TRADING CARD GAME AND METHOD OF GAMEPLAY
A trading card game comprising a plurality of tradable playing cards having attributes affecting game play, the attributes of each playing card identified on the playing card; and one or more tradable stickers for affixing to the playing cards and thereby modifying the attributes thereof.
This application is based on U.S. Provisional Application No. 61/803,050, filed Mar. 18, 2013, and also U.S. Provisional Application No. 61/804,969, filed Mar. 25, 2013, the entire contents and disclosure of which are herein incorporated by reference.
BACKGROUND OF THE INVENTIONThe present invention is in the technical field of trading card games.
Conventional card games are a well-known form of entertainment, and possibly competition, for children of all ages and for adults. Card games such as blackjack, poker and Go Fish use a standard deck of 52 cards. The rules of the games that use a standard deck of cards are typically simple, but numerous complex strategies for playing the game may exist.
Other types of games use a deck of cards that is specific to a certain game, and cards can be collected and traded between players. One popular such trading card game is described in U.S. Pat. No. 5,662,332 issued on Jan. 7, 2003 to Garfield, the contents of which are herein incorporated by reference. For these types of trading card games, players battle each other using cards of differing types and abilities drawn from a player created deck of tradable cards.
Often trading cards with other players requires strategy. For example, a player may consider the level of rarity of certain cards while trading cards with another player. In addition, a player may consider how the card increases their strength and/or advantage during game play. Some trading card games include stickers with the trading cards. Unfortunately, these stickers are merely decorative and are not part of the strategy involved in trading cards. Currently, trading card games with stickers do not affect the game play, nor do they have a direct effect on the value of the cards used during game play. Other than aesthetic value, the current trading card games with stickers do not affect the strategy used in determining the collectability of a particular trading card. In addition, the stickers combined with current trading card games do not directly affect the battles during game play. Therefore, an improved trading card game is needed, in which stickers become part of the strategy used in determining whether to trade cards with other players. Specifically, a collectible trading card game sticker that affects game play itself, by increasing the power of the player and by deflecting the power of the opponent during actual game play is needed.
SUMMARY OF THE INVENTIONA battle trading card game is described herein that overcomes the limitations noted above.
A new battle card trading game according to the present invention preferably includes a unique deck of cards and stickers usable to both alter gameplay related the trading card during gameplay and to increase collectability of one or more cards. The present invention preferably allows a player to strategically customize their deck of cards with one or more stickers to take advantage of favorable card interactions, combinations and statistics. Additionally, the present invention preferably includes dice with unique markers designed to affect the outcome of each battle between the players during game play.
In some embodiments, the collectible sticker component of the present invention provides a method of increasing the strength, the power, and/or the defense of the player during game play. In other embodiments, this invention alters the number and/or type of dice a player will use during game play. In addition, in some embodiments of this invention, the unique collectible sticker increases the value of the battle card permanently, once it is affixed onto specific cards. The invention also provides bonuses when combined with specific trading cards.
Additional components of the present invention include a mini-figure (e.g. a unique foldable mini-figure) and reward tokens that each player uses during the battle card trading game. In addition, the present invention includes a multi-sided (e.g. six-sided) custom-die, designed to determine the outcome of the battles between players during game play. Additional components of the present invention also include an interlocking token holder that supplies power to a keyed mini-figure character/object thereon, for example, once said character/object is clicked and locked into place.
Other features and advantages of the present invention will become apparent from the following more detailed description, taken in conjunction with the accompanying drawings, which illustrate, by way of example, the principles of the presently described apparatus and method of its use.
Illustrated in the accompanying drawing(s) is at least one of the best mode embodiments of the present invention In such drawing(s):
The above described drawing figures illustrate the described invention and method of use in at least one of its preferred, best mode embodiment, which is further defined in detail in the following description. Those having ordinary skill in the art may be able to make alterations and modifications to what is described herein without departing from its spirit and scope. While this invention is susceptible of embodiment in many different forms, there is shown in the drawings and will herein be described in detail a preferred embodiment of the invention with the understanding that the present disclosure is to be considered as an exemplification of the principles of the invention and is not intended to limit the broad aspect of the invention to the embodiment illustrated. Therefore, it should be understood that what is illustrated is set forth only for the purposes of example and should not be taken as a limitation on the scope of the present apparatus and its method of use.
