POSITIVE AND NEGATIVE NUMERICALLY VALUED DECK OF CARDS

An accounting card game is disclosed. The game includes a first deck of cards having a positive numerical value and a second deck of cards having a negative numerical value. The decks have an equal number of cards. For each card in the first deck of a positive numerical value, the second deck includes a corresponding card of a negative numerical value having the same numerical magnitude. Players form matches of positive and negative card of the same magnitude, forming positive and negative match piles, and score points based on the values of the positive match piles. The accounting card game is useful for learning accounting and math skills in a fun and exciting manner.

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Description
CROSS-REFERENCE TO RELATED APPLICATIONS

The present application claims the benefit of U.S. Provisional Patent Application No. 63/125,665 (pending), filed on Dec. 15, 2020, the entirety of which is incorporated herein by reference.

FIELD

The present disclosure relates to new deck of cards as well as to associated card games and methods for administering and playing card games.

BACKGROUND

Card games often utilize a French-suited, standard 52-card deck. Many card games involve little strategy or thought on the part of players, with the random chance of the cards the player is dealt determining the outcome of the game.

It would be desirable to have a deck of cards designed to allow players to play a card game the requires strategic play on the part of the players, regardless of the cards dealt. It would also be desirable to have a deck of cards that allows players to play a card game that teaches the players accounting skills; thereby, allowing players to practice and enhance underlying mathematical skills while also enjoying the game play involved.

BRIEF SUMMARY

Some embodiments of the present disclosure include an accounting card game. The game includes a first deck including a plurality of first cards. Each of the first cards has a positive numerical value indicated thereon. The game includes a second deck including a plurality of second cards. Each of the second cards has a negative numerical value indicated thereon. The number of first cards in the first deck is equal to the number of second cards in the second deck. For each first card in the first deck of a positive numerical value, the second deck includes a second card of a negative numerical value of the same numerical magnitude.

Some embodiments of the present disclosure include an accounting skills learning tool that includes the accounting card game disclosed herein.

Some embodiments of the present disclosure include a method of administering an accounting card game. The method includes providing a first deck including a plurality of first cards, where each of the first cards has a positive numerical value indicated thereon. The method includes providing a second deck including a plurality of second cards, where each of the second cards has a negative numerical value indicated thereon. The method includes dealing each of multiple players a hand of cards. Each hand of cards includes multiple of the first cards and multiple of the second cards. Each player receives the same number of first and second cards as the other players, and the number of first cards dealt to each player is equal to the number of second cards dealt to that player. The method includes, after the dealing from the first and second decks, placing the remainder of the first deck in a first draw pile and placing the remainder of the second deck in a second draw pile. The method includes directing the multiple players to, sequentially, play turns of the accounting card game in accordance with rules of the accounting card game. The rules require the players to, sequentially: (1) draw a first card from one of the first draw pile or a first discard pile, or draw a second card from one of the second draw pile or a second discard pile; (2) optionally discard one or more card matches from the player's hand into two separate match piles, where a card match is a card from the first deck of a positive numerical value and a card from the second deck of a negative numerical value, where the positive numerical value and the negative numerical value have the same numerical magnitude; and (3) discard a card from the player's hand into one of the first and second discard piles, where if the player drew a first card from the first draw pile or first discard pile then the player must discard a first card into the first discard pile, and if the player drew a second card from the second draw pile or second discard pile then the player must discard a second card into the second discard pile. The multiple players are directed to, sequentially, play turns of the accounting card game in accordance with the rules until one of the players has no cards left in that player's hand. The rules require each first card of a card match to be placed on top of a second card in one of the match piles, each second card of a card match to be placed on top of a first card in one of the match piles, and each card of a card match to be placed into separate match piles. After one of the players has no cards left in that player's hand, the method includes determining a round score for each player. Each player's round score is determined by: (i) determining which of that player's match piles has a sum that is either a positive numerical value or zero, where the sum of the match pile is determined by summing the numerical value of each card in the match pile; and (ii) subtracting the numerical value of all second cards, if any, in that player's hand from the sum. The player having the highest round score is a winner of that round.

Some embodiments of the present disclosure include a software application stored on a non-transitory storage medium. The software application includes computer executable instructions configured to administer the accounting card game and accordance with the rules disclosed in the present disclosure.

Some embodiments of the present disclosure include a method of teaching accounting skills. The method includes administering the accounting card game in accordance the present disclosure.

Some embodiments of the present disclosure include a method of a player to play an accounting card game with multiple other players. The method includes receiving a hand of cards. The hand of cards includes multiple first cards and multiple second cards, where the number of first cards received is equal to the number of second cards received. Each first card has a positive numerical value indicated thereon and each second card has a negative numerical value indicated thereon. The method includes playing a turn of the accounting card game in accordance with rules of the accounting card game. Playing a turn includes sequentially: (1) drawing a first card from a first draw pile or a first discard pile, or drawing a second card from a second draw pile or a second discard pile; (2) optionally discarding one or more card matches from the hand into two separate match piles, where a card match is a first card of a positive numerical value and a second card of a negative numerical value, where the positive numerical value and the negative numerical value have the same numerical magnitude; and (3) discarding a card from the hand into one of the first and second discard piles, where if the card drawn was a first card from the first draw pile or the first discard pile, then a first card is discarded into the first discard pile, and if the card drawn was a second card from the second draw pile or the second discard pile, then a second card is discarded into the second discard pile. The method includes continuing to sequentially play turns until the player or one of the multiple other players has no cards left in that player's hand. Each first card of a card match is placed on top of a second card in one of the match piles, each second card of a card match is placed on top of a first card in one of the match piles, and each card of a card match is placed into separate match piles. Score is determined by: (i) determining which match pile has a sum that is either a positive numerical value or zero, wherein the sum of the match pile is determined by summing the numerical value of each card in the match pile; and (ii) subtracting the numerical value of all second cards, if any, in the hand from the sum. The highest round score is the winning round score for that round.

