Method of Playing a Card Game and A Deck of Cards

A method of playing a card game using a deck of cards. Each card contains a stimulus describing a real life experience which triggers a human response. The active player's team members must guess the correct character to win a point. If the character has not been guessed within a prescribed time period by any member of the active player's team, the opposing team is afforded an opportunity to guess. If the opposing team's guess is correct, the opposing team earns a point. The team with the most points at the end of the game wins.

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Description
BACKGROUND OF THE INVENTION

Many card games exist for recreational purposes, such as UNO™ and SOLITAIRE™. However, none of the card games are entertaining, educational and therapeutic. The present invention provides entertainment, education and therapy. The game allows an individual to see themselves in a manner viewed by others. Oftentimes, an individual views themselves in a manner very different from others and the game allows a player to become more reflective about how they are viewed by others.

SUMMARY OF THE INVENTION

The objective of the game is to accumulate points by correctly guessing a character being portrayed. The game is played by role playing a character based on a given stimulus. The game is played for recreational purposes, for example, entertainment purposes. In addition, the game also provides educational and therapeutic purposes by allowing individuals to see themselves in a manner viewed by others. A deck of cards are provided, wherein each card describes a stimulus. The active player has to respond to the stimulus in a manner that the character being emulated would respond, exhibiting innate characteristics about the character.

The game is played with teams. Each team may comprise two or more players. The characters being emulated are written down on a piece of paper, folded up and placed into a bag. The active player draws a character from the bag and a card from the deck. The active player reads the stimulus to the players and then responds to the stimulus through oral and/or physical communication (e.g., body language) in such a manner that his fellow team players may guess the character. A time limit is allotted for each active play. Upon the expiration of the time period, if the active team has not guessed the character, the opposing team is allowed to make a single guess. For each active play where any team member guesses the correct character, the team earns a point. The team with the most points at the end of the game wins the game.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a diagram illustrating an exemplary embodiment of the present invention.

FIG. 2 is a diagram illustrating an exemplary embodiment of the deck of cards and an example of an enclosed stimulus.

DETAILED DESCRIPTION

FIG. 1 illustrates an exemplary embodiment of how the game is played. At step 100, the teams are developed. The teams may comprise two or more players. The players of the game then decide on the characters of the game, at step 200. The characters may be celebrities, family members, friends, co-workers or any other agreed upon persons. The characters' names are then written down on a piece of paper. The paper is folded and placed into a bag. At step 300, each team rolls a die to determine which teams goes first. The team rolling the highest value goes first.

At step 400, a member of the team pulls a name from the bag and a card from the deck corresponding to an age group of the characters. The cards are divided into categories. The categories include a plurality of cards for adults, a plurality of cards for teens, and a plurality of cards for minors. The face of each card comprises a stimulus (2000), as shown in FIG. 2, which describes a real life experience which triggers a human response coincident with a character of an age group corresponding to one of the categories of cards. At step 500, the active player reads the stimulus to the players and then responds to the stimulus in a manner, exhibiting innate characteristics of the character, such that the active player's team members may guess the character being role played.

The stimulus (2001) may contain situations such as A is pulled over by a cop for running a red light and A has been drinking The cop asks for A's license and registration and asks A whether he/she is aware of why he/she is being pulled over. What does A say to the cop? (2001a). A walks up on his/her significant other kissing someone else. A's significant other spots A thereafter and explains to A that it is not what it looks like, and asserts that it was a going away kiss. How does A respond? A comes home and his/her child is visibly doing drugs (2001b). A's child says to A “all the kids are doing it. You even told me that you experimented with drugs when you were adolescence”. How does A respond? (2001c). A's boss calls A into his/her office to complain about A's work performance. A's boss says to A, “I am not pleased with the way you handled the X account and therefore, you will not be getting a bonus this year”. How does A respond? (2001d).

The stimulus may contain any real life experiences which trigger a human response. The game provides a variety of stimulus to accommodate multiple age groups. The deck of cards includes adult stimulus, teen stimulus and stimulus for kids. At step 600, the active team member begins his/her response during the allotted time period.

