Skins Cards Game

An apparatus for scoring and method of playing a card game which emulates the golf game called Skins. Skins use a standard deck of 52 playing cards, Aces through Kings. Cards are valued at face value with the Queen valued at ten points, the Fives equals minus five points, Kings and Jacks are zero points and pairs equal zero. Where a player is dealt four cards, two of which will not be known to the player until they are played. Each hand provides the player a choice of cards to be drawn, from discard pile or stock pile with each turn. The player then discards a card from either a known or blind card in hand and then turns face up a card in hand to represent their score. Attempting to turn face up the lowest possible collection of cards from the players hand. Each turn taken ends with another card turned face up until all cards in hand have been turned face up. When all cards are face up in hand the cards are summed by the point values represented. The apparatus for scoring is used to track hands that have been won for each player, hole being played and pushes. Pushes are ties between the lowest totals in which no player wins the skin. The Skin is then carried to the next hand to be won by the player with the lowest hand along with the skin for the current hand. This method of play induces strategy, skill and awareness in playing and discarding each card, trying to keep the opposition from having the lowest hand. It provides an all out strategy of risk reward play to have the lowest hand which lends to the excitement in this dynamic card game.

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Description

This applications claims the benefit of provisional patent application Ser. No. 61/196,395 filed Oct. 17, 2008 by present inventor.

CROSS-REFERENCE TO RELATED APPLICATIONS

Not Applicable

FEDERALLY SPONSORED RESEARCH

Not Applicable

SEQUENCE LISTING OR PROGRAM

Not Applicable

BACKGROUND OF THE INVENTION

1. Field of Invention

This invention relates to a card game simulating the game of skins played in golf.

2. Prior Art

A card game simulating the game of Golf called “Golf” plays with four cards tallied at the end of each hand. Each hand the players attempt to produce the lowest score. The sum of scores for nine or eighteen holes is tallied at the end of the game. The player with the lowest accumulated score wins the game. The game is played by looking at two of the four cards you are dealt, then putting them back in your card layout face down, set to memory. Players take turns drawing from a discard or stock pile to lower their scores by swapping out cards until someone knocks indicating one more turn for each player. Memory is key to the swapping of cards, which may make it more difficult for aging adults or those with memory issues. This puts some players at a disadvantage right from the start. A feature of the game is one winner at the end of the game, like golf on a golf course, a very bad hole or two can take you out of the game from the start, leading to less than enthusiastic play from there forward in the game. An exceptional hand by one player can also give the other players a great disadvantage towards the win, again lessening interest. A strategy of always staying low without risking a better hand is a safe strategy leading to conservative game play. All cards face down relegated to memory keeps all play hidden from other players, which lessens the risk reward excitement of the game, since the other players never really know what they are playing against. There are other iterations of the “Golf” card game some which use a similar method of play to “SKINS” but which have a tallied total at the end of the game. Again resulting in one winner at the end of the game and the above mentioned negative aspects leads to less than enthusiastic play.

There have been other games invented to simulate a game of golf where a specially designed deck is used to designate shots taken or used with each shot to determine a golf score, U.S. Pat. Nos. 6,568,681, D287,147, 1,597,457 and 4,546,982 are all examples of these. The problem is, that a specialized deck is required to play. Play tends to be slow and tedious.

3. Objects and Advantages

Accordingly, the card game of “Skins”, has many objects and advantages over previous Golf simulation card games, such as, playing at a quicker pace, easier to score, uses a standard 52 deck of cards (Aces through Kings) and greater excitement in a risk-reward format of cards. In the game of golf a side game that is played called “Skins” gives a point per hole or “Skin” to the player that outright has the lowest score on a particular hole. If two or more players tie for the lowest score on any one hole, no player wins the Skin for that hole and the Skin is pushed or added to the next hole. The next hole then is played for two Skins and all players involved in the competition are able to win both Skins regardless of their being involved in the tie during the previous hole. The Skins game inside of golf keeps all players always going for the win and the risk reward feature of the game keeps the play exciting. “Skins”—golf card game develops the same excitement with each hand played. The strategy is to risk all to win each Skin, rather than just staying low, because each hand played is awarded a win or “Skin”. A player can have the worst possible hand and it only affects that player for one Skin and if that Skin pushes, the player is still playing for the Skin on the next hand. “Skins” play effectively takes away a one great hand or one worst hand from taking you out of the game. Skins keeps every player involved in each hand and the winner of the Skin usually is only determined when the last player turns up their last card. As each player continues play, turning up one more card in their hand the other players can determine statistically their chance to pick a certain card and they adjust play to get the best chance to win the Skin. The game evolves over the play of the hand with each card turned up.