Some embodiments of the present disclosure include a method of learning accounting skills that includes playing the accounting card game in accordance with the disclosure.

Some embodiments of the present disclosure include an accounting card game. The game includes a first deck including a plurality of first cards. Each of the first cards has a positive numerical value indicated thereon. The game includes a second deck including a plurality of second cards. Each of the second cards has a negative numerical value indicated thereon. The number of first cards in the first deck is equal to the number of second cards in the second deck. For each first card in the first deck of a positive numerical value the second deck includes a second card of a negative numerical value of the same numerical magnitude. The first cards are visually distinguishable from the second cards. The game includes a game play area that defines locations for card placements including designated locations for placement of draw piles, discard piles, match piles, or combinations thereof.

Some embodiments of the present disclosure include a computer-generated accounting card game. The game includes a software application stored on a non-transitory storage medium (e.g., a hard drive or other computer data storage medium). The software application includes computer executable instructions. The game includes a processor configured to execute the computer executable instructions, and a graphical user interface configured to present elements of the games, such as cards. The computer executable instructions include instructions to instruct the processor to generate and present in the graphical user interface a first deck including a plurality of first cards, wherein each of the first cards has a positive numerical value indicated thereon. The computer executable instructions include instructions to instruct the processor to generate and present in the graphical user interface a second deck including a plurality of second cards, wherein each of the second cards has a negative numerical value indicated thereon, wherein the number of first cards in the first deck is equal to the number of second cards in the second deck, and wherein for each first card in the first deck of a positive numerical value the second deck includes a second card of a negative numerical value of the same numerical magnitude. The computer executable instructions include instructions to instruct the processor to generate and present in the graphical user interface a game play area, wherein the game play area defines locations for card placements including designated locations for placement of draw piles, discard piles, match piles, or combinations thereof The computer executable instructions include instructions to instruct the processor to administer the accounting card game in accordance with rules of the accounting card game.

BRIEF DESCRIPTION OF THE DRAWINGS

So that the manner in which the features of the products, articles, apparatus, systems and methods of the present disclosure may be understood in more detail, a more particular description of the concepts briefly summarized above may be had by reference to the embodiments thereof which are illustrated in the appended drawings that form a part of this specification. It is noted, however, that the drawings illustrate only various exemplary embodiments and are, therefore, not to be considered limiting of the disclosed concepts as it may include other effective embodiments as well.

FIGS. 1A and 1B depict exemplary positive numerical value cards.

FIGS. 2A and 2B depict exemplary negative numerical value cards.

FIG. 3 depicts an exemplary game set up including two players and a dealer.

FIG. 4 depicts exemplary card match piles including positive and negative numerical value cards.

FIG. 5 depicts cards of a player, including card match piles and un-played cards, exemplifying how a score is calculated.

FIGS. 6A-6C depict exemplary special rule cards.

FIGS. 7A-7C depict exemplary special rule cards.

FIGS. 8A and 8B depict exemplary positive numerical value cards including graphics.

FIGS. 9A and 9B depict exemplary negative numerical value cards including graphics.

DETAILED DESCRIPTION

The present disclosure includes a deck of cards for use in playing a card game that promotes strategic play on the part of the players, regardless of the cards dealt to the players. The deck of cards and associated card game disclosed herein may be used as a teaching aid to teach players accounting skills and underlying mathematical and logic skills. The deck of cards and associated card game disclosed herein provides such teaching and enhancement of such player skills while also providing enjoyable and exciting game play. Embodiments of the deck of cards and associated card game disclosed herein require the players to account for both numerical debits (positive values) and credits (negative values) when matching and dispensing of cards by using two distinct card decks, including a first deck of cards representative of positive numerical values and a second deck of cards representative of negative numerical values. By matching debit cards with offsetting credit cards (and vice versa) the players “balance” debits with credits. While the game disclosed herein is described as an “accounting” based card game, the game is not merely accounting, but, instead, involves the strategic arrangement of the cards into certain orders in match piles to provide for the highest possible sum total of a card match pile (as described in more detail below). Thus, the player's ability to manipulate the unique cards disclosed herein into strategically advantageous orders provides a unique skills-based game. The game disclosed herein does not utilize a French-suited, standard 52-card deck of cards. Rather, the cards disclosed herein are a unique set of cards that include positive and negative numerical value cards that, when summed together, balance to zero.

Positive Numerical Value Cards

In some embodiments, the card game utilizes two separate and distinct decks of cards. The two decks of cards can include a first deck of positive numerical value cards (also referred to as debit cards) and a second deck of negative numerical value cards (also referred to as credit cards). The two decks of cards may include the same number of cards. For example, in some embodiments, each of the two decks of cards includes fifty cards, for a total of one hundred cards. The game disclosed herein is not limited to including only two decks of cards. Also, the decks disclosed herein are not limited to including fifty cards, and may include more or less than fifty cards.

With reference to FIGS. 1A and 1B, exemplary positive numerical value cards are depicted. FIG. 1A depicts a back side 101 of a positive numerical value card 100. The back side 101 may include graphics and branding (not shown), for example. FIG. 1B depicts a front side 107 of a positive numerical value card 100.

Positive numerical value card 100 includes at least one numerical value indicator 102 on the front side 107 thereof. In the embodiment of FIG. 1B, positive numerical value card 100 includes five numerical value indicators 102, including one numerical value indicator 102 at the center of the card 100 and one numerical value indicator 102 in each corner of the card, as shown in FIG. 1B. The numerical value indicators 102 indicate a numerical value of each card 100. FIG. 1B depicts a positive numerical value card 100 having a numerical value indicator 102 that indicates a numerical value of “1,000.” The positive numerical value card 100 shown in FIG. 1B is only one of a plurality of positive numerical value cards that may form a deck of positive numerical value cards. Other exemplary numerical values within a deck of positive numerical value cards include a numerical value of 2,000; a numerical value of 3,000; a numerical value of 4,000; a numerical value of 5,000; a numerical value of 6,000; a numerical value of 7,000; a numerical value of 8,000; a numerical value of 9,000; and a numerical value of 10,000. The cards disclosed herein are not limited to these particular numerical values, and may have other numerical values. The positive numerical value cards 100 may include graphics, such as graphics that indicate that the values of these cards are numerically “positive,” such as a plus signs (“+”) and/or a bar graph extending upwards from the bottom edge of the card to the top edge of the card.

