particular piece which is to be moved are determined by the player.

In one embodiment described in the Hare et al. patent, each player is provided with a game board of a different color having a plurality of playing positions. In addition thereto, each player receives an identical number of each of several different varieties of game pieces. To determine who is to move a piece, a deck of cards having an equal number of cards of each color (corresponding to the players’ boards) is used. Each of the cards, besides having the color indicia thereon has a marking corresponding to a variety of game piece. Thus, for example, if a green card having the number 1 is turned up, the player having the green board may move any one of his number 1 pieces one space.

The Barnard game is like tic-tac-toe It is played on a board having 25 sequentially numbered squares arranged in a 5 x 5 array. The first move for each player is determined by a draw of a card from a deck having a space number on it. Thereafter, the participants alternately place the game pieces according to choice on the game board until one gets 4 pieces in any row, column or diagonal.

The D’Autremont reference discloses a game quite like chess, having a game board which has each square thereon marked for identification so that moves made can be recorded.

The Abele specification discloses a game board having apertures therein and game pieces insertable in the apertures, the game pieces including spring means for resiliently retaining them in the apertures.

The Board of Appeals sustained the rejection of claims 1, 3 and 4 as unpatentable over Heacock et al. in view of each of Gaylor, Hare et al. and Barnard. Further relied upon were the D’Autremont patent and the games of Parcheesi and Backgammon. Since Gaylor, Hare et al., Barnard and the games of Parcheesi and Backgammon all show the use of chance means for determining a group of playing positions in 2-dimensionai games, it was the board’s opinion that the utilization of such means in the 3-dimensional game of Heacock et al. was *188 obvious. The term “group of playing positions” was felt to be broader than the meaning attributed to it by appellant, in that the games of the secondary references which offered a choice of moves when chance means were utilized met the claimed limitation. As to claims 3 and 4 which recite “distinctive symbols” (claim 3) and “distinctive coordinate symbols” (claim 4) and means of chance having corresponding symbols thereon, they were not considered to patentably define over the combination of references'.

The board held claim 16 to be unpatentable over Abele, stating that the use of “conventional cork or rubber stoppers for the game pieces of Abele would involve a mere matter of choice between obvious alternatives.” (Emphasis supplied.)

Appellant acknowledges that broadly all the parts of his game are old.

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277 F.2d 185, 47 C.C.P.A. 917, Counsel Stack Legal Research, https://law.counselstack.com/opinion/application-of-don-cornish-ccpa-1960.