The present invention pertains to a game for two or more players wherein the players engage in a series of simulated battles against each other in an attempt to accumulate more “reward points” than the other. Each player utilizes a variety of game pieces that enable a player to alter the state of the player and/or an opposing player, including modifying the effects of other game pieces and the fundamental rules of game play.
In at least one embodiment, each player has access to a reservoir of tradable game pieces. The reservoir is comprised of multiple copies of unique individual game pieces of varying degrees of rarity. Players obtain game pieces to form a pool of game pieces from which, prior to engaging other players in gameplay, players construct a library of game pieces by preselecting which game pieces from the pool form the library. Game play consists of players pitting their respective libraries of game pieces against each other. Hence, strategy is required in carefully selecting the library of components to achieve maximum advantage based on the availability of game pieces and the skill of each player in utilizing the game pieces. Game pieces may be obtained from retail outlets, trading with other players or collectors, and winning cards at games and tournaments.
In typical gameplay, the players take turns utilizing their game pieces in attacking and defending against each other in a series of simulated “battles,” the victor of each battle accumulating “reward points.” The result of each battle is typically determined by the attributes of the involved game pieces and the results of random number generation (e.g. the roll of one or more six-sided die). The number of battles is typically predetermined before gameplay begins and the player with the most reward points at the conclusion of the series of battles wins the game.
The game pieces generally consist of trading cards and stickers. However, it should be understood the game pieces can take different forms. For instance, in at least one embodiment, the players interact with each other via a computer network, with the game pieces visually displayed on a monitor. Additionally, in at least one embodiment, the players utilize near field communication technology to couple physical game pieces with networked digital devices of the players (e.g. smartphones, tablets, etc.), with the game pieces and/or player actions visually displayed on the digital devices.
Card TypesAs shown in
Typically, there are a predetermined number of battlefield cards in use during game play. For example, as shown in
Each battlefield card may also include markers, in the form of numbers, on them for use in determining where each battle will take place. For instance, in
It will be appreciated by one of ordinary skill in the art that the game board is not limited to five cards—or any particular number of cards. More battlefield cards can be added to lengthen the game board. For instance, battlefield cards with additional card numbers may be added and the number of dice rolled may be increased to accommodate the additional battle field cards in determining the location of a battle.
Each battlefield card also includes a class identification corresponding to a specific character class. In at least one embodiment, the character class of a battlefield card affects the fundamental rules of the game, such as unlocking bonuses during game play. For example, if the each of the battlefield cards match the class of the character card, the character card may receive attack or defense bonuses. In some embodiments, this may include extra dice, an attack modifier bonus, and a hit point bonus.
As shown in
For example, two reward collection cards may be placed—one at either end of the battlefield—to complete the game board. The reward collection cards may be selected from the deck of a player that wins a coin toss (or other chance determination) at the beginning of the game. The player that wins the coin toss at the beginning of the game may decide which reward collection cards to place on the game board.
Exemplary interlocking portions of the reward collection cards are shown in
In at least one embodiment, the reward collection cards may include class identification (not shown). The character class of a reward collection card may affect the fundamental rules of the game, such as unlocking bonuses during game play, as discussed herein. The reward collection cards may also provide a decorative element to the battlefield, the decorative element custom-tailored for the genre of the game. For example, if the present invention was custom-tailored for a professional football genre, each reward collection card could represent one of the thirty-two National Football League (“NFL”) team-specific team end-zones.
Thus, in accordance with at least one embodiment of the present invention the game board is comprised of a total of seven cards. Five of the cards are the battlefield cards and two of the cards are reward collection cards. Players may choose five battlefield cards to form the game board. The battlefield cards are numbered one through five. Players choose two reward collection cards to complete the game board. One reward collection card may be nested with battlefield card number one and the second reward collection card may be nested with battlefield card number five. These seven cards create the game board in at least one embodiment. The present invention utilizes actual trading cards to create the game board, thus allowing for quick setup of game play and eliminating the need for a separate and perhaps bulky game board—although a separate game board may be utilized. Additionally, the present game invention is preferably highly transportable. The game board may be made of cards that are the same size as the trading cards and fits into the same storage box used for the trading cards.