During play, a player may face the front side 107 of the cards 100 towards themselves for viewing of the numerical value indicators 102, while facing the back side 101 of the cards 100 towards the other players so that the other players are unable to see the numerical value indicators 102. In an embodiment in which the card game includes a fifty-card deck of the positive numerical value cards 100, the deck of the positive numerical value cards may include, for example, five cards 100 having a positive numerical value of 1,000; five cards 100 having a positive numerical value of 2,000; five cards 100 having a positive numerical value of 3,000; five cards 100 having a positive numerical value of 4,000; five cards 100 having a positive numerical value of 5,000; five cards 100 having a positive numerical value of 6,000; five cards 100 having a positive numerical value of 7,000; five cards 100 having a positive numerical value of 8,000; five cards 100 having a positive numerical value of 9,000; and five cards 100 having a positive numerical value of 10,000. The numerical values of the cards may be in the form of a raw number or a monetary denomination (e.g., U.S. Dollars), for example.

Negative Numerical Value Cards

With reference to FIGS. 2A and 2B, exemplary negative numerical value cards are depicted. FIG. 2A depicts a back side 201 of a negative numerical value card 200, which may include graphics and branding (not shown). FIG. 2B depicts a front side 207 of a negative numerical value card 200.

Negative numerical value card 200 includes at least one numerical value indicator 202 on the front side 207 thereof. In the embodiment of FIG. 2B, the negative numerical value card 200 includes five numerical value indicators 202, including one numerical value indicator 202 at the center of the card 200 and one numerical value indicator 202 in each corner of the card. The numerical value indicators 202 indicate a numerical value of each card 200. FIG. 2B depicts a negative numerical value card 200 having a numerical value indicator 202 that indicates a numerical value of “−1,000,” shown as “<1,000>.” Other exemplary numerical values within a deck of negative numerical value cards include a numerical value of −2,000; a numerical value of −3,000; a numerical value of −4,000; a numerical value of −5,000; a numerical value of −6,000; a numerical value of −7,000; a numerical value of −8,000; a numerical value of −9,000; and a numerical value of −10,000. The cards disclosed herein are not limited to these particular numerical values, and may have other numerical values. The negative numerical value cards 200 may include graphics, such as graphics that indicate that the values of these cards are numerically “negative,” such as a minus signs (“−”) and/or a bar graph extending downwards from the top edge of the card to the bottom edge of the card.

During play, a player may face the front side 207 of the cards 200 towards themselves for viewing of the numerical value indicators 202, while facing the back side 201 of the cards 200 towards the other players so that the other players are unable to see the numerical value indicators 202. In an embodiment in which the card game includes a fifty-card deck of the negative numerical value cards 200, the deck of the negative numerical value cards may include five cards 200 having a negative numerical value of −1,000; five cards 200 having a negative numerical value of −2,000; five cards 200 having a negative numerical value of −3,000; five cards 200 having a negative numerical value of −4,000; five cards 200 having a negative numerical value of −5,000; five cards 200 having a negative numerical value of −6,000; five cards 200 having a negative numerical value of −7,000; five cards 200 having a negative numerical value of −8,000; five cards 200 having a negative numerical value of −9,000; and five cards 200 having a negative numerical value of −10,000. The numerical values of the cards may be in the form of a raw number or a monetary denomination (e.g., U.S. Dollars), for example.

The negative numerical value cards 200 may be identical to the positive numerical value cards 100, with the exception that the numerical values of the cards 200 are negative and opposite of the numerical value of the cards 100. That is, for each card 100, having a numerical value of 1,000, in the deck of positive numerical value cards, the deck of negative numerical value cards includes a card 200 having a numerical value of −1,000. As such, the deck of positive numerical value cards 100 is numerically balance with the deck of negative numerical value cards 200 such that, adding the numerical value of all positive numerical value cards 100 with the numerical value of all negative numerical value cards 200 results in a sum that is equal to zero. That is, the deck of the negative numerical value cards 200 may be equal in numerical magnitude but opposite in numerical value (i.e., negative instead of positive) relative to the deck of positive numerical value cards 100. While the game disclosed herein is described as using cards, one skilled in the art would understand that other discrete pieces may be used in place of cards, such as tiles or chips.

In some embodiments, the positive and negative numerical value cards (100 and 200) are visually distinguishable by different graphics and/or different colors. For example, the positive numerical value cards 100 may be a first color (e.g., blue), while the negative numerical value cards 200 are a second color (e.g., red) that is different than the first color.

Game Set Up

With reference to FIG. 3, an exemplary game set up between two players is depicted. The game is played within play area 300. Play area 300 may be a game board or a mat having designated locations for placement of particular cards. In some embodiments, play area 300 is computer generated graphics presented in a graphical user interface (e.g., on a computer or smart phone). Alternatively, play area 300 may be a surface on an existing table. The game play includes at least two players, here players 302a and 302b, and a dealer 304.

