Baseball card game
A baseball card game for play by two players or two player groups is described. It is comprised of two card sets of a predetermined identical number of pitch cards and one card set of offensive action cards and one card set of defensive action cards. The pitch cards have two categories, one based on ball speed and the other on ball trajectory. Both sets of pitch cards have identical pitch selections. The cards in the card set of offensive action cards include an identification on a play action surface thereof of offensive plays of the game of baseball. The card set of defensive cards include an identification of defensive plays on a play action surface thereof that overrule offensive plays. The pitch cards require a conscience play selection strategy of individual pitches by the two players or two player groups during a pitching sequence. The offensive and defensive action cards require a strategic play selection depending on cards held by the two players or two player groups in relation to game situation.
The present invention relates to a baseball card game for play by two players or two player groups and which re-creates, almost exactly, by the use of specifically designed playing cards, the pitch sequence and offensive and defensive play situations which occur in a regular baseball game.
BACKGROUND ARTSeveral patents have issued for baseball games including the use of cards, dating back to the early 1900's. Examples of such card games are exemplified by U.S. Pat. Ser. Nos. 5,762,337, 5,522,590 and 4,822,043. However, these games do not require conscience play selection strategy by players for the pitching sequences as well as defensive and offensive action plays. They do not simulate a real game situation between two teams and wherein the results of the game plays are unknown until it actually happens. Most known baseball card games use predetermined sequences, involving a game board, spinners and one dice and therefore the game is not based on individual players strategy but often based on chance. These games are also not adequate to be used as a teaching instrument to teach young and novice baseball players the intricacies of offensive and defensive strategies occurring in a regular baseball game as well as pitching strategy based on different types of pitches.
SUMMARY OF INVENTIONIt is a feature of the present invention to provide a unique baseball card game which re-creates, as closely as possible, all pitching, offensive and defensive situations occurring in a regular baseball game, and which can be played in a regular domestic setting, but which is also portable and compact, in such a way that it can be played without a game board.
It is another feature of the present invention to provide a game which mirrors all of which happens in a regular baseball game, not only utilizing all baseball related pitching, offensive and defensive situations, but also a calculated ratio of those situations, thus adding a greater degree of verasimulitude.
It is a further feature of the present invention to provide a baseball card game for entertainment and also as an instructional tool to teach younger and more novice players the intricate offensive and defensive strategies occurring in a regular baseball game.
It is a still further feature of the present invention to provide a baseball game void of dice, spinners or any other random indicator of any kind, but rather a baseball game which utilizes a maximum of strategy and baseball knowledge and a minimum of luck or random card play to decide the final outcome.
Another feature of the present invention is to provide a method of playing a baseball card game by two players or player groups and which simulates a real game of baseball.
According to the above features, from a broad aspect, the present invention provides a baseball card game for play by two players or two player groups. The card game comprises two card sets of a predetermined identical number of pitch cards and one card set of offensive action cards and one card set of defensive action cards. Means is provided to indicate the occurrence of a player “out”. Means is also provided to indicate “on-base” runner position and movement. Each set of pitch cards has a minimum of two different pitch categories identical on a play action surface of the pitch cards. One of the categories is based on ball speed and the other category is based on ball trajectory. Each card set of pitch cards further has identical pitch selections. The cards in the card set of offensive action cards include an identification, on a play action surface thereof, of offensive plays of the game of baseball. The card set of defensive cards includes an identification of defensive plays, on a play action surface thereof, that overrule offensive plays. The pitch cards require a conscience play selection strategy of individual pitches by the two players or two player groups, during a pitching sequence. The offensive and defensive action cards require a strategic play selection depending on cards held by the two players or two player groups in relation to game situation.
