METHOD OF PLAYING A WORD CARD GAME USING ALPHABET CARDS

A method of playing a word card game using alphabet cards uses a 54 card deck having letters on each card plus at least one wild card which may be substituted for any letter. A method of solitaire play is disclosed as well as a multiplayer version. The scoring is done according to a formula that assigns more weight to longer words by generating a higher score. The rules depend on the level of the players starting with a very basic level up to a very skilled level of play to challenge different skill level players. In one embodiment, players are penalized for not using all their cards. Ending the game can occur after reaching an agreed upon event such as all players having a certain number of turns, a selected score reached or no more words are able to be formed.

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Description
BACKGROUND OF THE INVENTION

Card games are believed to have originated in ancient China and have been associated with the use of paper sheets as opposed to scrolls. There is even some speculation that cards served as some form of currency. Cards have been used to teach things since at least the early nineteen-hundreds and are still used to teach everything from language, science facts and history. Today, there are electronic card games as well as physical cards, but the method of presentation remains much the same. Often learners are able to master and improve their skills by repetition but repetition can be boring. By making the repetition practice resemble a game, learning can be enhanced. Often, it is difficult to use the same practice method with learners of different skill and age levels.

There is a need for a card game that challenges users of different skill levels and age that appeals to a broad range of learners while maintaining a level of fun that encourages use.

SUMMARY OF THE INVENTION

A method of playing a word card game using alphabet cards uses a 54 card deck having letters on each card plus at least one wild card which may be substituted for any letter. A method of solitaire play is disclosed as well as a multiplayer version. The scoring is done according to a formula that assigns more weight to longer words by generating a higher score. The rules depend on the level of the players starting with a very basic level up to a very skilled level of play to challenge different skill level players. In one embodiment, players are penalized for not using all their cards. Ending the game can occur after reaching an agreed upon event such as all players having a certain number of turns, a selected score reached or no more words are able to be formed.

Other features and advantages of the instant invention will become apparent from the following description of the invention which refers to the accompanying drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 shows cards used in a method of playing a word game using alphabet cards according to an embodiment of the present invention.

FIG. 2 shows a representation of a solitaire embodiment of the method of playing a word game using alphabet cards according to an embodiment of the present invention.

FIG. 3 shows a typical play of the solitaire embodiment shown in FIG. 2.

FIG. 4 shows a typical play of the solitaire embodiment shown in FIG. 2.

FIG. 5 shows a typical play of the solitaire embodiment shown in FIG. 2.

FIG. 6 shows a typical play of a multiplayer embodiment of the method of playing a word game using alphabet cards according to an embodiment of the present invention.

FIG. 7 shows another typical play of a multiplayer embodiment of the method of playing a word game using alphabet cards according to an embodiment of the present invention.

FIG. 8 shows typical play of a multiplayer embodiment of the method of playing a word game using alphabet cards according to an embodiment of the present invention.

FIG. 9 shows the alphabet distribution of the cards used in the method of playing a word game using alphabet cards.

DETAILED DESCRIPTION OF THE INVENTION

In the following detailed description of the invention, reference is made to the drawings in which reference numerals refer to like elements, and which are intended to show by way of illustration specific embodiments in which the invention may be practiced. It is understood that other embodiments may be utilized and that structural changes may be made without departing from the scope and spirit of the invention.

Referring to FIG. 1, a method of playing a word game using alphabet cards is shown having a card for each letter and a wild card 162. The letter cards are shown using the English alphabet with “A” 110, “B” 112, “C” 114, “D” 116, “E” 118, “F” 120, “G” 122, “H” 124, “I” 126, “J” 128, “K” 130, “L” 132, “M” 134, “N” 136, “O” 138, “P” 140, “Q” 142, “R” 144, “S” 146, “T” 148, “U” 150, “V” 152, “W” 154, “X” 156, “Y” 158 and “Z” 160. Of course, other languages may be used where each letter of the selected language is represented. The particular font used for the letters is selected to enhance legibility.