The strategies play for percentages, discarding to keep other players from improving their hand over yours and when to turn up particular low point cards in your own hand. Skill, strategy and awareness all add to the excitement of “Skins”. Each hand plays quickly giving the time to socialize between deals without the necessity to add points and tally scores at the end of each hand. One point a hand is given unless pushes are added to the tally making scoring simple and quick, especially when using a “Skins-Board”.

SUMMARY

“Skins” the golf card game is played like the real golf version of skins. No mulligans and no gimmies, each card turned up is akin to a stroke in golf. If you turn up a high card, it's like a bad stroke into the woods or hazard. If you get a five, it's like a great shot putting you close to the pin. A jack, king or pair is like par play. Once a card is turned up in your hand, you are stuck with it, like a stroke in golf. Players are always looking for the lowest hand each hole, since second place wins nothing. A “Skins Board” used in “Skins” is for tracking skins won by each player, what hole is being played and number of “pushes” being played for. A piece of paper can be used as well as any item or board used to track number of holes played, holes won and pushes. The current form for tracking “Skins” play is a board, sized to use regular golf tees as pegs, containing peg holes for tracking holes played, skins won, starting point and number of pushes. Any size or shaped board or item could be used in variations for scoring and tracking skins won, holes played or pushes in “Skins” golf card game.

DRAWINGS: Description of Figures

FIG. 1 Players are dealt one card at a time through the rotation of all players in sequence until all players have four cards face down.

FIG. 2 Players look at two cards in their hand and the other two remain face down on table (blind cards).

FIG. 3 During each turn, the player first selects one card from the top of the deck or top of the discard pile. If a card is taken from the discard pile it cannot be returned to the discard pile on that turn.

FIG. 4 The player discards one card to the discard pile and turns one card up. Once a card has been turned up, it cannot be changed or discarded during the rest of the turns.

FIG. 5 The end of second turn results in two cards turned up and two cards in hand. Each player takes one card from the deck or discard pile with each turn. The player discards one card to the discard pile and turns one card up.

FIG. 6 The end of the third turn results in three card turned up and one remaining in hand.

FIG. 7 The end of the forth turn results in all cards turned up. Players sum the point values of cards. Player with the lowest sum of all cards, wins the hand (skin).

FIG. 8 Card Values

FIG. 9 Par three dealt hand in Skins Course Play

FIG. 10 Skins Course Play, Par three dealt hand—after Players look at two cards in their hand and the remaining card stays face down on table (blind card).

FIG. 11 Skins Course Play, Par five dealt hand

FIG. 12 Players look at two cards in their hand and the other three cards remain face down on table (blind cards).

FIG. 13 Picture of “SKINS” Board

FIG. 14 This is an example of a trade mark representing “SKINS” product. Any use of the word “Skins” or the word “Cards” overlaid “Skins” will represent this trademark, patent and method of play of the “Skins” card game.

