Magic, swords, and suns interactive card game

Allotted resource card game system includes a plurality of game components, at least some of which have a power value and/or ability. Each game component is in a state such as an “in play” state or an “out of play” state. Components of opponents are diminished by utilizing cards from the “out of play” state to the “in play” state along with their specific abilities. Preferably, the power values are spent to reduce the number of the opponent's cards as quickly and efficiently as possible. The player whom no longer has any cards is the loser.

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Description
BACKGROUND OF INVENTION

The present invention is directed to a new game system for a game, and particularly to a new game system in which resource points are accumulated by putting a game component such as a card into play in a game such as a card game.

In typical card games, each player has a deck of cards that are compiled from sets of cards that are available for purchase. Players purchase, trade, or otherwise acquire cards to form a collection of cards. Each player selects the cards with which he wishes to play and thereby constructs his deck from the totality of cards in his collection. Each player draws an initial “hand” of cards by shuffling his deck and drawing a plurality of random cards. Each player executes in turn a sequence of actions including, for example, drawing, playing, and discarding cards in accordance with the rules of play and using game systems until the game ends.

Players of card games use the cards in their decks in a series of conflicts. Although given different names, there are usually different types of cards in the deck including, but not limited to, character cards, enhancing cards (providing energy, resources), and variation cards (providing spells, training, situations, challenges, goals, or other situations). In some cases cards may exhibit traits of one or more of the different types of cards. For example, “attachments” may be either an enhancing card or a variation card. The cards have different characteristics that make them “valuable” in certain situations. For example, the character cards generally have a cost characteristic (how many enhancing cards it takes to use the character card), an offensive characteristic (how much damage the character card can inflict when it attacks during a conflict), and a defensive characteristic (how much damage the character card can withstand during a conflict). Each player also generally has a separate “player life score” that may be reduced and/or increased based on the results of a conflict or based on the playing of variation cards. The object of the game is generally to be the first to reduce an opponent's player life score to zero (0). Alternative winning conditions (e.g. accumulating a predetermined number of goal cards) are possible.

The original card game is MAGIC: THE GATHERING™. The “MAGIC” game begins with each player putting his deck into a library stack and drawing a plurality of cards (e.g. seven (7)) from his library stack. MAGIC's cards can be divided into three basic categories: character/creature cards, enhancing/land/manna cards, and variation/sorcery cards. Enhancing/land/manna cards provide resources that allow character/creature cards and variation/sorcery cards to be brought into play. To “pay” for putting a character/creature card or a variation/sorcery card into play, you must “tap” (turn sideways) enhancing/land/manna cards that equal the “mana cost” (the cost characteristic) of that character/creature or variation/sorcery that is indicated on the character/creature card or variation/sorcery card. More valuable characters/creatures and variation/sorcery cards usually cost more to bring into play. Each turn, a player “untaps” (turn straight) his tapped cards (if any are tapped), draws a card from his library stack, and plays one enhancing/land/manna card (if he has any and if he so desires to play the enhancing/land/manna card). If he has enough enhancing/land/manna cards (resources), he may tap the enhancing/land/manna cards and bring character/creature cards into play. After the turn in which a character/creature card is brought into play, it may be tapped to “attack” the opponent in a conflict. The power points (offensive characteristic) and the toughness points (defensive characteristic) of the character/creature cards in play determine the result of an attack. If the result of an attack is that a character/creature “dies,” then it is sent to the “graveyard” which is a stack of cards that are out of play. The player may also play one or more variation/sorcery cards in the same turn as he attacks his opponent with one or more character/creature cards. It is significant that the enhancing/land/manna cards provide resources that are used to “pay” to bring character/creature cards and variation/sorcery cards into play and that the game system that is used to show that the card is being used is tapping.

YU-GI-OH!™ is a popular card game that was inspired by “MAGIC.” There are differences between the games such as the terminology, types of cards (e.g. monster, spell, and trap cards), the numbers of points, terminology of the conflict (e.g. attacking an opponent v. dueling/battling with the opponent's character/monster cards), and the use of a side deck. Like “MAGIC,” Yu-Gi-Oh! uses cards already in play to provide resources. Character/monster cards can be used as enhancing cards that are used to “pay” to bring character/monster cards and variation/spell cards into play. Yu-Gi-Oh! uses character/monster cards to pay “tribute” to tribute summon (put into play) higher level (the cost characteristic shown on the card by its “level”) character/monster cards. Under some circumstances, Yu-Gi-Oh! may also use “equip spell cards” as a type of enhancing card to modify the strength of character/monster cards. Yu-Gi-Oh! also uses a tapping game system to show how the card is being used. For example, in Yu-Gi-Oh! the tapping of a character/monster card determines whether it is in attack position or defense position. The attack points (offensive characteristic) and the defense points (defensive characteristic) of the character/monster cards in play determine the result of a conflict.

