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.

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Description
CROSS REFERENCE TO RELATED APPLICATIONS

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 INVENTION

The 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 INVENTION

A 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.

BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWING(S)

Illustrated in the accompanying drawing(s) is at least one of the best mode embodiments of the present invention In such drawing(s):

FIG. 1 illustrates an exemplary battlefield card for use in connection with the present invention.

FIG. 2 illustrates an exemplary reward collection card for use in connection with the present invention.

FIG. 3 illustrates an exemplary game board for use in connection with the present invention.

FIG. 4 illustrates an exemplary character card for use in connection with the present invention.

FIG. 5 illustrates various “hit point” configurations according to embodiments of the present invention.

FIG. 6 illustrates an exemplary reward card for use in connection with the present invention.

FIG. 7 illustrates an exemplary defense card for use in connection with the present invention.

FIG. 8 illustrates an exemplary power-up card for use in connection with the present invention.

FIG. 9 illustrates an exemplary sticker plus token holder card for use in connection with the present invention.

FIG. 10 illustrates an exemplary sticker card for use in connection with the present invention.

FIG. 11 illustrates exemplary reward tokens for use in connection with the present invention.

FIG. 12 illustrates an exemplary paperboard token card for use in connection with the present invention.

FIG. 13 illustrates exemplary dice and attack modifier values according to embodiments of the present invention.

FIG. 14 illustrates an exemplary chart provided as a reference for players to determine the number of hits effectuated by an attacking roll according to embodiments of the present invention.

FIGS. 15A-D illustrate an exemplary figurine according to embodiments of the present invention.

FIGS. 16A-C and 17 illustrate exemplary token holders according to embodiments of the present invention.

FIG. 18 illustrates an exemplary token holder according to embodiments of the present invention.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

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 Types

As shown in FIGS. 1-2, 4 and 6-9, in at least one embodiment, there are multiple types of trading cards available: character cards, battle field cards, reward collection cards, reward cards, defense cards, power-up cards, and sticker plus coin holder cards.

FIG. 3 illustrates an exemplary game board 10 for use in connection with the present invention. A series of battlefield cards 100 are sequentially arranged so as to form the battlefield portion of the game board. Reward collection cards 200 are arranged at opposing ends of the battlefield so as to bookend the battlefield. Character cards 300 of the respective players are arranged face-down on either opposing side of each battlefield card.

FIG. 1 illustrates an exemplary battlefield card 100 for use in connection with the present invention. Battlefield cards typically include indicia 120 identifying each as one in a series of battlefield cards, one or more markers 130 indicating the sequence that battles will occur, and class identification 140. As shown in FIG. 3, battlefield cards are used to create a game board prior to game play, as described herein. As previously mentioned, battlefield cards—in addition to other game pieces—are optionally collectible.

Typically, there are a predetermined number of battlefield cards in use during game play. For example, as shown in FIG. 3, there may be five battlefield cards 100a-e each pre-numbered with the indicia starting with 1/5 and continuing through 5/5 indicating the sequence in which the battlefield cards are to be aligned.

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 FIG. 3, battlefield card 1/5 is illustrated with the numbers “2” and “10” printed on it. Prior to beginning a battle, the player whose turn it is may roll two six-sided dice and the total number rolled on two may indicated the battlefield card in which the battle will take place. In the previous example, if the dice roll were a “2” or a “10”, then the battle would occur on battlefield card number 1/5. Likewise, a dice roll corresponding to “5” or “8” initiates a battle on battlefield card 2/5; dice roll corresponding to “3” or “9” initiates a battle on battlefield card 3/5; dice roll corresponding to “4” or “12” initiates a battle on battlefield card 4/5; and dice roll corresponding to “4” or “12” initiates a battle on battlefield card 5/5.

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.