Skins Board Use:

Referring to FIG. 13, the board that is used in “Skins” golf card game is for tracking the skins or hands won by each individual player, pushes and holes played. There are rows of pegging holes, that are comprised of the tee box or starting point for playing the game of skins and 9 holes used to track the skins each player wins. There is a row of 6 holes to track pushes. Each person upon winning a hand of skins is moved one hole forward in their row to track the skins that have been won by each individual. At the completion of nine holes the skins are tallied and the differences are paid if using a value placed on each skin. The Skins board has six rows of 10 holes, a push row of six holes and nine holes to track what hole is being played. The tracking peg is a standard tee as used in golf or any other movable peg or marker to track the winning hands or skins. The game specific to Skins play will have rows of 10 holes, a starting point hole or tee box and nine tracking holes, with as many rows as there are players. The maximum number of players is limited to six per deck of cards. Additional decks can be added to increase the number of players per game. Any device comprised to track skins, points, holes played or any other designation of winning hands in the game here referred to as Skins can be used in the game of Skins, Skins Cards, Skins Game or any named game using the same or similar method of play as outlined in the patent application. A skin can be valued at any particular level, whether it is just for the fun of having the most skins or a designated value (i.e. $0.25 per skin, $1.00 or any value per each skin) for the standard skins game. The board is used in the regular play for “Skins” with a set value per skin or hand won.

The board is not used generally in the gambling format of skins play, which is played for the value of the pot of each hand. The board can be used to keep track of skins (pot) that have been pushed.

DETAILED DESCRIPTION—SKINS—GOLF CARD GAME Skins—Golf Card Game

The game is played with a standard 52 card deck, (Aces-Kings). The object of the game is to get the lowest score each hand played. FIG. 8, Cards are counted as face value, Aces are one point, and Queens are ten points, except the wild cards. Wild cards are Kings, Jacks and Fives. Kings and Jacks are counted as zero points and Fives are counted as negative five points. Pairs of any non-wild card are also counted as zero as each card cancels the other out. Each five retains its negative five point value regardless of the number of Fives in the hand. There Is a maximum of six players per deck of cards. Additional decks can be added to increase the number of players in each game. The deal is first determined by a cut of the cards, with the high card, Kings are high, starting the deal. The deal is distributed on a rotation moving clock wise to each player in order. FIG. 1, Four cards are dealt to each player. FIG. 2, each player is allowed to look at two cards dealt to them of the four, holding them in their hand, and two cards are kept face down (blind cards) unknown to the player. FIG. 3, when four cards have been dealt to each player the deck is placed face down on the table and the top card is turned up to start a discard pile. The first player on the dealers left starts the game, having the choice of taking the card turned up on top of the discard pile or taking a card from the top of the deck. The player has the choice of keeping the card or discarding the card. FIG. 4, the player must discard any one card in their hand to the discard pile which can be a blind card or card in hand. The player then turns one card face up (laying a card face up on playing surface in front of the player). Once a card has been turned face up it cannot be swapped with another card at any time during the hand or used to discard. If the choice is to use a blind card as a card turned face up, a card must be discarded first and the blind card must be turned face up. In playing a blind card, if a card in hand is not discarded first, the blind card must be put in the discard pile if looked at.

Each player in turn takes a card from the top of the deck or discard pile. FIG. 4-7, the player discards one card and turns one card face up in their hand. This proceeds in rotation sequence until all four cards have been turned face up in each player's hand. The cards point values are summed and the player with the lowest score wins a skin. If there is a tie between the lowest scores, the skin is pushed (value of previous hand is retained to be played for on the next hand together with the skin for the current hand) to the next hand, which makes the next hand worth two skins. The game proceeds through nine holes. If there is a push on the last hole in the game, another hand is played until the last hole of the games skins have been won.

If any player looks at more than two cards in their hand on the deal or blind cards, this is considered out of bounds (OB) and the player is disqualified for that hand from winning any skins or participating in play. If a player is OB or loses the hand for one skin and that skin is pushed, the player is eligible on the next hand to take the skin that was pushed.

Pairs Play in Skins: Pairs play in Skins is done by having a partner sitting opposite of you in the rotation of the game. Maximum of three pairs are capable in a one deck game. Additional decks can be used to increase the number of pairs that can play with three pairs maximum per deck. The pairs sum their individual scores to determine low hand and the lowest summed pair wins the skin.