POKEMON™ is another popular card game. POKEMON cards include character/basic/evolution cards, enhancing/energy cards, and variation/trainer cards. POKEMON uses enhancing/energy cards to provide resources that are used to “pay” for allowing the character/basic/evolution cards to attack. The cost characteristic of a character/basic/evolution card is shown as the attack cost. The attack damage points (offensive characteristic) and the hit points (defensive characteristic) of the character/basic/evolution cards in play determine the result of a conflict. POKEMON uses a tapping game system to show special characteristics applied to character/basic/evolution card. For example, in POKEMON the tapping of a character/basic/evolution card may show that the pokemon is asleep, confused, and/or paralyzed.

BRIEF SUMMARY OF THE INVENTION

The present invention is directed to a new dynamic game system for a game, and particularly to a new game system in which rules of the game changes based upon stated criteria of card's power and/or ability utilized by individual players.

More specifically, the present invention is directed to a game system for use in a game played by a plurality of players. The game system preferably includes a plurality of game components, at least some of which have a power value and characteristics. Each game component is in a state such as an “in play” state or an “out of play” state. Effects of components/card are activated by a player transitioning one of the game components from the “out of play” state to the “in play” state. This transition can occur due to the player's action or an opponent's action. Preferably the player with the most cards wins. In one preferred embodiment of the game, components may be diminished or increased depending on the function of the card's ability.

Another preferred embodiment of the present invention is a method for using a game system in a game played by a plurality of players. The method includes the first step of each player obtaining a plurality of game components to form an initial deck of 100 cards, where at least some of the game components have a minimum of ten power cards and ten magic cards. Then, each player, in turn, transitions at least one of the game components from an “out of play” state to an “in play” state. Finally, each player activates their card's power or ability by the step of transitioning.

Additionally, the preferred embodiment of the system allows players to combine and fuse the powers and abilities of at least two cards.

The foregoing and other objectives, features, and advantages of the invention will be more readily understood upon consideration of the following detailed description of the invention, taken in conjunction with the accompanying drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 of the drawing illustrates samples of the fusion cards.

FIG. 2 of the drawing illustrates samples of the power cards.

FIG. 3 of the drawing illustrates samples of the special cards.

FIG. 4 of the drawing illustrates samples of the trap cards.

FIG. 5 of the drawing illustrates samples of the shiny diamond cards.

FIG. 6 of the drawing illustrates samples of the target magic cards.

FIG. 7 of the drawing illustrates samples of the shield, pause, and repossession cards.

FIG. 8 of the drawing illustrates samples of the super special cards.

DETAILED DESCRIPTION OF THE INVENTION

The present invention is directed to a game system for use in a game played by a plurality of players. The game system includes a plurality of game components with specific categories: power cards, trap cards, and magic cards. Each game component may be either an “in play” state or an “out of play” state. The destruction of the opponent's cards are accomplished by a player transitioning a game component from the “out of play” state to the “in play” state. In a way, the card abilities add a real-life dynamic level of strategy to known games and games yet to be developed.

Each player obtains a plurality of cards (game components) to form an initial deck of 100 cards. At least some of the cards have a power value. Other cards also may have an ability to change the rules of the game accordingly.

One way that a player may obtain the cards is to draw from a deck. Specifically, each player may draw an initial “hand” of cards by shuffling his deck and drawing a plurality of random cards of at least five cards. Although in one preferred embodiment of the present invention all of the cards (e.g. power cards, trap cards, and magic cards) have a effect on an opponent or the player himself.

The players then take turns executing a sequence of actions including, for example, drawing, playing, and discarding cards in accordance with the rules of play (and often using game systems to advance play) until the game ends.

In one preferred embodiment, each card is either in an “in play” state or an “out of play” state. Depending on the rules, however, alternative embodiments of the invention could include some cards that are neither “in play” nor “out of play,” but may have alternative game component states such as “discard” state, “double discard state”, “face down state”, and “fusion state”.