The hit points icon 310 specifies the number of “hits” that are required by the attacker/opponent to defeat character card during battle. The higher the hits points, the harder it is to defeat that character card in a battle.
For example, according to at least one embodiment, hit points (“HP”) may range from a value of one to four: a value of plus one (+1) HP requires one hit on a single roll of the die to defeat the character card; a value of plus two (+2) HP requires two hits in a single roll of the die to defeat the character card; a value of plus three (+3) HP requires three hits in a single roll of the die to defeat the character card; a value of plus four (+4) HP requires four hits in a single roll of the die to defeat the character card.
The attack modifier icon 320 determines whether a hit is accomplished against an opponent's character card. During a player's turn—i.e. when the player is on the offensive and is attacking—the attack modifier designates what constitutes a “hit” against the opponent's character card. The attacking player rolls a plurality of dice and compares the result to the value of the attack modifier to determine the number of hits achieved. In at least one embodiment, three six-sided dice (“3D6”) are rolled which constitutes the attack. Preferably, the dice are specially designed as shown in
For example, as shown in
According to at least one embodiment, the trading aspect of the present invention is furthered when certain cards are in limited circulation. Accordingly, in at least one embodiment, (+1) AM and (+2) AM cards are common, plus three (+3) AM is rare, and plus four (+4) is ultra-rare.
The sticker modifier icon 330 comprises a ghosted image of one or more corresponding tradable sticker 332 and/or sticker codes 334 indicating which stickers are usable with the character card. The sticker modifier icon indicates the location to affix the corresponding sticker with the matching code onto the character card. The sticker may modify the attributes of the character card, such as its HP or AM. Accordingly, stickers may be unique to a sticker code or character card, or may be semi-unique thereto. For example, a given sticker may be associated with a character class, or may be associated with a particular character card. Preferably, the stickers applied to the character card remain associated with the character card independent of gameplay. Accordingly, the stickers permanently or semi-permanently modify the attributes of the character card. It should be noted however, that while stickers are used in the described embodiments, any permanent or semi-permanent method of indicating modified attributes of character cards may be used.
For example, the sticker may modify the AM of the associated character card having the matching sticker affixed by raising the AM of the card by a value of plus one (+1). If a character card has an attack modifier of plus four (+4) and such a sticker, the attacking player using that character card receives an automatic “hit” before they begin their dice roll. Thus, stickers may have the effect of increasing the power of character cards against opponents in battle. Stickers may also affect the power-up cards, which will be discussed further herein with respect to
The power-up icon 340 of the character card represents the number of power-up cards that may be played in conjunction with the character card during a battle. As illustrated in
The special move icon 350 designates a specific action or a reward value, or an action tied to a reward value that is triggered if the character card wins the battle. For example, a special move may instruct the player to flip a coin and add twenty reward points if the coin lands on heads. If the player wins the battle, the special move is activated and the player would flip a coin and add twenty reward points to his total reward points generated for the winning the battle if the coin lands on heads. As another example, a special move may provide a bonus value, such as extra HP or AM or an extra dice roll to the character card in the subsequent battle, or to all character cards on the game board that have a particular character class. Accordingly, it should be understood that the special move indicator for each character card type may be unique. Moreover, the bonuses provided by the special move indicator are contemplated as widely varying between character cards. In some embodiments, one or more character cards do not comprise special moves.
The reward value icon 360 designates how many reward points the winner of the battle will net. The winner of each battle receives the sum of all reward points on both their and their opponent's character card. Players may also add reward points from any reward cards that were added to the battle. Additionally, players may add reward points designated in the special move icon on their character card. Reward points may start at ten points and may go up in value by denominations of ten. The special move icon may include a multiplier to apply to the reward points. In at least one embodiment, each time a player earns one-hundred reward points through battle, the player earns one reward token, discussed in further detail herein.