Gambling with skins: Gambling with Skins proceeds as detailed above if played without a designated dealer. If skins are played with a designated dealer, the dealer must track the honors position (the position of the player having the first play of the hand) and distribute the deal in a clockwise manner to each player in order, starting with the player with the honors position. There is an ante each player must contribute to establish a pot before first card is dealt in order to play in each hand. When the first turn for all players is complete (each player having one card turned up) the low hand showing (turned up cards) places the first bet. If there is a tie for the low showing hand, the player closest in rotation clockwise from the honors position places the bet first. The first card through the third card turned up proceeds in this order with betting starting when all players have equal number of cards showing. The player with the lowest showing hand always starts the betting. Each player must match the bet or raise to remain in play for that skin. This proceeds through each player until all players still in the game have their fourth card turned up. The low hand takes the skin (pot). If there is a tie, the skin (pot) pushes and all players anted up at for that hand are eligible on the next hand (skin) to take the skin (pot) from the last hand and the hand that is being played. If there is a push, no other player may enter the game until all pushes have been won or cleared.

DETAILED DESCRIPTION—ALTERNATIVE EMBODIMENT—“SKINS”—COURSE PLAY

Skins course play is a method of playing the “Skins” game using any score card from a golf course of your choice. The same method of play is used in drawing a card from the deck or discard pile, discarding one card and turning one card up in players' hand. On initial deal each player is allowed to look at two cards in their hand regardless of number of cards dealt on a particular hole. The deal changes by dealing players the number of cards as the par for the hole being played. FIG. 9-10, A par three would be dealt three cards, a par four would be dealt four cards and a, FIG. 11-12, par five would be dealt five cards. Play would continue through three rotations for a par three, four rotations for a par four and five rotations for a par five until all cards in all players hands have been turned face up. The standard rules for Skins play apply, with the lowest hand per hole winning the skin and ties for the low points pushes to be played for during the next hole. A method of playing stroke play for the course is derived by using the following chart.

Point tallies Scoring resolution +10-> Double Bogie/par + 2  +5-+9 Bogie/par + 1  0-+4 Par/par + 0  −1-−5 Birdie/par − 1  −6-−10 Eagle/par − 2 −11-−15 Double eagle/par − 3 −20 Hole in one/score 1

DEFINITIONS

Skin—hand won outright by having the lowest summed score of all players each hole.

Honors—player starting the hand by having first choice of cards in discard pile or deck top.

Out of Bounds (OB)—looking at more than two cards in your hand before play begins, player forfeits that hand and pot for that hand. If a skin is pushed during a forfeited hand that player will be playing for both skins on the next hand.

Blind Cards—cards unknown to player that are in their hand.

Pot—established ante all players contribute to before the play begins and sum of all bets placed during any one hand.

Push—tie on any hand of the lowest tallied points of all players. The skin or pot is held and played for during the next hand along with the skin or pot being played for as the current hand.

In Hand—All cards that have been dealt to or drawn by players that have not been turned up. Cards viewed by players and not turned up or blind must be held or represented as known by player.

Scoring: The card point values are as shown in FIG. 8 (suit of the card is irrelevant):

Kings and Jacks equal zero points, Fives equal negative five, Pairs of any non-wild card (Aces, 2, 3, 4, 6, 7, 8, 9, 10, Queen)=0 points. Queens equal ten points and all other cards are face value. There is a maximum of six players per deck of cards.