According to a still further broad aspect of the present invention there is provided a method of playing a baseball card game by two players or two player groups to simulate a real game of baseball and using card sets as defined in the preceding paragraph. The method comprises determining which of the two players or two player groups is an offensive or defensive player for the start of the card game. The players then proceed with the pitching sequence by each player or player group selecting a card from their respective card set of pitch cards, simultaneously, and thereby simulating a pitcher/hitter confrontation. The offensive player or player group attempts to get hits, walks and runners on base to score runs. The defensive player or player group attempts to get strikes and base running “outs” and three outs to end an inning. The method further comprises the playing of offensive and defensive action cards from a deck of a predetermined number of action cards held by each player, sequentially, after a first pitch card is played in an attempt to overrule a last played pitch card of the pitching sequence until the last offensive player or player group is “out” or gets on base. The method further comprises recording the occurrence of the offensive player being “out”. The method further comprises recording base runner position and movement. After an inning, the positions of the two players are switched from defensive to offensive and vice-versa. At a predetermined event, the defensive and offensive action cards are regathered and shuffled in their respective decks and a predetermined number of defensive and offensive action cards are selected by the defensive and offensive designated player or player group and they then proceed to a secod inning of play.
A preferred embodiment of the present invention will now be described with reference to the accompanying drawings in which:
Referring to
With reference now to
With reference to
As shown in
In addition to the board game 10, if one is provided, the invention also includes “on-base” cards 25 illustrated by
Following is a list of offensive action plays and defensive action plays that are found in the decks of offensive action cards 23 and defensive action cards 26. As mentioned hereinabove there are forty cards in each of these action card sets.
The following is a description, by way of examples, of the various aspects of the baseball card game of the present invention. It describes the pitching sequence, the identification and function of auxiliary pitch cards, and the play action of the offensive and defensive action cards 23 and 26, respectively. As well there is described the nine basic rules of the present invention as well as game play situations specific to the baseball card game of the present invention. It is also noted that in the following description reference is made to Player 1 and Player 2 but it is to be understood that this game can also be played by two groups of two or three people forming Player 1 and a similar group forming Player 2 whereby the card selection decisions are made by a consensus of players in each group.
The “PITCHING SEQUENCE”
The baseball card game of the present invention is the only baseball card game featuring two distinct sequences, pitching/hitting, followed by base-running/defense. Each player chooses each pitch, trying to pick up pitching patterns and out-think the opponent in order to get strikes, balls, hits and walks. The present invention is not a series of randomly chosen cards. The “PITCHING SEQUENCE” is a carefully calculated series of choices by both players as they try to outwit each other. It exactly duplicates the classic baseball pitcher/hitter confrontation. For example, a player must try to anticipate if the other player chooses a card identified as a “NASTY SLIDER” or a “SLOW CURVE”?
The following lists the two categories of pitches. The play action surfaces of these cards also have a color identification of the categories.
Both players take their five “PITCH CARDS” 20, holding them in “poker” fashion. Both players choose one card and throw them down at the same time, play action surface up on the board. If both cards are in the same category, but not the exact same pith, (e.g. −FASTBALL INSIDE+NASTY SLIDER), it is a BALL. However, if Player 1's pitch is in the “power pitch” category (FASTBALL INSIDE) and Player 2's pitch is in the “offspeed pitch” category (SLOW CURVE), it is a STRIKE. If both players choose and throw down exactly the same card (e.g. −SLOW CURVE+SLOW CURVE), it is a HIT and players then proceed to the hitting/base-running/defense sequence. Players pick up their cards after each pitch, and try to out-guess their opponent. They choose another card and throw it down, with the defense trying to get strikes and three outs to end the inning and the offense trying to get hits, walks and runners on base to score runs.
The following is an example of a pitching sequence.
Example 1 Pitching Sequence Break-Down
In the OFFENSIVE and DEFENSIVE action card decks there are seven cards which can be played only after certain pitches during the “PITCHING SEQUENCE”, and can greatly affect the outcome of any player at-bat. They are “HIT BY PITCH”, “CHECKED SWING”, “CALLED STRIKE”, “PASSED BALL”, “GREAT SCOOP”, “GREAT SCOOP N″PICK-OFF”, “FOUL BALL”and “FOUL TIP”. These cards can be played immediately after the game's first pitch (HIT BY PITCH—can be played after the first BALL thrown) and throughout the game depending on the situation. They are used by the OFFENSE player at the hitter's discretion in an attempt to avoid a strike-out (FOUL TIP), get a base on balls (CHECKED SWING), or to advance runners (WILD PITCH), and are used by the DEFENSE player to over-rule them. To find out exactly how these cards are used, a player can consult the “PITCH CARD SECTION” in a “CARD REFERENCE BOOKLET” which contains the rules.