The character class identification 370 indicates the class of the character card. Each class comprises a group of like-characters with similar qualities and attributes. There are a limitless number of potential character classes. Different classes may have different power-ups (i.e. are usable with different power-up cards) that are unique to their individual class. For example, in some embodiments, characters of certain character class may only wield power-ups that correspond to that character class. The character class may also determine bonuses in game play. For example, different character classes may receive bonus reward points if a battle takes place on certain battlefield cards with the same class identification as the character class identification.
In at least one embodiment, power-up cards modify the rules of game play. For example, a power-up card may indicate that it can be used to exchange one card currently “in play” with another card in the player's hand. As another example, a power-up card may indicate that it can permit a player to “resurrect” one card from his/her discard pile and return that card to the player's hand or deck. As another example, a power-up card may negate the outcome of a battle so as to cause the battle to be re-waged (i.e. call a mulligan).
In at least one embodiment, the bonus values associated with each power-card are determined by the quantity and type of stickers affixed thereto. Accordingly, as illustrated in
Preferably, each power-up card comprises eight sticker locations corresponding to eight potential stickers that may affixed to the power-up card in order to increasingly modify the bonus values provided by the power-up-card, such as AM and/or HP bonus values. As discussed herein, stickers may be collected and traded.
The exemplary power-up card illustrated in
In some embodiments, the types and number of stickers permitted to be affixed to the power-card—via the ghosted image or sticker code—may be such that the power-card, when used in connection with another card (e.g. a character card), provides a unique combination of bonus values to the other card. For example, in such an embodiment, the power-card may operate to add a combination of HP, AM and special skill bonus values.
Thus, the bonus values of the power-up cards may help the player during offensive, defensive, or other aspects of game play. In some embodiments, power-up cards are in play for the duration of the battle between character cards—i.e. they are in play during attack and defense for as long as it takes for one character card to prevail in the battle—and are discarded after the battle has ended (i.e. power-up cards are one-time use cards during a given game). In some embodiments, the number of power-up cards a player is able to use in association with a given character card is limited. In at least one embodiment, the number of power-up cards a player is able to use in association with a given character card is predetermined. In at least one embodiment, the number of power-up cards a player is able to use in association with a given character card is determined by the power-up icon of the character card. For example, the character card shown in
Similar to other card types, each power-up card may be part of a character class. Power-up cards may also be unique to a character class or character card, or may be semi-unique thereto. In some embodiments, power-up cards may only be used in connection with other card types of the same character class, or one or more otherwise predetermined classes.
Turning now to
Returning to
Moreover, in at least one embodiment, the orientation of the sticker may determine the bonus values provided, in accordance with the embodiments described herein. Accordingly, such stickers may have indications thereon instructing the player that certain orientations provide certain bonus values. In some embodiments, such stickers may be repositionable on the cards.
In at least some embodiments, players keep track of their reward points without reward tokens, for example, by keeping score with a pen/pencil and paper.
As discussed in greater detail herein, in at least one embodiment, reward tokens may have a diameter such that reward tokens may be securable within token holders, the details of which are discussed further herein. Moreover, in at least one embodiment, reward tokens may provide support to figurines for use in connection with the present invention, as discussed further herein.
In at least one embodiment, reward tokens are available to the player via purchase, trade, or in manner in which the tradable cards and/or stickers are available.
Additional game elements for use in connection with the present invention will now be described with particular reference to
Exemplary figurines 2000 for use in connection with the present invention are shown for example in
For example, the length of the game board may represent one-hundred reward points. Thus, for every ten reward points earned, the respective player may move his/her figurine one-tenth the distance of the game board. If the figurine reaches the opposing player's reward collection card, the player owning the figurine will have accumulated one-hundred reward points. As described herein, the accumulation of one-hundred reward points may warrant the accumulating player be presented with a reward token. In some embodiments, once the figurine has reached the opposing player's reward collection card, the figurine is placed back on its owner's reward collection card for further use as described herein.