FIG. 2 illustrates an exemplary reward collection card 200 for use in connection with the present invention. In at least one embodiment, the character class of the reward collection card may affect the fundamental rules of the game, such as unlocking bonuses during game play. For example, if one or more reward collection 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. These bonuses may be contingent on whether all of the reward collection cards comprising the game board match the class of the character card.

As shown in FIG. 3, reward collection cards are also used to create the game board. Typically, reward collection cards are placed on both ends of the series of battlefield cards making up the game board. With reference to FIGS. 2-3, the reward collection cards and/or battlefield cards may include interlocking portions 210 whereby the battlefield cards at each end of the game board may interlock with the associated reward collection card. As previously mentioned, reward collection cards—in addition to other game pieces—are optionally collectible.

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 FIG. 2. The interlocking portions may comprise unique die-cuts on one or both of the battlefield cards and the reward collection cards. The die-cuts allow the reward collection cards to nest with the battlefield cards. The reward collection cards are preferably the same size and are made out of the same material as the trading cards. When the reward collection cards are nested at both ends of the battlefield cards, a portion (e.g. half) of each reward collection card is seen and the other portion is hidden behind the battlefield cards.

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.

FIG. 4 illustrates an exemplary character card 300 for use in connection with the present invention. As discussed herein, the character cards are the primary means by which the players carry out the sequence of battles. The character cards battle head-to-head with each other during game play. Character cards preferably include several icons that define the attributes of the character card during game play. These icons also determine whether other special cards may be used during a battle with that particular character card. In at least one embodiment, the icons include the following: a hit point icon, an attack modifier icon, a sticker modifier icon, a power-ups icon, a special move icon, a reward value icon, and a character class identification.

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 FIG. 13 for use in connection with the present invention.

For example, as shown in FIGS. 13-14, the attack modifier (“AM”) may range from a value of plus one (+1) through a plus four (+4): a value of plus one (+1) AM requires that the attacking player roll a six in order to effectuate a hit—the number of sixes rolled totaling the number of hits; a value of plus two (+2) AM requires that the attacking player roll a six on at least two die and a four or higher on the other in order to effectuate hits; a value of plus three (+3) AM requires that the attacking player roll a six on at least one die and a four or higher on the others in order to effectuate hits; and a value of plus two (+4) AM requires that the attacking player roll a four or higher to effectuate hits. Thus, the higher the attack modifier, the greater the odds of rolling one or more hits. The chart illustrated in FIG. 14 may be provided as a reference for players to determine the number of hits effectuated by an attacking roll.

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 FIG. 8.

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 FIG. 4, the power-up icon may be represented by colored-in circles, or bubbles. The number of circles colored-in designates the number of power-ups able to be played in conjunction with the character card during battle.

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.

FIG. 6 illustrates an exemplary reward card 400 for use in connection with the present invention. Reward cards may be single-use cards. In other words, preferably, a reward card may be used only in association with one battle and must be discarded once played. In some embodiments, a maximum number (e.g. four) of reward cards may be used by each player during the entire game. The reward card adds additional reward points to the winner's tally. In some embodiments, only one of the attacker or the defender in a battle may use a reward card during a given battle. In use, the reward card may be added prior to the battle—i.e. after the battlefield is selected, but before the battling character cards are revealed via flipping them over. Reward cards may provide additional reward points, preferably in denominations of ten. The reward card value 410 on the reward card indicates the amount of additional reward points the winner earns. In some embodiments, the reward card value comprises a plurality of hash marks 412, with each hash mark representing a reward denomination (e.g. ten reward points). For example, the reward card illustrated in FIG. 6 has a reward card value of fifty reward points.