As part of his turn, a player may transition at least one of the cards from an “out of play” state to an “in play” state. For example, the player may initially transition (play) a card from his initial hand (“out of play” state) to the playing field (“in play” state). In alternative embodiments, other transitions may include a transition from an alternate state (e.g. a “discard” state or a “face down” state). One exemplary alternative transition could be removing a card from a discard pile (“discard” state”) and putting it into a player's hand (“out of play” state). Another alternative transition could be bringing a card out of a “face down” state and returning it to the playing field (“in play” state). Depending on the specifics of the rules and/or game system, the player may diminish an opponents cards based on the type of card he plays.

In one preferred embodiment of the present invention, each player's deck must be 100 cards with at least ten power cards and ten magic cards. Further said deck must also include at least one power card of each card not including yellow.

Another embodiment of the invention includes the playing field of the game. Each person's deck is to be placed to the right of them. An allocation directly above the deck is the fusion pile. The discard pile is designated to the left of the player. The double discard pile is right above the discard pile. Cards within the double discard pile may not be revived under any circumstances. Tokens may not be placed on the field of play. Face down cards are placed directly in front of the player. Face up cards are located above the face down cards. Finally all shields are to be placed above face up cards.

As shown, the game starts with each player obtaining an initial hand of at least five cards. The player with the first turn is determined by each player drawing from the top of their deck and determining amongst the players who drew the strongest power card, excluding all other categories of cards for this process. Assuming the game isn't immediately over, the next player is determined, and the first player takes his turn. Depending on the rules of the game, during a player's turn, the player may do one or more of the following: transitioning at least one game component to an “in play” state; fuse cards; destroy an opponent's cards; revive cards, redirect an opponent's attack, shield oneself, etc conducting game play (e.g. entering into a conflict and/or playing one or more cards according to the rules of the game); and/or benefit of power and abilities for every game component in player's possession. Depending on the abilities of the player's card, a player may be allowed to perform these steps in any order, perform one or more of these steps multiple times, and/or choose not to perform one or more of these steps for a particular turn. If the game has not ended, the next player is determined, and the next player takes his turn.

First, each player obtains a plurality (shown as five (5)) of cards (game components) to form an initial hand. It should be understood that the initial hands would most likely be kept secret from the other players.

The players then take turns executing a sequence of actions including, for example, drawing, playing, and discarding cards in accordance with the rules of play (and often using game systems to advance play) until the game ends. It should be noted that alternative rules within the scope of the invention could allow for turns to be skipped. On a player's turn an unlimited number of face down cards maybe played. Once an opponent's card is destroyed, it must be placed in the discard pile. Cards in the double discard pile may not be revived. On each turn, a player may play three power cards, and three magic cards. Cards which are called to be in play by the function/abilities of other cards played are unlimited.

The players may not reshuffle their decks during a match without expressed permission from the opponent and referee(s). The players may not switch cards in their hand with cards on their field of their own accord at any time during the match. Once the same five moves/actions are made in a row by both players, the match considered a stalemate regardless of the amount of cards either player holds. When a card is revived, the player that revived it may not use it's effect until the next turn/the opponent's turn. Players may only skip their turn three turns in a row before it is considered a forfeit. If both players make a move that causes the game to go into a endless circuit, the match is considered a stalemate regardless of the amount of cards either player has.

Card Types

I. Power Cards

a.) Power cards are marked with colored swords or suns. b.) Power cards cannot be played face down. c.) Each power card has its own power, which is expressed by the type of card it is (sword or sun) and it's color. d.) The players may only attack with one power card per turn and only on their turn. When a power card with a bigger attack strength attacks a power card with a lesser attack strength, the lesser card is destroyed. After this initial destruction, the difference between the two cards' powers is found. For this tam only, that difference is the attack strength remaining on the card that attacked. Although there are several possible targets for the remaining attack strength, the attacking player must follow the following order of targets:

i.) after the initial power card is destroyed, the next attack would be at any other power card(s) that has/have a strength equal to or less than the remaining attack strength of the attacking card