Referring to
Referring to
The figurine body depicts an ornamental design appropriate to gameplay. The figurine body may be constructed of plastic, metal wood or any other material now known or hereinafter developed, and may be cast, milled, molded or the like into an ornamental design appropriate to gameplay. The figurine body is preferably 1.5 inches in height.
The keyed base may comprise an interlocking portion 2442 for accepting a corresponding interlocking portion of other game pieces. The corresponding interlocking portion may be of a cap, a toy, a fob, or any other accessory, by way of example. The interlocking portion may be inserted into the corresponding interlocking portion and then rotated such that the figurine body is secured to the other game piece. For example, as shown in
In some embodiments, the figurine (and/or the other game pieces) includes a processor, a memory and one or more input/output devices, such as light sources, sound sources, sensors, etc., communicatively coupled to each other. When the figurine is secured to the other game piece, via the interlocking portion and the corresponding interlocking portion, the processor may cause the input/output devices to operate in accordance with a set of instructions stored in the memory. Accordingly, the figurine may emit light or sound or otherwise animate, in response to a stimulus detected by the sensor. In some embodiments, the stimulus may be player provided.
In some embodiments, the figurine may further comprise a battery or other power source operable to provide power to one or more of the figurine electrical components described herein (e.g. processor, memory and/or input/output devices). In some embodiments, the battery does not provide power to the one or more figurine electrical components while the figurine is not secured to the other game piece, and provides power to the one or more figurine electrical components while the figurine is secured to the other game piece. In some embodiments, an electrical circuit is completed when the figurine is secured to the other game piece so as to provide power to the one or more figurine electrical components.
In some embodiments, the figurine may be configured to interlock with other game pieces and non-game pieces, including but not limited to the game board, toys, and wearable accessories. In some embodiments, the game board provides power to the figurine. Preferably, the game board provides power by completing the electrical circuit within the figurine.
Additionally, in at least one embodiment, the players utilize near field communication technology to couple physical game pieces with networked digital devices of the players (e.g. smartphones, tablets, etc.), with the game pieces and/or player actions visually displayed on the digital devices. Accordingly, the figurine may further comprise a wireless transceiver coupled to an end-user display device, such as a smart phone or television, via a server supported wireless network. The figurine may further comprise a radio-frequency-identification (“RFID”) reader for reading RFID indicia printed on one or more trading cards, which may contain card attribute information. The RFID reader may communicate the card attribute information to the wireless transceiver for communication to the end-user display device via the wireless network. During game play, the players may position their respective figurines so as to read the card attribute information thereon and visually display the battle on the respective user's display devices. In at least one embodiment, the players interact with each other via a computer network, with the game pieces visually displayed on a monitor. In at least one embodiment, the players read the RFID indicia with their digital devices instead of (or in addition to their figurines).
In at least some embodiments, the cap further comprises a locking mechanism for securing the tokens within the vessel. Preferably, the locking mechanism includes a spring-loaded disk or piston configured to apply pressure to the tokens within the vessel so as to secure the tokens within. The reward tokens are stacked as they are inserted into the token holder. In some embodiments, the vessel is approximately 18.5 mm-20 mm in diameter. Moreover, in some embodiments, the vessel includes an interior surface that is treaded—preferably at 2 mm thread spacing. In some embodiments, the token holder has a height from 27.7 mm-55.4 mm.
In some embodiments, the token holder further comprises a card clip 3080 and a tension ring 3082, as shown for example in
In some embodiments, the token holder base and/or cap are removably secured to the vessel, as shown for example in
An exemplary method of game play in connection with the present invention will now be described. In accordance with the present invention, players are incentivized to purchase or trade cards and/or stickers that will increase their chances of winning. Winning is accomplished by accumulating the most tokens at the end of game play.
Before game play begins, players determine which trading cards they will use during the game. Players strategically customize their deck of cards to take advantage of favorable character card interactions, combinations, and statistics. Each player chooses a predetermined number of character cards, e.g. thirteen. One of the character cards is designated as a player's team leader. This designation may occur randomly, or may be predetermined according to the agreed upon rules of game play. For example, the player may select one of the character cards to designate as team leader. The other character cards determine the player's offensive and defensive power during the game. Additionally, each player selects a predetermined number (e.g. four) of defense cards and reward cards.