At the beginning of a game, dealer 304 may, separately, shuffle the deck of positive numerical value cards and shuffle the deck of negative numerical value cards. Cards from each of the positive and negative decks of numerical value cards are then dealt by the dealer 304 to each player 302a and 302b. For example, dealer 304 may, starting to the dealer's left (clockwise), distribute five positive numerical value cards and five negative numerical value cards to each player 302a and 302b. Thus, each player 302a and 302b has as hand of positive numerical value cards 306 and hand of negative numerical value cards 308, each positioned in the designated place as shown in FIG. 3. Each player 302a and 302b maintains the back sides and of their hands of cards 306 and 308 facing the other player so that the numerical values of each players cards are maintained private.

The dealer 304 then places the remaining cards of each of the positive and negative decks of numerical value cards at the center of the play area 300 (e.g., a table) in two separate draw piles, including a positive numerical value card draw pile 310 and a negative numerical value card draw pile 312. The draw piles 310 and 312 are positioned in the designated place as shown in FIG. 3 and maintained face down so that the numerical values thereof are not known to either player 302a and 302b.

Game Play

After the cards are dealt, as described above, one of the players 302a and 302b takes a turn. For example, the player to the left of the dealer 304 may go first. For example, on the first play of the game, player 302a begins by drawing one card (e.g., the top card) from either the draw pile 310 or draw pile 312. Once a player draws a card, that player cannot replace that card and draw another card, but must continue with their turn. A goal of the player drawing a card may be to draw a card from the draw pile that will enhance the “matches” that player can make between their positive and negative numerical value cards. As used herein, a “match” between a positive and negative numerical value card is a combination of one positive numerical value card and one negative numerical value card that sum to zero. For example, a card 100 having a numerical value of 9,000 will match a card 200 having a numerical value of −9,000, as they sum to equal zero. From an accounting perspective, cards that are a match are exemplary of a numerical balance between debit and credit.

To play a match, a player determines two cards within their hand that form a match, and then places the two cards of the match in front of them into two separate piles. For example, in the first match made by a player, the player will place a positive numerical value card into a first match pile and a negative numerical value card into a second match pile. The matched cards are placed face up, showing the numerical values thereof. As shown in FIG. 3, player 302a has formed a match with cards that are valued at −9,000 and 9,000, respectively, and has formed two match piles 303a and 303b.

After making the initial match, when the player makes any subsequent matches, the player must: (1) always place positive numerical value cards of a match on top of a negative numerical value card in one of the two match piles; (2) always place negative numerical value cards of a match on top of a positive numerical value card in one of the two match piles; and (3) always place the two cards of a match into separate match piles of the two match piles. For example, in the state of play shown in FIG. 3 the player 302a has a negative numerical value card on top of match pile 303a and a positive numerical value card on top of match pile 303b. Thus, in the next match made by player 302a, player 302a must place a positive numerical value card onto the match pile 303a and a negative numerical value card onto the match pile 303b. For example, if the subsequent match made by player 302a including a positive numerical value card having a numerical value of 5,000 matched with a negative numerical value card having a numerical value of −5,000, then the positive numerical value card having a numerical value of 5,000 would be placed on top of the negative numerical value card having a numerical value of −9,000 in match pile 303a, and the negative numerical value card having a numerical value of −5,000 would be placed on top of the positive numerical value card having a numerical value of 9,000 in match pile 303b. Players 302a and 302b may play any and all matches they have in their hand, but are not required to play any matches.

After playing any matches that the player choses to play, the player then discards one of their cards into one of the discard piles 314 and 316 positioned in the designated place as shown in FIG. 3. The player must discard a card of the same type (i.e., positive or negative numerical value) that the player drew at the beginning of that players turn. For example, if the player drew a positive numerical value card from draw pile 310 at the beginning of that turn, then the player must discard a positive numerical value card at the end of that turn. Positive numerical value cards must be discarded into the positive numerical value discard pile 314, and negative numerical value cards must be discarded into the negative numerical value discard pile 316. In some embodiments, once a player has discarded a card into one of the discard piles 314 and 316, that player's turn is over. Discarded cards are placed face-up, adjacent the draw pile deck of the same card type (i.e., positive or negative numerical value cards). Once the discard piles 314 and 316 are formed, the players 302a and 302b may choose to draw from these piles instead of the draw piles 310 and 312. The cards in the discard piles 314 and 316 are maintained face up such that the numerical values thereof are visible to the players 302a and 302b. Player 302b builds match piles 305a and 305b in the same manner as player 302a builds match piles 303a and 303b, as described above. Each match pile 303a, 303b, 305a, and 305b is positioned in the designated place as shown in FIG. 3.

During game play, if the last face-down card is drawn from either of the draw piles 310 or 312 by a player, then, after that player's turn, the dealer 304 shuffles the face-up cards from the corresponding discard pile 314 or 316 and then places the shuffled cards face-down to form a new draw pile. For example, if player 302a draws the last card from draw pile 310 and then discards a card into discard pile 314, the dealer 304 then shuffles discard pile 314 and places the then shuffled cards, which were previously face-up in in the discard pile 314, face-down in the play area 300 as a newly formed draw pile 310.

Ending and Scoring a Round

When one of the players discards their last card and has no more cards in their hand, then the round is over and the score for each player for that round is determined. Through the discard of matches into the match piles, as described above, each player 302a and 302b builds one match pile having a positive numerical value and another match pile having a negative numerical value, with the exception of when both match piles have a numerical value of zero. The numerical values of the match piles are determined by adding the values of each positive and negative numerical value cards within that match pile.