FIG. 7 illustrates an exemplary defense card 500 for use in connection with the present invention. Defense cards may be single-use cards. In other words, preferably, a defense card may be used only in association with one battle and must be discarded once played. In some embodiments, a maximum number (e.g. four) of defense cards may be used by each player during the entire game. As shown in FIG. 7, each defense card may provide a defense bonus value 520 within a given range. In some embodiments, that range is from plus-one (+1) to a plus-four (+4). When played in association with a character card, the defense card adjusts the character cards hit point's by the defense bonus value, according to the rules of gameplay. Defense cards may thus be utilized to make character cards more difficult to defeat in a battle. As discussed in more detail herein, the hit points value determines the number of qualified hits required to defeat that character card in battle. Preferably, one or more defense cards may be played after an attack (e.g. after the dice roll, but before the determination of the number of hits). In this manner, the hit points of a creature card that would otherwise lose the battle may be increased such that the creature card survives to the next round of gameplay. In at least one embodiment, defense cards may be played prior to an attack (e.g. before the dice roll).

FIG. 8 illustrates an exemplary power-up card 600 for use in connection with the present invention. Power-Up cards may modify the attributes of one or more character cards, such as a character card's HP and/or AM, when played in association with the character card. Accordingly, power-up cards provide bonus values to character chard attributes (e.g. HP, AM, reward points, special moves, etc.). For example, a power-up card that provides a bonus value of +1 HP may increase the HP value of the character card by one. Power-up cards may also be unique to a character class or character card, or may be semi-unique thereto. Additionally, a power-up card may provide bonuses effective only against opposing character cards of certain character classes indicated on the power-up card. Preferably, a power-up card is unique to a character class (indicated by class icon 660) and may only be used in association with a character card of the same class. Each power-up card may also include an icon representative of the attributes and/or card type the power-up card modifies. For example, the icon shown in the power-up card illustrated in FIG. 8 indicates both attack modifier and hit points are affected by the power-up card.

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 FIG. 8, each power-up card preferably comprises one or more sticker locations 620, each sticker location including at least one sticker code 623 indicating tradable stickers 622 that usable with the power-up card in similar fashion as described above with respect to the character cards. Each sticker location indicates the place on the power-up card to affix a corresponding sticker with the matching sticker code. Preferably, this indication includes a ghosted image of the sticker and/or sticker code. Affixing a given sticker to a given sticker location may modify the attributes of the power-up card, such as the HP and/or AM bonus values provided by the power-up card as indicated by the sticker and/or sticker location. Preferably, the stickers applied to the power-up card remain associated with the power-up card independent of game play. Accordingly, the stickers permanently or semi-permanently modify the attributes of the power-up 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. Stickers may be unique to a sticker code or power-up card, or may be semi-unique thereto.

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 FIG. 8, for example, includes eight sticker locations, each sticker location indicating (via respective sticker codes) that for each sticker affixed on the power-up card, the power-up card provides a bonus value of +1 HP and +1 AM. Accordingly, for zero to one sticker affixed, the power-card imparts a bonus value of +1 HP/AM; for two to three stickers affixed, the power-card imparts a bonus value of +2 HP/AM; for four to five stickers affixed, the power-card imparts a bonus value of +3 HP/AM; for six to seven stickers affixed, the power-card imparts a bonus value of +4 HP/AM; for eight stickers affixed, the power-up card imparts the maximum bonus value of +8 HP/AM.

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 FIG. 4 indicates a power-up icon value of one out of a possible eight. This is indicated by one filled-in bubble followed by seven unfilled bubbles. Accordingly, the character card shown in FIG. 4 may be limited to having one power-up card played on it within any given battle. Power-up cards may also supply power-up icon bonus values that may increase the number of subsequent power-up cards that may be played in association with the character card.

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 FIG. 4, the maximum number of power-up cards a player may use during the game may be pre-determined in advance of, or during, game play. In some embodiments, the maximum number of power-up cards a player may use is determined by a character card designated as a team leader. As will be described in greater detail herein, the team leader card may be selected by a player at the outset of game play, the value of the power-up icon of the designated team leader card indicating the maximum number of power-up cards a player may use during game play. For example, the character card shown in FIG. 4 indicates a power-up icon value of one out of a possible eight. This is indicated by one filled-in bubble followed by seven unfilled bubbles. If the character card shown in FIG. 4 were selected as the team leader, the corresponding player would be limited to one power-up card during the game.