ii.) if there is no such power card(s) or if that power card(s) is/are destroyed and there is still remaining attack strength, the next target would be the opponent's face down trap cards, which are destroyed at random by the attacking player iii.) if there are no trap cards or if the trap cards were destroyed and there is still remaining attack strength, the next target is the opponent's deck. These cards are destroyed from the top down. If the entire deck is destroyed and the attacking card still has remaining attack strength, it is wasted on this turn iv.) if the aforementioned situation should occur, then on the next turn, any direct attack on the deck is directed at the other player's hand instead e.) If two power cards of equal power attack each other, both cards are destroyed, f.) If a power card attacks a card with a stronger attack strength, the attacking power card is destroyed. g.) Power cards cannot attack or destroy magic cards that are on the opponent's side of the field. h.) When power card attacks are redirected, it is as if the attacking player is attacking themselves However, this attack bypasses the power card that is doing the attacking and instead strikes the other power card(s)/traps/deck/hand, following the order in Card Types Rule Id. i.) The order of attack strength for power cards is as follows: Green Sword and Red Sword—Destroys 1 card Green Sun and Red Sun—Destroys 2 cards or any weaker power cards Orange Sword—Destroys 3 cards or any weaker power cards Orange Sun and Black Sword—Destroys 4 cards or any weaker power cards Black Sun—Destroys 5 cards or any weaker power cards Aqua Sword—Destroys 6 cards or any weaker power cards Aqua Sun and Blue Sword—Destroys 7 cards or any weaker power cards Blue Sun—Destroys 8 cards or any weaker power cards Blue Sun Shine—Destroys 9 cards or any weaker power cards j.) “Shine” cards are marked with stars. Excluding blue sun shines, which follow their own set of rules, a shine card has the same power as it's non-shine counterpart, except that it can destroy it's non-shine counterpart without being destroyed itself. k.) Other than to form blue sun shine cards, power cards can be fused together to create stronger power cards. In order to do this, the total attack strength of the power cards you are fusing together may not exceed eight. When power cards are fused together, they are stacked on top of each other and can be marked with a token if the player desires. When a fusion of this type is destroyed, it is not still considered to be one card while in the discard pile and is separated back into its parts. l.) Blue sun shines follow a different set of rules when regarding fusion. In order to form a blue sun shine by fusing cards, two blue suns must be fused together. Blue sun shines can also be fused together to become stronger, but can only be fused together with other blue sun shines. In order to form a double blue sun shine, two blue sun shines must be fused together, in order to form a triple blue sun shine, three blue sun shines must be fused together, etc. Below is a list of the powers of fused blue sun shines: Double Blue Sun Shine—Destroys 10 cards or any weaker power cards Triple Blue Sun Shine—Destroys 11 cards or any weaker power cards Quadruple Blue Sun Shine—Destroys 12 cards or any weaker power cards Quintuple Blue Sun Shine—Destroys 13 cards or any weaker power cards Sextuple Blue Sun Shine—Destroys 14 cards or any weaker power cards or I magic card Septuple Blue Sun Shine—Destroys 15 cards or any weaker power cards or 1 magic card Octuple Blue Sun Shine—Destroys 16 cards or any weaker power cards or 2 magic cards Nontuple Blue Sun Shine—Destroys 17 cards or any weaker power cards or 2 magic cards Decuple Blue Sun Shine—Destroys 18 cards or any weaker power cards or 3 magic cards And so on . . . m.) Yellow cards are a special type of power cards that follow their own set of rules, as follows: i.) Yellow cards can only be played when the opponent has five or less cards on their field ii.) Yellow cards must attack as soon as they are played iii.) Yellow cards are destroyed right after they attack iv.) Yellow cards can only be fused with other yellow cards, in which case their levels add together v.) A yellow card's attack strength is determined by it's level, starting with one and going up to seven. Yellow cards must opponent's deck directly. Their attack strength is equal to the number of cards on the opponent's side of the field times their level vi.) Although yellow cards are counted as power cards, they do not use up the one power card attack each player has during their turn, meaning that a player may attack with a yellow card and another power card in the same turn vii.) when a yellow card is redirected, its attack strength is not recalculated due to the fact that it is attacking a player that could potentially have a different amount of cards on their field than the originally intended target, instead the attack strength remains the amount of cards on the opponent's field times the level