For example, FIG. 4 depicts two exemplary match piles 303a and 303b of a player. Looking at the two different match piles 303a and 303b, it can be seen that, in this example scenario, the player first matched a positive numerical value card 100 having a value of 10,000 with a negative numerical value card 200 having a value of −10,000. The player then matched a positive numerical value card 100 having a value of 1,000 with a negative numerical value card 200 having a value of −1,000. The player then matched a positive numerical value card 100 having a value of 10,000 with a negative numerical value card 200 having a value of −10,000. The player then matched a positive numerical value card 100 having a value of 1,000 with a negative numerical value card 200 having a value of −1,000. The player then matched a positive numerical value card 100 having a value of 10,000 with a negative numerical value card 200 having a value of −10,000. In accordance with the rules of the game, the player placed the positive numerical value cards 100 on top of the negative numerical value cards 200, and placed the negative numerical value cards 200 on top of the positive numerical value cards 100 during matches to form the two different match piles 303a and 303b. Once a player has no more cards in their hand, then that round of the game is over and each player's match piles are summed to determine a score for each player for that round. In the example of FIG. 4, the player has one match pile 303a that sums to 28,000, and another match pile 303b that sums to −28,000. To sum a match pile, the numerical value of all of the positive numerical value cards 100 are added together and, then, the numerical value of all of the negative numerical value cards are subtracted therefrom. For example, in FIG. 4, the positive numerical value cards in match pile 303a sum to 30,000 (i.e., 10,000+10,000+10,000=30,000). The match pile 303a has two negative value cards, each with a numerical value of −1,000. Subtracting the numerical value of all of the negative numerical value cards in match pile 303a from the sum of all of the positive numerical value cards in match pile 303a results in a final numerical value 520a for match pile 303a of 28,000 (i.e., 30,000−1,000−1,000=28,000). Unless both of a player's match piles are equal to zero, the numerical values of a player's match piles will be equal in magnitude but opposite (i.e., positive or negative). Thus, because match pile 303a has a numerical value sum of 28,000, match pile 303b has an equal (in magnitude) but opposite (negative/positive) numerical value of −28,000. This can be confirmed by summing the numerical values of all of the positive and negative numerical value cards in the match pile 303b. Thus, in FIG. 4, the positive numerical value cards in match pile 303b sum to 2,000 (i.e., 1,000+1,000=2,000). The match pile 303b has three negative value cards, each with a numerical value of −10,000, for a total of −30,000. Subtracting the numerical value of all of the negative numerical value cards in match pile 303b from the sum of all of the positive numerical value cards in match pile 303b results in a final numerical value of match pile 303b of −28,000 (i.e., 2,000−30,000=−28,000). Thus, by summing the two match piles, a player may confirm that they have made correct matches and have correctly summed the two match piles. If the two match piles do not add up to either both zero or equal (in magnitude) but opposite (positive/negative) in value, then the player has either made an incorrect match or has summed one or both of the match piles incorrectly. As such, the game disclosed herein can be used as a teaching tool to teach accounting skills and the underlying mathematical skills therein.

A player's final score for a round is the numerical value of the player's positively valued match pile (28,000 in FIG. 4), minus the value of any negative numerical value cards still held in that player's hand. For a game in which multiple rounds are played (e.g., three rounds), a player's final score for the game is the sum of that player's score for each round in the game. For example, in a three-round game, if a player scores 28,000 in the first round, scores 10,000 in the second round, and scores −15,000 in the third round, then the player's final score for the game is 23,000 (i.e., 28,000+10,000=38,000; and 38,000 −15,000=23,000). The player with the highest final score for the game is the winner of that game.

Because the positive and negative numerical value cards must be played in the match piles in alternating order (i.e., a negative numerical value card must be placed in a match pile on top of a positive numerical value card, and vice versa), the order of the matches made affects the player's score. One strategy is for a player to play matches in an alternating order high and low numerical values (e.g., high, low, high, low, high). With two fifty card decks of the particular numerical value cards set forth in FIGS. 1A-2B, and each player having five cards from each deck dealt to them, the best round a player can have is represented by the match piles shown in FIG. 4, with a score of 28,000. During the game play, the cards already placed within any match pile and the order of the cards already placed within any match pile cannot be changed. In some embodiments, players must maintain only the top card within each match pile face up so that the numerical value is viewable by all players (i.e., there is no obligation to disclose the numerical value of any other card to other players).

At the end of a round, only one player in the game will have matched all their cards. The player that has matched all of their cards at the end of a round will have two match piles that will be summed, as discussed above. The score for the player that has matched all of their cards at the end of a round is equal to the sum of the cards in that player's positively valued match pile or is equal to zero if that player's match piles both add to zero. The remaining players in the game will still have unmatched cards in their hands. For a player that still has unmatched cards in their hands at the end of a round, that player's score for that round is determined by: (1) summing the value of the cards in that player's positively valued match pile; and (2) subtracting the value of any negatively valued cards in that player's hand from the sum of the value of the cards in that player's positively valued match pile. If a player has made no matches during the round, then the sum of the value of the cards in that player's (non-existent) positively valued match pile will be zero. For example, if a player's match piles sum to zero (or if that player has no match piles), then that player's score for the round is the sum of all if the negative numerical value cards remaining in their hand.

FIG. 5 depicts an example of a player's cards at the end of a round, where the player did not match all of the cards in their hand. With reference to FIG. 5, in this example a player has played two matches when another player goes out for the round (i.e., the other player has matched all of the cards in their hand). The matches in the match piles 303a and 303b of the player include a match of card 100 with a numerical value of 10,000 with card 200 with a numerical value of −10,000, and a match of the card 100 with a numerical value of 2,000 with a card 200 with a numerical value of −2,000. The match pile 303a sums to a final numerical value of 8,000; and the match pile 303b sums to a final numerical value of −8,000. The remaining cards in the player's hand 309 at the end of the round include three positive numerical value cards 100 having numerical values of 3,000; 5,000; and 9,000; and three negative numerical value cards 200 having numerical values of −4,000; −6,000; and −9,000. In this example, the negative numerical value cards 200 have numerical values that total to −19,000. Thus, in accordance with the rules, the player's score for this round is −11,000. That is, the player's score for this round is the numerical value of the positively valued match pile 303a of 8,000 minus the numerical value of all of the negative numerical value cards remaining in that player's hand (i.e., 8,000−19,000=−11,000). Even though, in this embodiment, the player has matching cards remaining in their hand (i.e., the match of 9,000 and −9,000), the match does not factor into the player's score because the match was not placed into a match pile. While negative numerical value cards remaining in a player's hand are factored into that player's score for the round, the positive numerical value cards remaining in a player's hand are not factored into that player's score for the round.