Example 2 Auxiliary Pitch Card —(Offensive and Defensive Action CardsGAME SITUATION—The pitch count is 3 BALLS and 2 STRIKES.
- 1. Player 1 (Pitcher) throws FASTBALL INSIDE (Red)—Player 2 (Batter) throws SLOW CURVE (Blue)=STRIKE 3.
- 2. Player 2 then throws, from his DEFENSIVE ACTION CARDS, the CHECKED SWING. STRIKE 3 becomes BALL 4.
- 3. Player 1 then throws, from his OFFENSIVE ACTION CARDS, the CALLED STRIKE. Batter is OUT.
Auxiliary Pitch Cards—List and Function
GAME SITUATION—The player has a runner on 1st base with one OUT. PITCH COUNT is 1 BALL and 2 STRIKES.
- 1. On the next pitch which is deemed BALL 2, the offence player plays the “HIT BY PITCH” card and sends a runner to 1st base.
- 2. The runner that was on 1st moves to 2nd base and a new batter hits with the PITCH COUNT at 0 BALLS—0 STRIKES.
GAME SITUATION—The offense player has a runner on 2nd base with two outs. PITCH COUNT is 2 BALLS and 2 STRIKES.
- 1. On next pitch, which is BALL 3, the offence player plays the “WILD PITCH” card, attempting to send the runner on 2nd base to 3rd base.
- 2. The defense player then plays the “GREAT SCOOP+PICKOFF” card. Base runner is OUT at 3rd base and the inning is over.
This is the end of the cards which are directly used in the pitching sequence. The balance of cards in the OFFENSIVE and DEFENSIVE decks are also used during the PITCHING SEQUENCE, and may be used after any pitch at each player's discretion and individual card rules. The only stipulation is players must wait a minimum of one pitch following a hit and between base-running plays before executing a subsequent play. This is fully explained hereinbelow.
Section 4. Offensive/Defensive Action Cards (Infield-Batting Practice)
Whenever possible, OFFENSIVE and DEFENSIVE ACTION CARDS are color-coded for easy identification and explanation. For example, the “STOLEN BASE” card is brown, as is the “CAUGHT STEALING” card which over-rules it. The “SINGLE” card is blue as are the two cards which may be used to over-rule it, depending on the base-running situation (“GROUND OUT”—out at 1st, or “FIELDER'S CHOICE”—out at 2nd) All cards have a BASE-RUNNING DIAMOND on the upper left-hand side, which illustrates whether, by playing the card, the batter/runner is safe or out. The small green squares (such as 48 in
GAME SITUATION—The OFFENSE player has runner on 1st base with one OUT. PITCH COUNT is 2 BALLS-1 STRIKE
- 1. On the next pitch, which is STRIKE 2, the OFFENSE player plays the STOLEN BASE card in an attempt to send the runner on 1st base to 2nd base, thus avoiding both the FIELDER'S CHOICE and the DOUBLE PLAY.
- 2. The DEFENSE player plays the CAUGHT STEALING card. Runner is OUT on the play.
- 3. The OFFENSE player plays the ERROR CARD. RUNNER is safe on the play. PITCH COUNT continues 2 BALLS-2 STRIKES.
GAME SITUATION—The OFFENSE player has runners on 1st and 3rd base with one OUT. PITCH COUNT is 2 BALLS-1 STRIKE.
- 1. On pitch the OFFENSE player gets a HIT. The only HIT card he has left is a SINGLE. The OFFENSE player plays SINGLE card sending the batter to 1st base, the runner on 1st base to second base on the play and the runner on 3rd base home to score.
- 2. The DEFENSE player plays the FIELDER'S CHOICE card. Runner scores from third. Runner is OUT at 2nd base and SAFE at 1st base.