II. Trap Cards:

a.) Trap cards must be played face down, b.) When a trap card is attacked by a power card, the trap card is destroyed and its effect is activated. c.) Trap cards cannot be redirected. d.) if a trap card is destroyed by a magic card, it's effect does not activate. e.) There are four main types of trap cards. f) Summoning Cards: i.) marked by a black diamond ii.) when this card is destroyed, the owner of the trap draws the top two cards of their deck into their hand

iii.) if the owner of the trap card has no cards in their deck, they may play two cards from their hand to the field iv.) if the owner of the trap card has no cards in their deck or does not have two cards in their hand, this card's effect is void g.) Destruction Cards: i.) marked by a red rectangle ii.) when this card is destroyed, the power card that attacked it is destroyed itself h.) Decoy Cards: i.) marked by a blurred sword ii.) these cards have no power or effect whatsoever; they are used as a buffer from attacks i.) Color Negation Cards (Basic Rules): i.) marked by a colored circle with a gray border and an ‘X’ through the colored portion ii.) when this card is destroyed, the opponent can no long have any cards of the color designated by the circle on this card iii.) the opponent must discard all power cards of that color from their field and hand. When they draw more cards of that color, they must discard them immediately j.) Green or Red Color Negation Cards: i.) marked by a green/red circle with a gray border and an ‘X’ through the green/red portion ii.) when this card is destroyed, the opponent can no longer have green/red power cards iii.) even if this card's effect is activated, the opponent can still revive green/red power cards with the proper magic card(s) iv.) if the opponent destroys another one of these cards, the owner of the trap may select another color to be negated. When choosing this color, the owner of the trap can only choose between: red, green, orange, black, and aqua v.) if the opponent destroys a third one of these cards, the owner of the trap may now select blue as a color to be negated vi.) if the opponent destroys a fourth one of these cards, the owner of the trap may now select yellow as a color to be negated k.) Blue Color Negation Cards: i.) marked by a blue circle with a gray border and an ‘X’ through the blue portion ii.) when this card is destroyed, the opponent can no longer have blue power cards iii.) even if this card's effect is activated, the opponent can still revive blue power cards with the proper magic card(s) iv.) if the opponent destroys another one of these cards, the owner of the trap may select any two other colors to be negated When choosing this color, the owner of the trap can choose between all the power card colors on the power card list l.) Ultra Color Negation Cards: i.) marked by a yellow and white circle with a gray border and an ‘X’ through the yellow and white portion ii.) when this card is destroyed, the opponent can no longer any two colors of the trap owner's choosing iii.) the opponent cannot revive negated power cards destroyed by the effect of this card iv.) if the opponent destroys another one of these cards, the owner of the trap may select any two other colors to be negated when choosing this color, the owner of the trap can choose between all the power card colors on the power card list m.) Fusion of trap cards is covered with fusion of magic cards in IIIh

III. Magic Cards:

a.) Magic cards can be played on either the player's turn, the opponent's turn, or both depending on their type. b.) Magic cards are separated into five main types of cards when categorized by effect strength, from weakest to strongest: i.) ordinary magic cards—no special marking. These cards include red shields, black shields, pause turn cards, and repossession cards only ii.) special cards—no special marking iii.) super special cards—marked by a yellow ‘S’ in a black box with a yellow border iv.) shiny diamond cards—marked by a white, checkered square v.) fusion cards—cards that can only be played by fusing together certain magic/trap cards. Although there is no real special mark, fusion cards are distinguishable by the fact that they have the names of the cards that were fused together to create them listed under their name c.) Magic cards have two or three lines stacked on top of each other in the top left corner. These cards are colored to tell things about the card that aren't explicitly written in the text. The lines stand for the following: i.) the top line categorizes magic cards by ability, regardless of the strength of that ability ii.) the middle line tells whether magic cards can be played on an opponent's turn and how long certain magic cards can remain on the field iii.) the bottom line tells whether a card can be redirected or not d.) Magic cards can be broken down into ten main types when categorized by ability. This is marked on the card by the first line in a set of three that is located in the top left corner of the card. That line changes color based on the ability of a magic card, and can also be split in the middle between two abilities in special cases. When such a split does occur, the card gains the benefits of both ability types, not the short-comings, such as being banned from playing a specific ability type by another card's text. The abilities and their corresponding colors are as follows: i.) Shield Cards—marked by the color gray. These cards are used primarily in a defense manner to block attacks or make cards invincible for a set amount of time ii.) Limitation Cards—marked by the color yellow. These cards are used to either place a limit on something in the game, such as: amount of turns, cards in one's hand, etc. or to remove a limit from something iii.) Retrieval Cards—marked by the color green. These cards are used to get/retrieve cards, whether by meanings of a revival, summoning, repossession, etc. iv.) Counter Cards—marked by the color red. These cards are used primarily in a defense manner to block, redirection, shift, etc. any attacks v.) Attack Cards—marked by the color dark blue. These cards are used to destroy other cards

vi.) Strength Effecting Cards—marked by the color light blue. These cards are used to increase or decrease the power of power cards, magic cards, or trap cards

vii.) Self-Help Cards—marked by the color purple. These cards art used for two main purposes:

1.) to do things that only benefit the person who played the card and do not effect the opponent at all

2.) to do things to the opponent that won't hurt them directly per se, but will control their actions or moves

viii.) Internal Cards—marked by the color orange. These cards are used usually to destroy cards, thus making them attack type also, but they do it from the inside of the opponent's deck.

ix.) Game Effecting Cards—marked by the color black. These cards are used to change aspects of the game itself, such as jumping effects and traps or reversing firms.

x.) Miscellaneous—marked by the color brown. These cards are just any cards that did not fit into any of the other groupings e.) Magic cards are then separated again in the second/middle line in the set of three. This line is split into two halves, each half having it's own significance:

i.) first half—states whether or not the card can be played on the opponent's turn or the player's turn:

1.) light gray—card can only be played on the player's turn

2.) white—card can be played on the opponent's turn, whether or not it can only be played on the opponent's turn will be written in the text

ii.) second half—states how long the effect of the card will last:

1.) blue—card is destroyed immediately after use

2.) aqua—card remains on field for a set amount of time

3.) tan—card effect remains active until it is destroyed

4.) pink—card effect is permanent and lasts the full game f) Magic cards have one final categorization, which is whether or not they can be redirected and is marked by the third and bottom line in the set of three:

i.) white/no bottom line—card cannot be redirected ii.) red—card can be redirected

iii.) half white/half red—card cannot be redirected, but an attack brought on by the card (usually power card attack) can be redirected. g.) Magic cards with different abilities have different specific rules about what it means to be redirected. One of the most important of which is that if a card is redirected which would normally last on the field for several turns or until it is destroyed, the opponent does not gain control of this card's ability for the remaining time it is on the field, but instead only for the turn on which they redirected the card. Below is a list explaining the different ways to define redirection based on the different ability types:

i.) Shield Cards—usually cannot be redirected, but when redirection is possible, the opponent gains the powers of the redirected shield card

ii.) Limitation Cards—when these cards are redirected they can:

1.) make an effect intended for the opponent affect the player of this card instead

2.) make an effect intended for the player of this card affect the opponent only

3.) split an effect made for both players and make it so only the player of the card is affected by it

iii.) Retrieval Cards—usually cannot be redirected, but when redirection is possible, opponent gains the power of the redirected retrieval card

iv.) Counter Cards—there are two main possibilities when redirecting these cards:

1.) when redirected, this card's power becomes void

2.) if this type of card is combined with another type (most likely destruction) the redirection effect will vary a little, but usually the opponent will gain the effect of the redirected card

v.) Attack Cards—usually redirecting one of these cards leads to the player of this card loosing their cards, whether that means it just happens at a set point in the turn or the opponent gains the effect of the card and they destroy the cards themself

vi.) Strength Effecting Cards—in the event of a redirection, there are two main possibilities:

1.) the opponent gains control of this card's effect, whether that means they can weaken the cards of the person who played this card or increase the strength of their own cards

2.) when an effect was meant to affect both players, redirecting will cause it to only affect the person who played this card

vii.) Self-Help Cards—in the event of a redirection, there are two main possibilities:

1.) the opponent gains control of this card's effect, whether to help them or hurt the person who played this card

2.) when an effect was meant to affect both players, redirecting will cause it to only affect the person who played this card

viii.) Internal Cards—cannot be redirected ix.) Game Effecting Cards—cannot be redirected

x.) Miscellaneous—cannot be redirected h.) There are also a specific set of rules used for fusing magic cards, as well as inter-fusing between power cards, trap card, and magic cards. Below is a list of rules to properly fuse these cards:

i.) there are six different types of fusion:

1.) magic/magic fusion—the fusing of two or more magic cards

2.) magic/trap fusion—the fusing of two or more magic and trap cards

3.) magic/power fusion—the fusing of two or more magic and power cards 4.) trap/trap fusion—the fusing of two or more trap cards 5.) trap/power fusion—the fusing of two or more trap and power cards