The time period may run after the player has finished reading the stimulus or at the beginning of the active player's response. The time period may be monitored by a timer, hourglass or any other suitable means for keeping track of time. The time period may be fixed or may be set by the team players at the beginning of the game.

At step 700, the team members' guessing process takes place. The team members are allowed to guess the character until the time period expires. In another exemplary embodiment, the team members are accorded two guesses within the time frame allotted. However, this number may change depending on the number of characters being role played.

For example, if only four characters have been placed in the bag, the teams are allowed two guesses. However, if ten characters are placed in the bag, the teams may be afforded three guesses. The teams are not allowed to guess all the characters in the bag during any active play.

The team members must guess during the allotted time. At step 800, the time has expired and if a correct guess has not been made upon expiration the opposing team is allowed one guess. At step 900, if the active team members guess correctly, the active team earns one point; otherwise, at step 1000, the opposing team earns one point if the opposing team guesses correctly.

The time period begins to run after the player has finished reading the stimulus or upon the beginning of the active player's response. The time period may be monitored by a timer, an hourglass or any other suitable means for keeping track of time. The time period may be a standard fixed time or may be set by the team players at the beginning of the game. For each active play where the team member(s) guess the correct character, the team earns a point. At step 1100, the team with the most points at the end of the game wins the game.

While the invention has been described in terms of preferred embodiments, those skilled in the arts will recognize that the invention can be practiced with modifications within the scope of the appended claims.

Claims

1. A method of playing a card game comprising the steps of:

a) providing a physical deck of cards, wherein each card contains a series of words describing a stimulus;
b) allowing players of the card game to establish teams, each team including two or more players;
c) allowing said players of the card game to establish a plurality of characters for playing the game, wherein each name of the characters is written on a separate piece of paper, each piece of paper is folded and placed in a bag for subsequent retrieval;
d) allowing a player from each team to roll a die to determine which team will play first, wherein the team rolling a highest number of the die will start the play of the game;
e) allowing an active player to retrieve a character from the bag and a card from the deck, the player reads the stimulus to the players and responds to the stimulus through oral and/or physical communication, in a manner exhibiting innate characteristics about the character retrieved from the bag; and
f) allowing players of the team corresponding to the active player to guess the character within a time period, if any of the players correctly guess the character within the time period, the team earns a point, and if none of the players of the team corresponding to the active player correctly guesses the character within the time period, allowing another team one guess at the character, the other team earns a point if the guess is correct, and the team with the most points wins the game.

2. The method of claim 1, wherein the characters correspond to the players of the game.

3. The method of claim 1, wherein the characters correspond to family members.

4. The method of claim 1, wherein the characters correspond to co-workers.

5. The method of claim 1, wherein the characters correspond to any group of people familial to the players of the game.

6. The method of claim 1, wherein each stimulus describes a real life experience which triggers a human response.

7. The method of claim 1, wherein an active player is not allowed to show the players the name of the character retrieved from the bag.

8. The method of claim 1, wherein the time period is monitored with a timer.

9. The method of claim 1, wherein the time period is monitored with an hourglass.

10. A card game comprising;

a deck of cards, wherein the deck of cards are divided into categories, the categories include a plurality of cards for adults, a plurality of cards for teens, and a plurality of cards for minors, the face of each card comprises a stimulus which describes a real life experience which triggers a human response coincident with a character of an age group corresponding to one of the categories of cards;
a die for determining the order or play for each team participating in the game; and
a bag for holding the characters of the game, the characters being determined by the players of the game and written individually on a piece of paper which is folded and inserted in the bag.
Patent History
Publication number: 20110204568
Type: Application
Filed: Feb 23, 2010
Publication Date: Aug 25, 2011
Inventor: Kimberly McLean (Baltimore, MD)
Application Number: 12/710,588
Classifications
Current U.S. Class: Card Or Tile Games, Cards Or Tiles Therefor (273/292); 273/148.00R
International Classification: A63F 1/00 (20060101);