- 3. The DEFENSE player now has two OUTS. OFFENSE now has a runner at 2nd The PITCHING SEQUENCE starts again with a new batter.
The Nine Basic Rules
- 1. “HIT” cards MUST be played! If you get a hit during the “PITCHING SEQUENCE” and you have a “HIT” card in your OFFENSIVE hand, it must be played. While all “HIT” cards, (“HOME-RUN”, “TRIPLE”, “DOUBLE”, “SINGLE”, “SQUEEZE PLAY”) can be played at each player's discretion, and in any order, the “HIT” must be played.
- 2. If you get a “HIT” during the “PITCHING SEQUENCE” and do NOT have a “HIT” card, you must MUST discard one card and draw a new card from the top of the OFFENSIVE CARD deck. If this is a “HIT” card, it MUST be played immediately. If it is not a “HIT” card, is awarded an AUTOMATIC SINGLE. But no player may draw for the offensive deck if he holds a “HIT” card in his hand.
- 3. All “HITS” are “station to station”. Runners advance one base on a “SINGLE”, two bases on a “DOUBLE”, and three on a “TRIPLE”.
- 4. If the OFFENSE player discards one card because they do not have a “HIT” cards the defense player must also discard one card and draw a new card from the top of the DEFENSIVE deck before making their defensive play. This card may be played, if applicable, or any other card they hold in their hand.
- 5. Players must always wait a minimum of one pitch following the play of a HIT before executing any other base-running play and a minimum of one pitch between each subsequent play. The only exceptions are the “STRETCH” and “ERROR” cards. (see CARD REFERENCE BOOKLET).
- 6. At the end of each half inning, the OFFENSE player puts its offensive cards to one side, takes its defensive cards, now that he is on the defense, and may discard and draw new cards, with the defense player doing the same. Both players must keep a minimum of two cards in their hands and may discard and draw up to five new cards, for a total of seven at the beginning of each half inning.
- 7. During play sequence, if the OFFENSE or DEFENSE cards total falls to three, the player must draw one card from the deck to always remain at a minimum of four cards. in this case, the opposing side does not draw a card.
- 8. The OFFENSE player always shuffles the DEFENSIVE ACTION CARDS and the DEFENSE player always shuffles the OFFENSIVE ACTION CARDS at all times during the game.
- 9. The DEFENSE player always has play priority over the OFFENSE player when executing all base running plays during the PITCHING and BASE-RUNNING SEQUENCES. Therefore, if the OFFENSE player has a runner on 1sr base and wishes to play either the “STOLEN BASE”, “SAC BUNT” or “WILD PITCH” but the DEFENSE player wants to play the PICK-OFF AT 1st″, the DEFENSE player has priority. The same rule holds true if the OFFENSE player has a runner on 3rd base and wishes to play either the “SAC FLY” or the “SQUEEZE PLAY” card, and the DEFENSE player wishes to play the “PICK-OFF AT 3RD”, The DEFENSE player over-rules the play and the runner is OUT at third unless the OFFENSE player plays the “ERROR”″ card. It is the responsibility of the OFFENSE player to ascertain whether the DEFENSE player wishes to make a play, and then make their play accordingly.
Batter Up!
The present invention simulates almost exactly the game of baseball, revolving around pitching, hitting and base running strategy. Players with a greater knowledge of the intricate workings of the game will catch on very quickly—the importance of using the SAC BUNT card with less than two out to move a runner from first to second base, thus avoiding the FIELDER'S CHOICE and the “DOUBLE PLAY”, is a classic example. The players must take a bit of time to study the OFFENSIVE and DEFENSIVE ACTION CARD decks. Each card's primary function is explained in every card, all cards are color-coordinated if possible, and all cards are fully explained in detail, with game situations (see
- 1. Shuffle the OFFENSIVE and DEFENSIVE ACTION CARD decks and place them on their designated positions on the game board 10.
- 2. Each player cuts one card from the OFFENSIVE ACTION CARD deck. The higher of the two cards will determine who takes HOME FIELD and bats second (Player 2). Please consult SECTION 2 (THE LINE-UPS) to determine which card is higher, as the cards are listed there in order.