6.) total fusion—the fusing of three or more magic, power, and trap cards ii.) when fusing cards to make any type of the aforementioned combinations, it is necessary to have a fusion deck that contains both fusion cards (the new card that is created through means of fusion) and fusing cards (the cards used to fuse specific types of cards) iii.) when ready to fuse cards, the player must have two or more cards in their hand, on their field, or in a combination of those two places in order to fuse cards. The player then looks at which card types the cards they have are (magic, trap, power). After this, they can go through their fusion deck to get the proper fusing card, which is then discarded along with the cards they are fusing together. Finally, they must look through their fusion deck once more and play to the field (not hand) the fusion card with the proper material cards listed on it based on the ones they discarded iv.) players may only play one of each of the different types of fusion cards per turn

The terms and expressions that have been employed in the foregoing specification are used as terms of description and not of limitation, and are not intended to exclude equivalents of the features shown and described or portions of them. The scope of the invention is defined and limited only by the claims that follow.

Claims

1. A game mechanic method for playing a game played by a plurality of players on a playing field, said game mechanic method comprising the steps of: (a) both players obtaining a plurality of 100 game cards to select from to form an initial playing hand of five game cards, each game cards having a specific category comprising power cards, trap cards, and magic cards; and each game card being either in an “in play” state wherein the game card's abilities has been activated by said player of the card or by an action from an opponent or an “out of play” state wherein the game card is in a player's playing hand or deck and not on the playing field; (b) at least one player transitioning one of said obtained game components from said “out of play” state to said “in play” state; (c) at least one player discarding card(s) according to power or ability value of a opponent's selected game card played relation to targeted card(s); and (d) preserving the number of cards held by each player whereas the player whom loses the game no longer retains any cards.

2. The game mechanic method of claim 1, further comprising the step of at least one player obtaining additional game cards not having a power value.

3. The game mechanic method of claim 1, wherein said step of obtaining a plurality of game cards further comprises the step of combining a plurality of game cards having an fusion state.

4. The game mechanic method of claim 1, further comprising the steps of: (a) at least one player transitioning one of said game components between said “out of play” state, said “in play” state, and/or discard state; (b) at least one player causes an opponent to discard cards for transitioning one of said game cards between said “out of play” state, said “in play” state, and (c) at least one player accumulating said game cards between said discard state, said “in play” state.

5. The game mechanic method of claim 1, further comprising the step of at least one player's power card spending attack strengths by causing an opponent to discard one power card of equal or lesser power; magic cards or the designate number of other cards; once attack strengths have been exhausted said player's power card is also discarded.

6. The game mechanic method of claim 5, further comprising the step of at least one player's power card spending attack strengths by causing an opponent to discard one power card of equal or lesser power; magic cards or the designate number of other cards.

7. The game mechanic method of claim 6, further comprising the step of at least one player's power card spending remaining attack strengths categorically on face down trap cards, said opponents deck, and lastly the opponent's hand.

8. The game mechanic method of claim 1, wherein said step of playing said trap cards faced down, activating predetermined abilities of said trap cards by an opponent attacking said trap cards with a power card.

9. The game mechanic method of claim 8, wherein said step of discarding said trap cards once attacked by an opponents magic card without activating predetermined abilities of said card.

10. The game mechanic method of claim 9, wherein said step of destroying a particular trap card causes the opponent to discard all cards of a categorical color.

11. The game mechanic method of claim 1, further comprising defining magic cards based on three distinct categories comprising: ability; status of play and duration; lastly redirection.

12. The game mechanic method of claim 11, further comprising the steps of playing at least one magic card regardless of a particular players turn depending on the status of play.

13. The game mechanic method of claim 12, further comprising the steps of playing at least one particular magic card to redefine gaming parameters.

14. The game mechanic method of claim 13, further comprising the steps of playing at least one particular magic card to revive card which have been discarded.

Patent History
Publication number: 20090179379
Type: Application
Filed: Jan 11, 2008
Publication Date: Jul 16, 2009
Inventor: Matthew Banke (Darien, CT)
Application Number: 12/008,387
Classifications
Current U.S. Class: Card Or Tile Games, Cards Or Tiles Therefor (273/292)
International Classification: A63F 1/00 (20060101);