Referring now to FIGS. 2-5, a solitaire game method is shown and starts with a deck 170 being shuffled and the player is dealt fifteen cards (in this example of a typical hand) “H” 124, “S” 146, “N” 136, “G” 122, “L” 132, “O” 138, “B” 112, “O” 138, “I” 126, “K” 130, “U” 150, “A” 110, “A” 110, “E” 118 and “M” 134, which is of course random and will vary each time the game is played. The player puts the letters together to spell out one or more words from the cards dealt. In the play shown, the player was able to form a five letter word “GLOBE” 171 composed of the letters “G” 122, “L” 132, “O” 138, “B” 112 and “E” 118. A four letter word “SUNK” 172 composed of “S” 146, “U” 150, “N” 136 and “K” 130 and a three letter word “OHM” 173 using “O” 138, “H” 124 and “M” 134. The remaining hand 175 may be discarded in the discard pile 180 or retained for further play. The player may draw new cards from deck 170 to replenish their hand up to fifteen cards in total 176. The discarded cards form the discard pile 180 may not be used again. The player continues to draw cards until the entire deck 170 is used. The points are then calculated and the player may record them to compete against their own record or to compete with other players.

The scoring is achieved by using a formula to weigh the length of the words formed. In each case, the longer the word, the higher the point value by adding the length of the word to the points given as depicted by the following table:

SCORING TABLE  1-letter word: points for 1 letter word = 1 point  2-letter word: points for 1 letter word (1) + 2 = 3 points  3-letter word: points for 2 letter word (3) + 3 = 6 points  4-letter word: points for 3 letter word (6) + 4 = 10 points  5-letter word: points for 4 letter word (10) + 5 = 15 points  6-letter word: points for 5 letter word (15) + 6 = 21 points  7-letter word: points for 6 letter word (21) + 7 = 28 points  8-letter word: points for 7 letter word (28) + 8 = 36 points  9-letter word: points for 8 letter word (36) + 9 = 45 points 10-letter word: points for 4 letter word (45) + 10 = 55 points 11-letter word: points for 4 letter word (55) + 11 = 66 points 12-letter word: points for 4 letter word (66) + 12 = 78 points 13-letter word: points for 4 letter word (78) + 13 = 91 points 14-letter word: points for 4 letter word (91) + 14 = 105 points 15-letter word: points for 4 letter word (105) +15 = 120 points 16-letter word: points for 4 letter word (120) + 16 = 136 points Etc . . .

In the example shown, if no more words are made than shown, the total score would be 15 points for the 5-letter word 171, plus 10 points for the 4-letter word 172 and 6 points for the 3-letter word 173 for a total of 31 points (15+10+6).

Referring now to FIG. 6, a level 1 method of playing is shown with 3 players, but may be played with any number of players and multiple decks may be combined when playing to allow for higher scoring games. Level 1 is designed for beginning level spellers who need practice and allows them to have success at spelling lots of words including small ones. Play begins by shuffling the deck and then dealing out the entire deck (or decks) to the players. If there are any cards left over after dealing the players the same number of cards, the extra cards are set aside and remain unused and unknown by the players. For example, if there are four players, each player will get 13 cards with two extra cards if playing with one deck. In the embodiment shown, three players are dealt hands; player one's hand 185, player two's hand 190 and player three's hand 195 with seventeen cards each for a total of 54 cards with none left over. Each player makes words with their cards.

The players try to make as many words as possible with their cards. In the embodiment shown, player one's hand 185 is shown making three words, “QUIET” 205, “PAWS” 210, “DRUGS” 207 with unused cards 215. Player two's hand is shown making two words, “SCHOONER” 220, “PENDANT” 225 with unused cards 230. Player three's hand is shown making three words “INVOICE” 235, “LAZY” 240, “GUST” 242 with unused cards 245. The scores are calculated according to the Scoring Table above and giving player one a score of 40 (15+15+10), player two has a score of 57 (36+21) and player three has a score of 48 (28+10+10). The unused cards are not counted. In this case, player two is the winner even though only two words were made. Note that player one and two used a wild card to make their words. Wild cards are treated as any other card and are counted in the length of the word when scoring.