- 3. Player 1, now on OFFENSE, takes the five PITCH CARDS marked Player 1. Player 2, now on DEFENSE, takes the five PITCH CARDS marked Player 2.
- 4. Player 1 takes the DEFENSIVE ACTION CARD deck, shuffles the cards, and deals seven cards to Player 2. Player 2 takes the OFFENSIVE CARD DECK and deals seven cards to Player 1.
- 5. Both players pick up their cards, study them, plan their strategies, put them down, pick up their PITCH CARDS, and begin the PITCHING SEQUENCE.
- 6. After the first pitch, all OFFENSIVE and DEFENSIVE CARDS are now in play. For example, if Player 1 holds the “HIT BY PITCH” card, he may play it during the PITCH SEQUENCE, but ONLY if the pitch is a BALL, and send the batter to first base. Once there is a runner on base, cards such as “STOLEN BASE”, “WILD PITCH” or “SAC BUNT” can be used to advance the base runner, thus avoiding the DEFENSE'S use of the “FIELDER'S CHOICE” or “DOUBLE PLAY” if the next hit is a “SINGLE”. However, as in baseball, these plays sometimes result in outs, with the DEFENSE countering with the “CAUGHT STEALING” or the “GREAT SCOOP” cards.
- 7. The PITCHING SEQUENCE continues with Player 1 trying to get hits, walks and score runs, and Player 2 trying to get strikeouts or base running outs until three outs are recorded. Then, Player 2 steps up to bat.
- 8. After three outs, Player 2 now becomes OFFENSE and Player 1 now takes the field and plays DEFENSE. Player 1 puts their unused OFFENSIVE ACTION CARDS to one side for the next inning and Player 2 does the same with their unused DEFENSIVE ACTION CARDS. Player 1 now gathers up all remaining cards in the OFFENSIVE ACTION CARDS on the XTRA INNINGS board, shuffles them, and deals seven OFFENSIVE ACTION CARDS to Player 2. Player 2 gathers up all remaining DEFENSIVE ACTION CARDS and deals seven DEFENSIVE ACTION CARDS to Player 1.
- 9. The PITCHING SEQUENCE begins again, with Player 2 now trying to get hits and score runs, as Player 1 now tries to get three outs.
Section 7. The Top Of The 2nd
Both players put their remaining unplayed ACTION CARDS from their OFFENSIVE and DEFENSIVE hands to one side. All remaining OFFENSIVE and DEFENSIVE ACTION CARDS are gathered up, shuffled and placed, face-down on their respective dug-outs. The OFFENSE player always shuffles the DEFENSIVE ACTION CARDS and vice versa throughout the game. Both the OFFENSE player and the DEFENSE player may now discard and draw new cards from the top of the OFFENSIVE and DEFENSIVE ACTION CARD decks. Both players must keep a predetermined minimum number of two cards in their respective hands but may discard the rest and redraw if they wish to do so. At the beginning of each half inning, both players must have a predetermined number of cards in the hand. This discarding procedure continues each half inning throughout the game. The PITCHING SEQUENCE begins again.
Section 8. The Bottom Of The 5th (The Early Stretch)
One time during the game, at the end of the 5th inning, both players must throw in all their OFFENSIVE and DEFENSIVE ACTION CARDS. Both decks are re-shuffled, seven cards are dealt out to the Offensive side, seven cards are dealt to the Defensive side and the game continues on. This is done to prevent the holding of the best cards, thus forcing both players to use them or lose them after five innings of play.
Section 9. (The Bullpen)
There is provision in the game to go to the Bullpen and bring in a Relief Pitcher. One time during the first Five innings, each player can make a pitching change. This is done by using the “PITCHING CHANGE” card in the DEFENSIVE ACTION CARD deck if you have it in your hand. Players must say “Time out, I want to make a pitching change”, and throw the card down. This can be down at any point during the game, but only once during the first five innings. Doing this allows the player to keep two cards in its hand and discard and draw up to five new cards from the top of the DEFENSIVE ACTION CARD deck to hopefully help you get out of a jam. After the fifth inning both players may change their pitchers as often as they like, providing they have the “PITCHING CHANGE” card in their DEFENSIVE ACTION CARDS.