Claims

1.) A card game for two to six players per deck of cards that simulates a golf game called skins conspiring: A plurality of cards from a standard 52 card deck of playing cards, Aces are low through Kings being high representing a predetermined point value for scoring; values equal the face amount of each card with Queens equaling ten points, except Kings, Jacks and pairs equal zero, Fives equal negative five points, wherein players are dealt four cards one at a time in rotation clockwise in sequence with all other players, remaining cards in the deck are placed face down with the top card being turned over to establish a discard pile, players look at two of the four cards in their hand, remaining two cards values are blind to the players, play begins with the first player to the left of the dealer picking a card from the discard pile or deck, player then discards one card in their hand, either a blind card or card in hand, to the discard pile and turns one card up in their hand or blind, turning a blind card up in hand must be preceded by a discard or the blind card must be discarded, players attempt to lay the lowest valued cards or one of a pair of cards, each player in turn repeats this process, with each turn taking a card from discard or deck pile, discarding one card in hand or blind to the discard pile, then turning up one card in players hand or blind, attempting to produce the lowest sum of four cards, wherein after four turns of all players, four cards will be turned face up in each players hand which are summed and the lowest sum of all players wins the skin for that hole, wherein the player moves their peg forward one peg hole in the Skins board and moves the hole count forward one peg hole, except if two players tie with the same lowest score the skin is pushed to the next hand, wherein that hand will be worth two skins, moving the hole count forward one peg hole and moving the push peg up to represent a skin has pushed to the next hole, players play nine holes with the player winning the most skins of nine wins the game.

2.) A card game for two to six players per deck of cards that simulates a golf game called skins conspiring: A plurality of cards from a standard 52 card deck of playing cards, Aces are low through Kings being high that represents a predetermined point value for scoring; values equal the face amount of each card with Queens equaling ten points, except Kings, Jacks and pairs equal zero, Fives equal negative five points, wherein players are dealt the amount of cards as the par value per hole of a score card of nine or eighteen holes of golf, one at a time in rotation clockwise in sequence with all other players, the remaining cards in the deck are placed face down with the top card being turned over to establish a discard pile, each player looks at two of the cards dealt in their hand with the remaining cards blind, play begins with the first player to the left of the dealer choosing a card from the discard pile or deck, the player then discards one card in their hand, being either a blind card or card in hand, to the discard pile and turns one card up in their hand, being the lowest card or one of a pair of cards, each player in turn repeats this process, with each turn taking a card from discard or deck pile, discarding one card in hand or blind to the discard pile, then turning one card face up in their hand whether its held or blind, attempting to produce the lowest sum of the cards totaled, wherein after all cards are turned face up in each players hand they are summed and the lowest sum of all players wins the skin for that hole, wherein the player moves their peg forward one peg hole in the Skins board and moves the hole count forward one peg hole, except if two players tie with the same lowest score the skin is pushed to the next hand (hole) wherein that hand will be worth two skins, moving the hole count forward one peg hole and moving the push peg up to represent a skin has pushed to the next hole, players play nine or eighteen holes with the player winning the most skins wins the game, winning the stroke play is comprised of tabulating the score of each hole as determined by a stroke conversion chart indicating a score of zero to four points summed is par, five to nine pts is bogie, ten points or more is double bogie, negative five to negative one is birdie, negative six to negative 10 is eagle, negative fifteen to negative eleven is double eagle, twenty under is hole in one, summing the charted scores on a score card as used in golf with the lowest sum of nine of eighteen holes wins.

3.) A method of scoring the Skins card game of claim 1 using a device as in FIG. 13 to track number of holes (hands) played, hands won by each player and pushes when there is a tie between low score, whereas each player chooses a marker to represent themselves whereupon winning a hand the player will move their identified marker forward of the tee box (starting point) one unit for each hand won, accumulating a total of the number of hands won during the game by each player, upon moving the marker for hands won the player moves forward the marker in the holes row indicating the number of the hole being played, labeled holes, it contains a row of nine holes, so upon completion of the ninth hole the game is complete unless a push (tie) of the last hand has occurred, which will result in the players moving forward one unit of the push marker indicating the next hand will be worth the number of push units marked, plus one for the hand being played, so that when a player wins the next hand they accumulate the total of pushes plus one for the hand being played and mark them with their chosen marker on the Skins board, resetting the pushes to zero and moving forward the holes marker unless nine holes have been completed.

Patent History
Publication number: 20100096808
Type: Application
Filed: Sep 15, 2009
Publication Date: Apr 22, 2010
Inventor: Kim R. Johnson (East Bethel, MN)
Application Number: 12/559,631
Classifications
Current U.S. Class: Sports Or Outdoor Recreational Activities (273/298)
International Classification: A63F 1/00 (20060101);