Special Rule Cards

In some embodiments, the cards used in the game include one or more special rule cards. As used herein, a “special rule card” is a card that is not one of the numerical value cards. The special rule cards herein may be cards that implement a rule that would otherwise not be implemented without play of the special rule card. In some embodiments, each of the decks of the positive numerical value cards 100 and the negative numerical value cards 200 includes corresponding special rule cards.

FIGS. 6A-6C depict different exemplary special rule cards, including wild card 110, steal card 120, and trade card 130. The special rule cards shown in FIGS. 6A-6C may be part of the deck of the positive numerical value cards 100. FIGS. 7A-7C depict different exemplary special rule cards, including wild card 210, steal card 220, and trade card 230. The special rule cards shown in FIGS. 7A-7C may be part of the deck of the negative numerical value cards 200.

As shown in FIGS. 6A and 7A, wild cards 110 and 210 each include a special rule indicator 113 and 213, respectively, that indicates that it is a “wild” card. The wild cards 110 and 210 may be used by a player to modify the typical rules of the game. For example, and without limitation, the wild card 110 may be played to represent any positive numerical value that corresponds with any one of the positive numerical value cards 100, such that the wild card 110 may be played by a player as if it were a positive numerical value card having a numerical value of 1,000; 2,000; 3,000; 4,000; 5,000; 6,000; 7,000; 8,000; 9,000; or 10,000. Also, the wild card 210 may be played to represent any negative numerical value that corresponds with any one of the negative numerical value cards 200, such that the wild card 210 may be played by a player as if it were a negative numerical value card having a numerical value of −1,000; −2,000; −3,000; −4,000; −5,000; −6,000; −7,000; −8,000; −9,000; or −10,000. For example, a player could combine the wild card 110 with a negative numerical value card 200 that has a numerical value of −8,000 in a match, where the wild card 110 in the match represents a positive numerical value card having a numerical value of 8,000. Alternatively, a player could combine the wild card 210 with a positive numerical value card 100 that has a numerical value of 8,000 in a match, where the wild card 210 in the match represents a negative numerical value card having a numerical value of −8,000.

In some embodiments, only one wild card can be played to form a match. For example, if a player uses a positive numerical value wild card 110 in a match, then that player must use a negative numerical value card 200 with an actual numerical value on it and vice versa. That is, a positive numerical value wild card 110 cannot form a match with a negative numerical value wild card 210. When scoring a game or round, if a player is holding a negative numerical value wild card 210 when another player goes out (i.e., has played all of their matches), then the negative numerical value wild card 210 may be valued at −10,000. In some embodiments, if a wild card is discarded during game play, then that wild card is discarded into a discard pile that is separate from the discard piles containing the numerical value cards (100 and 200), and the discarded wild card cannot be picked up by other players during the remainder of the game play for that round.

As shown in FIGS. 6B and 7B, steal cards 120 and 220 each include a special rule indicator 113 and 213, respectively, that indicates that it is a “steal” card. During game play, a player may discard a steal card into a discard pile that is separate from the discard piles containing the numerical value cards (100 and 200), and the discarded steal card cannot be picked up by other players during the remainder of the game play for that round. Discarding a steal card 120 or 220 requires the player that discards the steal card 120 or 220 to steal the topmost positioned match cards of another player, and to place the stolen match onto the top of their own match piles. For example, referring to FIG. 3, if player 302a discards a steal card, then player 302a takes the top card from each of match piles 305a and 305b from player 302b, and places those cards into the match piles 303a and 303b (ensuring that the negative card is placed onto a positive and vice versa). If a player discards a steal card and there are no matches for that player to steal, then no action is taken. A player may discard a steal card when the player has not played any matches and, upon stealing a match, begin their match piles. After stealing a top match from another player, the thief (i.e., the player that stole the match) must give the victim (i.e., the player that had the match stolen) two cards from the thief's hand of cards. The two cards must include one positive numerical value card and one negative numerical value card. In some embodiments, the thief can give the victim a positive or negative numerical value card along with a special rule card. The thief can choose which two cards to give to the victim. For example, the thief may attempt to, strategically, give the victim two cards that the thief believes are undesirable to the victim. In some embodiments, the specific cards given by the thief to the victim are not disclosed to other players. In some embodiments, if the match stolen by the thief includes a wild card, then the numerical value assigned to the wild card for that match does not change. If, after playing a steal card, the thief has only two cards left and gives those two cards to the victim, then the round is over. All top match cards are subject to being stollen when a steal card is played, without restriction. Additionally, matches may be stolen multiple times in a row, and may be stolen back by the “original” victim player. If a steal card is the very last card that a player is holding and it is discarded, then no action is taken and the round is over. When adding a player's score, a player holding a steal card that is part of the negative numerical value card deck is valued at −5,000.

As shown in FIGS. 6C and 7C, trade cards 130 and 230 each include a special rule indicator 113 and 213, respectively, that indicates that it is a “trade” card. During game play, a player may discard a trade card into a separate pile from the discard piles containing the numerical value cards (100 and 200), and the discarded trade card cannot be picked up by other players during the remainder of the game play for that round. After discarding a trade card, the player must trade their top match cards with another player's top match cards. For example, referring to FIG. 3, if player 302a discards a trade card, then player 302a takes the top card from each of match piles 305a and 305b from player 302b and places those cards into the match piles 303a and 303b (ensuring that the negative card is placed onto a positive and vice versa), and player 302b takes the top card from each of match piles 303a and 303b from player 302a and places those cards into the match piles 305a and 305b (ensuring that the negative card is placed onto a positive and vice versa). If a player discards a trade card and there are no matches to trade with, then no action is taken. That is, a player may discard a trade card when they have not played any matches or when they have played matches but no other player has played matches. In either case, no action is taken upon discarding the trade card.