Section 10. The Nervy 9th
At the top of the ninth inning, if the defensive player (hometeam) is leading the game by three runs, he must select a pitch from the five “PITCH CARDS” and, not telling the OFFENSE (visiting team) what it is, and put it to one side before beginning the “PITCHING SEQUENCE”. The DEFENSE (hometeam) must try to register three outs using only four pitches, with the OFFENSE (visiting team) trying to figure out what pitch has been put aside in an attempt to come back from behind and tie or take the lead going into the bottom of the ninth.
If the visiting team manages to come back in the top of the ninth inning and takes the lead by three runs, then he must now put aside a “PITCH CARD”, thus giving the home team a chance to come back and win the game or tie it up and send it into extra innings. If the game ends up tied after nine innings, both players go into the tenth and subsequent innings using all five pitches until an eventual winner is decided.
With reference now to
It is within the ambit of the present invention to cover any obvious modifications of the preferred embodiment described herein provided such modifications fall within the scope of the appended claims.
Claims
1. A baseball card game for play by two players or two player groups comprising two card sets of a predetermined identical number of pitch cards and one card set of offensive action cards and one card set of defensive action cards, means to indicate the occurrence of a player “out”, and means to indicate “on-base” runner position and movement, each set of pitch cards having a minimum of two different pitch categories identified on a play action surface of said pitch cards, one of said categories based on ball speed and the other of said categories based on ball trajectory, each card set of pitch cards further having identical pitch selections, said cards in said card set of offensive action cards including an identification on a play action surface thereof of offensive plays of the game of baseball, said card set of defensive cards including an identification of defensive plays on a play action surface thereof that overrule offensive plays, said pitch cards requiring a conscience play selection strategy of individual pitches by said two players or two player groups during a pitching sequence, said offensive and defensive action cards requiring a strategic play selection depending on cards held by said two players or two player groups in relation to game situation.
2. A baseball card game as claimed in claim 1 wherein said pitch cards based on ball speed include three different types of speed pitches, a first type being a “fastball outside”, a second type being a “fastball inside” and a third type being a “slider”.
3. A baseball card game as claimed in claim 2 wherein said pitch cards based on ball trajectory include two different types of pitches, a first type being a “slow curve” and a second type being a “change-up”.
4. A baseball card game as claimed in claim 1 wherein said card set of offensive action cards and said card set of defensive action cards are provided with identification means on a top surface thereto to visually identify one card set from the other card set.
5. A baseball card game as claimed in claim 4 wherein said identification means is one of a distinguishing color, logo or other type designation.
6. A baseball card game as claimed in claim 3 wherein said card set of offensive action cards comprise a plurality of “hit” cards and other offensive plays which occur in a regular baseball game, said card set of defensive action cards comprising all defensive plays that occur in said regular baseball game.
7. A baseball card game as claimed in claim 6 wherein said card set of offensive and defensive action cards also comprise a plurality of “auxiliary pitch” cards which are intended for use in said pitching sequence after certain pitches and can directly affect the outcome of any player at bat.
8. A baseball card game as claimed in claim 7 wherein each said card set of offensive and defensive action cards are comprised of forty cards, the maximum of seven of which are held by each of said two players or two player groups, respectively.
9. A baseball card game as claimed in claim 7 wherein there are eight of said “auxiliary pitch” cards in said set of offensive action cards comprise four cards and namely a “foul ball” card, a “checked swing” card, a “hit by pitch” card and a “wild pitch” card.
10. A baseball card game as claimed in claim 9 wherein there are eight of said “auxiliary pitch” cards in said set of defensive action cards are “over-ruling” cards and comprise four cards, namely a “foul tip” card, a “called strike” card, a “great scoop” card and a “great scoop and pick-off” card.
11. A baseball card game as claimed in claim 1 wherein there is further provided three “out” cards for each of said two players or two player groups to provide a record of “out” as said game progresses, said “out” cards constituting said means to indicate the occurrence of a player out at bat or running the bases.