As described herein, the team leader card indicates the number of power-up cards the player may use during game play. For example, the character card shown in
After players select the cards they will use during game play, a determination is made regarding which player will begin the game on offense and which player will begin the game on defense. In some embodiments, this determination is random, e.g. via a coin toss.
Prior to game play, the game board is set up using the battlefield cards and reward cards, as described herein. A determination is made regarding which player will provide the battlefield cards forming the game board. In some embodiments, the battlefield cards are randomly selected. In some embodiments, the battlefield cards are selected from at least one of: the player's respective libraries and a common library. For example, in a tournament setting, the battlefield cards may be randomly selected from a common library of battlefield cards provided by the tournament.
Figurines may be placed at opposing ends of the game board, as described herein. The figurines may be moved across the game board at the end of each battle, depending on the number of reward points earned, so as to provide a visual indication of game play progress.
Players then select which character cards will be associated with which battlefield and lay the associated character cards face down on respective battlefield cards. For example, as shown in
The remaining character cards, reward cards, defense cards and power-up cards comprising the player's library are then shuffled and placed face down in a single stack for drawing on by the player during game play. The player then takes the top five cards and places them into their ‘hand’. These five cards are the ones that the player will use to replenish their side of the game board after each battle. In addition, if there are any reward cards in the player's hand, the player may play them during individual battles. At the end of each battle and after each player has reset the game board with character cards, the player replenishes their ‘hand’ from the single stack/pile of cards to ensure that they have a total of five cards. Replenishing one's hand at the end of each battle round continues until there are no remaining cards in that player's stack/pile of cards. In some embodiments, the player's defense cards and power-up cards comprise separate stacks from which the player may draw on at any time during game play.
The offensive, or attacking, player begins gameplay by rolling the dice (or initiating some other random number generation), the result of which indicates the battlefield card on which a battle will occur. As shown in
Returning to
In some embodiments, before turning over its character card, the attacking player elects whether to play a reward card in association with the battle. As discussed herein, reward cards provide the winner of the battle with additional reward points.
To begin the battle, the attacking player rolls a plurality of dice and compares the result to the value of his/her creature card's attack modifier to determine the number of hits achieved. In at least one embodiment, three six-sided dice (“3D6”) are rolled which constitutes the attack. Preferably, the dice are specially designed as shown in
For example, as shown in
The number of hits the attacking character card generates on the turn is compared to the hit points (“HP”) of the defending character card. As discussed herein, HP specifies the number of “hits” that are required by the attacking character card to defeat the defending character card during battle. The higher the hits points, the harder it is to defeat that character card in a battle.
For example, according to at least one embodiment, hit points (“HP”) may range from a value of one to four: a value of plus one (+1) HP requires one hit on a single roll of the die to defeat the character card; a value of plus two (+2) HP requires two hits in a single roll of the die to defeat the character card; a value of plus three (+3) HP requires three hits in a single roll of the die to defeat the character card; a value of plus four (+4) HP requires four hits in a single roll of the die to defeat the character card.
If the number of hits generated by the attacking character card is insufficient to defeat the defending character card, then on the subsequent turn, the originally defending character card becomes the attacking character card, and vice versa. As described herein, during the battle, either player may play defense cards and/or power-up cards as may be appropriate. Also as described herein, when a battle has been won, the player who won the battle is attributed the total number of reward points on the respective character cards involved in the battle, modified by any special moves or reward cards played during the battle.
In some embodiments, special rules may be in play for certain dice roll results in certain situations.
For example, during a battle, when one player's dice roll results in all the same number, that player wins the battle automatically. However, in some embodiments, the opposing player may have a chance to mitigate such a result if the opposing player also rolls all the same number. In some embodiments, if both players roll respective all-of-a-kind, the players may execute a tie-breaker roll and the player with the higher sum rolled will win the battle. In some embodiments, when all of a predetermined number (e.g. one) is rolled, the rolling player instantly losses the battle.