Referring now to FIG. 7, a level II method of playing is shown with three players, player one 250, player two 255 and player three 260. Play begins by shuffling the deck and each player is dealt nine cards. The unused deck 265 is placed face down in the center and one card is removed from deck 265 and placed face up next to deck 265 forming an open deck 270. The player to the right of the dealer goes first. The player may pick up a card from the open deck 270 or may pick a new card from deck 265. The player must display all words he or she wants to count at the end of the round and any words not displayed will not count in the player's score. The player then must discard a card to the open deck 270. Play then moves to the right.

The next player has the same options as the previous player. The player must display words or they will not count as described above. The player's turn ends when he or she has displayed all the words desired and a card is discarded. Again play moves to the right. If a player does not like their cards, they may replace up to four cards from his or her hand and must discard the same number as replaced. For example, if the player chooses to replace two cards, two cards must be discarded, if three are replaced, then three must be discarded. Again, only words displayed count, words that may be formed but remaining in the player's hand do not count.

Each player must have a chance to play a round before the game can end. To end the round, thus ending the game, the player must draw a card from either the deck 265 or open deck 270 and then use all his or her cards except one and then discard the last card. When this happens, the game ends and the scores are counted. The player with the highest scores wins. Only displayed words count and once the game ends, no more words are able to be formed.

If the players are unable to use all their cards, play may end when all players have had an equal number of turns such as when all players have had two complete turns, play will end before starting a third round.

Now referring to FIG. 8, a level III method of playing begins as described above in the Level II play with each player being dealt nine cards with the remaining cards placed face down in deck 265 and one card is removed and placed face up next to it in an open deck 272. If a player chooses a card from the open deck 272, that card must be used in a word during that turn. The cards in the open deck 272 must be placed so that all the cards are visible. In the embodiment shown, the first card down is a “G” 122, then “L” 132 and on top is the last card placed “S” 146. The player may take any card from the open deck 272, however, they must take all the cards above the desired one. In the example shown, a player who wants the “G” 122 must also take the “L” 132 and the “S” 146. If a player wanted the “L” 132, only the “S” 146 would be taken as well. Of course a player only desiring the “S” 146 could simply take it. Additionally, the player must use the bottom most letter to display a word or the card cannot be picked up. Other words may also be displayed, but again, any words not displayed will not count in the final score.

All the players must have at least one turn before play can end. Play ends as described above when a player takes at least one card and uses all but one to form a word and then discards the last card. If the deck 265 is depleted, the game ends and the scores are counted. Again, only displayed words count in the scoring. Ties are allowed and there may be more than one winner.

Referring again to FIG. 8, a level IV game follows the same setup and general rules of play but is scored differently. The major difference is that any remaining cards held when the game ends are deducted from the total score. One point is deducted for each card not displayed when the game ends. If players have the same score, the player with the longest words is the winner.

In another embodiment, players can set a specific score as a goal and the first player to get to that score wins.

Although the instant invention has been described in relation to particular embodiments thereof, many other variations and modifications and other uses will become apparent to those skilled in the art.

Claims

1. A method of playing a word card game using alphabet cards comprising the steps of:

shuffling a deck of alphabet cards;
dealing a hand comprising a selected number of said alphabet cards;
forming as many words as possible using said hand;
drawing additional cards to replace any cards used in the word forming step wherein said hand contains said selected number of said alphabet cards;
forming other words using said hand;
repeating said drawing additional cards step and said forming other words step until no more words are formed;
scoring the words formed by using a selected formula; and
calculating a total score by adding up the word scores.

2. The method of playing a word card game using alphabet cards according to claim 1 wherein said selected number of alphabet cards is 54.

3. The method of playing a word card game using alphabet cards according to claim 2 wherein said deck contains 4-A's, 2-B's, 4-C's, 2-D's, 5-E's, 2-F's, 2-G's, 1-H, 3-I's, 1-J, 1-K, 2-L's, 4-M's, 2-N's, 4-O's, 1-P, 1-Q, 2-U's, 1-V, 1-W, 1-X, 1-Y, 1-Z and 2-wild cards.