Returning to FIG. 8, each power-up card is identified by a series number 640 indicating the release series of the trading card.

FIG. 10 illustrates an exemplary sticker card 800 for use in connection with the present invention. Sticker cards provide preferred means by which players may collect and trade stickers for use in association with other card types, e.g. character cards and power-up cards, as described herein with respect to the other card types. Each sticker card preferably comprises a plurality of sticker locations 820 indicating where tradable stickers 822 may be removeably affixed to the sticker card. Sticker cards preferably comprise twelve sticker locations/tradable stickers. In some embodiments, half-sticker cards may be available, the half-sticker cards comprising six sticker locations/tradable stickers.

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.

FIG. 11 illustrates exemplary reward tokens 710, comprising tradable and collectable ornamental disks, for use in connection with the present invention. Preferably, each reward token is approximately 17.91 mm in diameter and 1.35 mm in thickness. As described herein, reward points are earned by the prevailing player in each battle. Each reward token is valued at a predetermined number of reward points, e.g. one-hundred. Reward tokens are used by players to keep score—i.e. at the end of game play the player with the most reward tokens is the victor.

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. FIG. 12 illustrates an exemplary paperboard token card 900 comprising a plurality of perforated circular punch-outs 910 that may be used by players in lieu of reward tokens. Paperboard token cards preferably comprise twelve circular punch-outs. In some embodiments, half cards may be available, the half cards comprising six circular punch-outs. It should also be noted that although the term “circular” is used to describe the punch-outs, the punch-outs may be square, rectangle or any shape.

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. FIG. 9 illustrates an exemplary sticker plus token holder card 700 for use in connection with the present invention. The sticker plus token holder card comprises the features of a sticker card (the common features referenced herein similarly) and further includes a token holding area 720. The token holding area preferably comprises a recessed area of the sticker plus token holder card configured to removeably accept a token therein. In some embodiments, the sticker plus token holder card is provided with a token. Accordingly, the recessed area may comprise a perforated border 730 that secures the token within the recessed area and is removable by the player to gain access to the token.

Additional game elements for use in connection with the present invention will now be described with particular reference to FIGS. 15-18, which illustrate exemplary figurines, token holders and tension rings for use in connection with the present invention.

Exemplary figurines 2000 for use in connection with the present invention are shown for example in FIGS. 15 and 16. The figurines are useable by the players to keep track of their progress within the game, e.g. how many battles won, how many reward points secured, and other milestones within gameplay. As described herein, in at least one embodiment, at the start of gameplay, each player places its respective figurine on that player's reward collection card, which forms the boundary of the game board. As players reach predetermined milestones within gameplay, they may move their figurine a predetermined distance across the game board. As with other game pieces herein described, the figurines are tradable.

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 FIG. 15, an exemplary figurine is shown comprising: a figurine cutout 2200, a figurine sticker 2220, and a reward token 2240. The figurine cutout may be part of a figurine trading card 2260 that is removed from the figurine trading card. In other words, as shown in FIG. 15, the figurine trading card may comprise the figurine cutout. The figurine cutout may include a perforated border 2202 that permits the figurine cutout to be removed from the figurine trading card by the player. The figurine cutout may further comprise a fold location 2204 for folding the figurine cutout therealong, as shown in FIG. 15, for forming the figurine having a front side and a back side connected by the fold, the front and back sides defining an interior of the figurine. The figurine sticker may be applied to the interior of the figurine so as to secure the front side and the back side of the figurine in position relative to each other. In at least one embodiment, the figurine sticker may be included on sticker cards and/or sticker plus token holder cards. The front and the back side of the figurine may further define a figurine base 2206. The reward token may be securely fit into the figurine base so as to enable the figurine to stand unassisted and to provide stability for the same.

Referring to FIG. 15, an exemplary figurine is shown comprising: a figurine body 2420 having a unique keyed base 2440.