In one exemplary scenario, a first player has played two matches and their top match includes a card having a numerical value of 8,000 and a card having a numerical value of −8,000. A second player has a top match that includes a card having a numerical value of 1,000 and a card having a numerical value of −1,000. Upon one of the players discarding/playing a trade card, these two players trade (or swap) these two matches and place them on the top of their respective match piles. If a wild card is part of such a trade, then the numerical value of the wild card does not change. In some embodiments, all top matches are subject to trade without restriction. Matches may be traded multiple times in a row, and a player may trade back for a math that the player previously lost in a prior trade. If a trade card is the very last card that a player is holding and it is discarded, then no action is taken and the round is over. When adding a player's score, a player holding a trade card that is part of the negative numerical value card deck is valued at −5,000.

The special rule cards are not limited to these particular embodiments, and may include other cards, such as a “house rule” card where a player can define (or a group of players can agree upon) a special rule to be implemented upon play of the card. Also, the “wild card” may be assigned other rules that the rule disclosed herein.

Ending the Game

During the game play, the dealer tracks and records the score for each player, for each round. In some embodiments, a game includes three rounds, total. In other embodiments, a game includes less than three rounds. In still other embodiments, a game includes more than three rounds. At the end of the game, each player's score from each round in that game is summed to determine each player's final game score. The player with the highest final game score is the winner of that game. In some embodiments, if any of the players are tied at the end of the game, one or more additional rounds are played until one player has a higher final game score.

Additional Rules and Variations

In some embodiments, a game has at least two players. In some embodiments, a game has no more than eight players (e.g., from two to eight players). In other embodiments, the game has more than eight players.

In some embodiments, one person is designated as a dealer (and scorekeeper). In some such embodiments, the person that is the dealer remains the dealer throughout all rounds of the game. The dealer may deal, keep track of the player's scores, and monitor player compliance with the rules of the game. The dealer ensures that the game moves forward and mediates any arguments regarding play and rules. In some embodiments, the dealer is not allowed to also be a player in the game. In other embodiments, the dealer is one of the players in the game.

While the game described herein includes some cards and card piles that are maintained face-down (e.g., the draw piles and each player's hand), in other embodiments one or more of these cards are maintained face-up. In some such embodiments, each player and the dealer can view all of the player's cards and can view at least the top cards of the draw piles. Such embodiments may facilitate learning of the game, such as for beginners. In some such embodiments, the player's form the match piles in a distinct area within the play area to avoid confusion between the match piles and the other cards in the game (e.g., the player's hands, the discard piles, and the draw piles).

In some embodiments of the game, the players are permitted to talk, share commentary, warn other players of bad moves, and/or give advice or share tricks with other players. Thus, in some embodiments, there are no restrictions on talking amongst the players. Without being bound by theory, permitting discussion amongst the players may change the dynamics and strategic aspects of the game, and may have the tendency of slowing the pace of the game.

One skilled in the art would understand that the present card game can be computerized, such that the game can be played on a computer, mobile phone, or other such computing device. For example, the computer may play the role of the dealer in the game, presenting the play area and cards on a display device and allowing a human player to play the game via interaction with the computer using an input device (e.g., a keyboard, mouse, touchpad, or touchscreen). In some such embodiments, the computing device may include instructions for generating a computer player, such that a human player may play against one or more computer generated/simulated players. In some embodiments, the computerized embodiment of the game may include instructions that provide for multiple different human players to play together on a shared interface. For example, the multiple different human players may interact on a shared interface over the internet, with the shared interface being displayed on each user's display device as a graphical user interface (GUI). One skilled in the art would understand how to program a computer to execute the game play in accordance with the rules set forth herein. Thus, in some embodiments, the card game disclosed herein is a computer implemented card game. Such embodiments may include a computer including a processor and non-transitory storage medium (e.g., a hard drive). Executable instructions may be stored in the non-transitory storage medium. For example, the executable instructions may include instructions that, when executed by the processor, cause the computer to execute the game play in accordance with the rules set forth herein, including dealing cards, summing scores, tracking players scores, and determining a winner of the game. In some embodiments, the card game is in the form of a software application (App) that can be downloaded onto a device, such as a mobile phone or tablet computer. The game play area shown in FIG. 3 may be generated as a GUI in a computer-implemented version of the game disclosed herein.

Some embodiments include a game kit. The game kit may include one or more components of the game, optionally stored in a game box. The kit may include a deck of positive numerical value cards, a deck of negative numerical value cards, with each deck optionally including special rule cards. Each of these decks may be of a different color (e.g., the deck of positive numerical value cards may be blue and the deck of negative numerical value cards may be red). The different colors of the decks provide a visual indication of whether the card is of a positive or negative value. In some embodiments, the kit includes a board or mat that defines the game play area. For example, the board or mat may include designated areas for draw piles, discard piles, and match piles. The kit may also include one or more sets of game rules and/or strategy suggestions.

Two sets of exemplary game play rules are set forth below. One skilled in the art would understand that the game can be played with variations to some of the rules disclosed herein without departing from the scope of this disclosure.

Graphical Design with Value Indicators

FIGS. 8A and 8B depict positive numerical value cards 100 in accordance with some embodiments. FIG. 8A shows back side 101 of card 100, including graphics. The graphics include branding 199 (“CREBIBITS”), a bar graph 111 extending upwards from a bottom edge of the card (indicating the “positive” value of the card), and a logo 197. FIG. 8B shows a front side 107 of card 100, including graphics. The graphics include numerical value indicators 102, a bar graph 111 extending upwards from a bottom edge of the card (indicating the “positive” value of the card), and a plus sign (“+”) 109 indicating the “positive” value of the card. While only the “1,000” value card is shown in FIGS. 8A and 8B, each of the positive numerical value cards in the deck can have the same or a similar graphical design.