4. The method of playing a word card game using alphabet cards according to claim 3 wherein said formula is word score=number of letters in the word plus the score of a word with 1 letter less than the word being scored and where the score of a 1 letter word is 1.

5. A method of playing a word card game using alphabet cards by two or more players comprising the steps of:

shuffling a deck of alphabet cards;
selecting a dealer to start play;
dealing a hand comprising of an equal number of said alphabet cards to each player;
forming as many words as possible by each player from said hand;
scoring the words formed by using a selected formula; and
calculating a total score by adding up the word scores to determine a winner.

6. The method of playing a word card game using alphabet cards by two or more players according to claim 5 wherein said formula is word score=number of letters in the word plus the score of a word with 1 letter less than the word being scored and where the score of a 1 letter word is 1.

7. The method of playing a word card game using alphabet cards by two or more players according to claim 5 wherein said deck contains 4-A's, 2-B's, 4-C's, 2-D's, 5-E's, 2-F's, 2-G's, 1-H, 3-I's, 1-J, 1-K, 2-L's, 4-M's, 2-N's, 4-O's, 1-P, 1-Q, 2-U's, 1-V, 1-W, 1-X, 1-Y, 1-Z and 2-wild cards.

8. A method of playing a word card game using alphabet cards by two or more players comprising the steps of:

(a) shuffling one or more deck(s) of alphabet cards;
(b) selecting a dealer to start play;
(c) dealing a hand comprising a selected number of said alphabet cards to each player;
(d) forming an unused deck by placing remaining unused cards face down between the players;
(e) forming an open deck by removing a top card from said unused deck and placing said top card face up next to said unused deck;
(f) playing a player's turn where each player's turn comprises; selecting draw cards from either said unused deck or said open deck; forming words from said hand; discarding a card from said hand;
(g) repeating step (f) at least once by every player;
(h) ending the game by reaching a selected end move;
(i) scoring the words formed by using a selected formula; and
(j) calculating a total score by adding up the word scores

9. The method of playing a word card game using alphabet cards by two or more players according to claim 8 further comprising the optional step of selecting up to four cards to replace up to four cards in said hand and discarding one less card from said hand than is selected.

10. The method of playing a word card game using alphabet cards by two or more players according to claim 8 wherein said formula is word score=number of letters in the word plus the score of a word with 1 letter less than the word being scored and where the score of a 1 letter word is 1.

11. The method of playing a word card game using alphabet cards by two or more players according to claim 8 wherein said formula is word score=number of letters in the word plus the score of a word with 1 letter less than the word being scored and where the score of a 1 letter word is 1 and deducting one point for any cards not forming a word.

12. The method of playing a word card game using alphabet cards by two or more players according to claim 8 wherein said selected end move is defined as when every player has had a selected number of turns.

13. The method of playing a word card game using alphabet cards by two or more players according to claim 8 wherein said selected end move is defined as when no more words are able to be formed and all players have had at least one turn.

14. The method of playing a word card game using alphabet cards by two or more players according to claim 8 wherein said selected number of said alphabet cards is nine.

15. The method of playing a word card game using alphabet cards by two or more players according to claim 8 wherein a player must take all of the cards on top of a selected card when player selects a draw card from said open deck.

16. The method of playing a word card game using alphabet cards by two or more players according to claim 14 wherein a player must use said selected card to form a word during the player's current turn.

17. The method of playing a word card game using alphabet cards by two or more players according to claim 8 wherein said deck contains 4-A's, 2-B's, 4-C's, 2-D's, 5-E's, 2-F's, 2-G's, 1-H, 3-I's, 1-J, 1-K, 2-L's, 4-M's, 2-N's, 4-O's, 1-P, 1-Q, 2-U's, 1-V, 1-W, 1-X, 1-Y, 1-Z and 2-wild cards.

Patent History
Publication number: 20140265128
Type: Application
Filed: Mar 13, 2013
Publication Date: Sep 18, 2014
Inventor: Katherine Kalish (Monument, CO)
Application Number: 13/798,891
Classifications
Current U.S. Class: Word, Sentence, Or Equation Forming (273/299)
International Classification: A63F 1/02 (20060101); A63F 9/00 (20060101);