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 FIG. 16, the figurine may be secured to the cap of a token holder 3000, as described herein. Moreover, in some embodiments, the figurine may comprise a keyed portion acceptable within a corresponding lock portion of the other game piece such that the keyed portion and corresponding lock portion ensure that the figurine is only useable in connection with other game pieces having the corresponding lock portion.

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).

FIGS. 17 and 18 illustrate an exemplary token holder 3000 for use in connection with the present invention. The token holder comprises: a cylindrical vessel 3020 having an opening 3060 at one end opposite a base 3040, and a cap 3062 including a corresponding interlocking portion for accepting the interlocking portion of the figurine. Tokens may be stored within the vessel for use by players during game play. In at least some embodiments, the vessel includes a slot adjacent the cap (or base) for accepting tokens inserted therein. In some embodiments, the slot is approximately 18.25 mm in length and 1.7 mm in width.

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 FIG. 17, for securing one or more of the tradable cards to the token holder. The card clip may be adjacent the exterior of the vessel and may accept tradable cards for storage therein. The tension ring may be open on one side and may provide an elastic closing force such that the tension ring is securable around the token holder and card clip. In some embodiments, the tension ring defines an interior area of approximately 0.5 mm. In some embodiments, the token holder accommodates up to thirty-two reward tokens and up to forty tradable cards.

In some embodiments, the token holder base and/or cap are removably secured to the vessel, as shown for example in FIG. 18. Preferably, the base and/or cap are screwed into the vessel. In some embodiments, the diameter of the base is approximately 24.26 mm. Additionally, the base preferably comprises a notch in the bottom surface such that reward tokens may operate as a screwdriver to screw on and off the base. Preferably, the notch is approximately 11.28 mm in length and 1.425 mm in width.

Gameplay

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 FIG. 4 indicates a power-up icon value of one out of a possible eight. This is indicated by one filled-in bubble followed by seven unfilled bubbles. If the character card shown in FIG. 4 were selected as the team leader, the corresponding player would be limited to one power-up card during the game.

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 FIG. 3, players may select five of their twelve character cards onto the game board to place face down on the battlefield cards of their choosing. Accordingly, a total of ten cards will be placed, facing down, on the game board, and will correspond to the opponents cards on the opposite side of the battlefield. Each player's team leader is placed face-up on their side of the game board and is visible to all players during the entire game.

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 FIG. 13, the dice are preferably six-sided dice.

Returning to FIG. 3, once the battlefield has been identified, each player flips over their respective creature card associated with the identified battlefield. For example, if an eight is rolled, the character cards \ on both sides of the battlefield card numbered two of five will battle.

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 FIG. 13 for use in connection with the present invention.

For example, as shown in FIGS. 13-14, the attack modifier (“AM”) may range from a value of plus one (+1) through a plus four (+4): a value of plus one (+1) AM requires that the attacking player roll a six in order to effectuate a hit—the number of sixes rolled totaling the number of hits; a value of plus two (+2) AM requires that the attacking player roll a six on at least two die and a four or higher on the other in order to effectuate hits; a value of plus three (+3) AM requires that the attacking player roll a six on at least one die and a four or higher on the others in order to effectuate hits; and a value of plus two (+4) AM requires that the attacking player roll a four or higher to effectuate hits. Thus, the higher the attack modifier, the greater the odds of rolling one or more hits. The chart illustrated in FIG. 14 may be provided as a reference for players to determine the number of hits effectuated by an attacking roll.

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.
Patent History
Publication number: 20150001799
Type: Application
Filed: Mar 18, 2014
Publication Date: Jan 1, 2015
Inventor: Matthew J. Cullen (La Canada, CA)
Application Number: 14/218,812
Classifications
Current U.S. Class: Card Or Tile Games, Cards Or Tiles Therefor (273/292)
International Classification: A63F 1/00 (20060101); A63F 1/04 (20060101);