12. A baseball card game as claimed in claim 1 wherein said means to indicate on-base runner position and movement is constituted by a game board having printed on a playing surface thereof a baseball diamond, and markers associated with said game board and displaceable on said playing surface to predetermined print designations.
13. A baseball card game as claimed in claim 1 wherein said means to indicate on-base runner position and movement is constituted by “on base” cards, said “on base” cards indicating the position of an offensive one of said two players or two player groups on bases of a baseball diamond.
14. A baseball card game as claimed in claim 1 wherein there are five of said pitch cards held by each of said two players or two player groups during the duration of said baseball card game.
15. A baseball card game as claimed in claim 1 wherein said play action surface of said pitch cards and said offensive and defensive action cards are provided with a baseball diamond logo having an indication of a “runners” situation and of the result of the matching of discarded cards by said two players or player groups.
16. A baseball card game as claimed in claim 15 wherein said play action surface of said offensive and defensive action cards are further provided with color codes to identify play action of like categories for ease of card identification and play.
17. A method of playing a baseball card game by two players or two player groups to simulate a real game of baseball and using card sets as claimed in claim 1, and in accordance with a set of rules, said method comprising:
- i) determining which of said two players or two player groups is an offensive or defensive player for the start of the card game;
- ii) proceeding said pitching sequence by each player or player group selecting a card from their respective card set of pitch cards, simultaneously, thereby simulating a pitcher/hitter confrontation, said offensive player or player group attempting to get hits, walks and runner on base to score runs, and said defensive player or player group attempting to get strikes and three outs to end an inning;
- iii) selecting offensive and defensive action cards from a deck of a predetermined number of action cards held by each player sequentially after a first pitch card is discarded in an attempt to overrule a last discarded pitch card of said pitching sequence until said offensive player or player group is “out” or gets on base;
- iv) recording the occurrence of said offensive player being “out”;
- v) recording base runner position and movement;
- vi) switching positions as defensive and offensive player or player group after a “three out” end of inning situation;
- vii) regathering defensive and offensive action cards at a predetermined event and shuffling all of said defensive and offensive action cards in their respective decks;
- viii) selecting said predetermined number of defensive and offensive action cards, respectively, by said defensive and offensive designated player or player group, and proceeding with step (ii).
18. A method as claimed in claim 17 wherein said step (vii) comprises regathering all but two cards per player or player groups of said defensive and offensive action cards.
19. A method as claimed in claim 17 wherein said step (vii) comprises regathering all of said defensive and offensive action cards after a fifth inning of play constituting said predetermined event and re-shuffling said action cards and distributing seven of said defensive action cards to said defensive player or player group and seven of said offensive action cards to said offensive player or player group.
20. A method as claimed in claim 17 wherein there is further provided the step of said defensive player or player group upon holding a “pitching change” card, having the option of discarding same whereby to discard all but two of said defensive action cards in his hand and select up to five additional defensive action cards.
21. A method as claimed in claim 19 wherein said shuffling of said defensive action cards is effected by said offensive player or player group and said shuffling of said offensive action cards is effected by said defensive player or player group.
22. A method as claimed in claim 17 wherein there is further provided the step of removing a pitch card from his pitch card deck by said defensive player or player group in the top of a ninth inning situation where said defensive player or player group is in a predetermined lead position and at the beginning of said pitching sequence and with said play action surface of said card concealed; said defensive player or player group continuing said pitching sequence with only four pitch cards to register three “outs”, and in the bottom of the ninth inning said defensive player or player group, if in a predetermined lead position, must discard a pitch card and proceed as with said previous defensive player or player group until said baseball card game is won or tied to go into extra innings wherein both said players use all of said pitch cards until one of said two players or player groups wins the game.
Type: Application
Filed: Aug 14, 2007
Publication Date: Feb 19, 2009
Inventors: Dwight Baird (Montreal), Francois Dore (Montreal)
Application Number: 11/889,504
International Classification: A63F 1/00 (20060101);