As an additional example, when a sum total of seven is rolled by the attacking player during the random battlefield selection process described above, then the attacking player may selects which of the five face-down character cards will battle. In some embodiments, this also activates the player's team leader special move during that battle for that player.
At the conclusion of each battle the tradable cards used in the concluded battle are placed into a discard pile. Thereafter, both players “re-set” their side of the game board by choosing a character card to place in the open spot on the board. Then, the other player's turn begins as the attacking player. The other player proceeds through the same steps as the original attacking player. The game ends when there are no more creature cards. As discussed herein, at the conclusion of the game, each player tallies the number of reward points earned during the game, the player with the most reward points being the victor. If the players have an equal number of reward points, then one additional battle is fought according to the rules of game play described herein, to determine the ultimate winner of the game.
While the victory conditions of game play are described herein as an accumulation of more reward points than one's opponent before the end of the game, it will be appreciated that the victory conditions may elsewise. For example, victory may occur if one player wins more battles than the other. Such an embodiment would obviate the need for reward cards and/or tokens for players who desire a more shortened version of game play.
In some embodiments, the winner of the game may be entitled to take ownership of one of the loser's game pieces. In such embodiments, typically, the players will have agreed beforehand which game pieces will be at stake.
In some embodiments, game play may involve more than two players. For example, in a four-player-two-team version of game play, each of the four players may use their own deck to choose half of the cards needed for their team. Game play proceeds generally as described above. Alternatively, each of the four players may play in an every-man-for-himself scenario.
In some embodiments, battles may be resolved by comparing the reward value icons values (or other indicia value, e.g. HP or AM) of the battling character cards. Players turn over their respective character cards and the player whose character card has the higher reward value icon value is the winner. In the instance where both character cards have equivalent reward value icon values, players may roll a dice to determine the winner of the battle. Alternatively, players may combine (via addition or multiplication) their respective character card's HP and AM, the character card with the highest total being the victor.
In some embodiments, players may forego the game board and instead stack up their character cards into a single pile. Thereafter, each player will turn over one character card at a time and will determine the winner of each battle between respective character cards, via one of the methods described in detail above. Such embodiments offer shorter, simpler game play.
The enablements described in detail above are considered novel over the prior art of record and are considered critical to the operation of at least one aspect of the invention and to the achievement of the above described objectives. The words used in this specification to describe the instant embodiments are to be understood not only in the sense of their commonly defined meanings, but to include by special definition in this specification: structure, material or acts beyond the scope of the commonly defined meanings. Thus if an element can be understood in the context of this specification as including more than one meaning, then its use must be understood as being generic to all possible meanings supported by the specification and by the word or words describing the element.
The definitions of the words or drawing elements described herein are meant to include not only the combination of elements which are literally set forth, but all equivalent structure, material or acts for performing substantially the same function in substantially the same way to obtain substantially the same result. In this sense it is therefore contemplated that an equivalent substitution of two or more elements may be made for any one of the elements described and its various embodiments or that a single element may be substituted for two or more elements in a claim.
Changes from the claimed subject matter as viewed by a person with ordinary skill in the art, now known or later devised, are expressly contemplated as being equivalents within the scope intended and its various embodiments. Therefore, obvious substitutions now or later known to one with ordinary skill in the art are defined to be within the scope of the defined elements. This disclosure is thus meant to be understood to include what is specifically illustrated and described above, what is conceptually equivalent, what can be obviously substituted, and also what incorporates the essential ideas.
The scope of this description is to be interpreted only in conjunction with the appended claims and it is made clear, here, that the named inventor believes that the claimed subject matter is what is intended to be patented.
Claims
1. A trading card game comprising:
- a plurality of tradable playing cards having attributes affecting game play, the attributes of each playing card identified on the playing card; and
- one or more tradable stickers for affixing to the playing cards and thereby modifying the attributes thereof.
Type: Application
Filed: Mar 18, 2014
Publication Date: Jan 1, 2015
Inventor: Matthew J. Cullen (La Canada, CA)
Application Number: 14/218,812
International Classification: A63F 1/00 (20060101); A63F 1/04 (20060101);