FIGS. 9A and 9B depict negative numerical value cards 200 in accordance with some embodiments. FIG. 9A shows back side 201 of card 200, including graphics. The graphics include branding 299 (“CREBIBITS”), a bar graph 211 extending downwards from a top edge of the card (indicating the “negative” value of the card), and a logo 297. FIG. 9B shows a front side 207 of card 200, including graphics. The graphics include numerical value indicators 202, a bar graph 211 extending downwards from a top edge of the card (indicating the “negative” value of the card), and a minus sign (“−”) 209 indicating the “negative” value of the card. While only the “−1,000” value card is shown in FIGS. 9A and 9B, each of the negative numerical value cards in the deck can have the same or a similar graphical design.

The cards disclosed herein are not limited to having the particular graphical design shown in FIGS. 8A-9B, and may include other graphics that are indicative of the numerical magnitude and direction (positive or negative) of the card. Also, the special rule cards disclosed herein may have the same or a similar graphical design. The graphical design helps players distinguish between the two decks of cards.

Although the present embodiments and advantages have been described in detail, it should be understood that various changes, substitutions and alterations can be made herein without departing from the spirit and scope of the disclosure. Moreover, the scope of the present application is not intended to be limited to the particular embodiments of the process, machine, manufacture, composition of matter, means, methods and steps described in the specification. As one of ordinary skill in the art will readily appreciate from the disclosure, processes, machines, manufacture, compositions of matter, means, methods, or steps, presently existing or later to be developed that perform substantially the same function or achieve substantially the same result as the corresponding embodiments described herein may be utilized according to the present disclosure. Accordingly, the appended claims are intended to include within their scope such processes, machines, manufacture, compositions of matter, means, methods, or steps.

Claims

1-59. (canceled)

60. An accounting card game, the game comprising:

a first deck including a plurality of first cards, wherein each of the first cards has a positive numerical value indicated thereon;
a second deck including a plurality of second cards, wherein each of the second cards has a negative numerical value indicated thereon;
wherein the number of first cards in the first deck is equal to the number of second cards in the second deck; and
wherein for each first card in the first deck of a positive numerical value, the second deck includes a second card of a negative numerical value of the same numerical magnitude.

61. The game of claim 60, wherein the first deck includes fifty first cards and the second deck includes fifty second cards.

62. The game of claim 60, wherein each card includes a numerical value indicated on at least one side thereof.

63. The game of claim 60, wherein the first cards are of a first color and the second cards of a second color, and wherein the first and second colors are different colors.

64. The game of claim 60, wherein the numerical values of the cards are monetary denominations.

65. (canceled)

66. The game of claim 60, further comprising a game play area, wherein the game play area defines locations for card placements.

67. The game of claim 66, wherein the game play area is a board or a mat.

68. The game of claim 66, wherein the game play area defines designated locations for placement of draw piles, discard piles, match piles, or combinations thereof.

69. The game of claim 60, wherein the first deck comprises first cards having numerical values of 1,000; 2,000; 3,000; 4,000; 5,000; 6,000; 7,000; 8,000; 9,000; and 10,000; and wherein the second deck comprises second cards having numerical values of −1,000; −2,000; −3,000; −4,000; −5,000; −6,000; −7,000; −8,000; −9,000; and −10,000.

70. The game of claim 60, wherein one side of each card includes a numerical value indicator and the other side of each card lacks a numerical value indicator.

71. The game of claim 60, wherein the cards are arranged into hands, draw piles, discard piles, and match piles.

72. The game of claim 60, wherein each of the first and second decks of cards include one or more special rule cards.

73. The game of claim 72, wherein the special rule cards include a wild card, and wherein a wild card from the first deck forms a match with a second card with any negative numerical value indicated thereon, and wherein a wild card from the second deck forms a match with a first card with any positive numerical value indicated thereon.

74. The game of claim 72, wherein the special rule cards include a steal card, wherein a steal card allows a player to steal a card match from another player.

75. The game of claim 72, wherein the special rule cards include a trade card, wherein a trade card allows a player to trade card matches with another player.

76. The game of claim 60, further comprising an instruction manual comprising rules, wherein the rules are rules for playing and/or administering the accounting card game.

77. The game of claim 76, wherein the rules comprise the following rules:

each player of multiple players is dealt a hand of cards, wherein each hand of cards includes multiple of the first cards and multiple of the second cards, wherein each player receives the same number of first and second cards as the other players, and wherein the number of first cards dealt to each player is equal to the number of second cards dealt to that player;
cards of the first deck not dealt are placed in a first draw pile, and cards of the second deck not dealt are placed in a second draw pile;
players sequentially: (a) draw a first card from one of the first draw pile or a first discard pile, or draw a second card from one of the second draw pile or a second discard pile; (b) optionally discard one or more card matches from the player's hand into a first match pile and a second match pile, wherein a card match is a card from the first deck of a positive numerical value and a card from the second deck of a negative numerical value, wherein the positive numerical value and the negative numerical value have the same numerical magnitude, wherein each card of a card match is placed into separate match pile, and wherein an order of cards within each match pile that includes multiple cards alternates between one of the first cards and one of the second cards; (c) discard a card from the player's hand into one of the first and second discard piles, wherein if the player drew a first card from the first draw pile or the first discard pile then the player must discard a first card into the first discard pile, and if the player drew a second card from the second draw pile or second discard pile then the player must discard a second card into the second discard pile;
a round of the accounting card game is over when one of the players has no cards left in that player's hand;
a round score for each player is determined by: (i) determining which of that player's match piles has a sum that is either a positive numerical value or is zero, wherein the sum of the match pile is determined by summing the numerical value of each card in that match pile; and (ii) subtracting the numerical value of all second cards, if any, in that player's hand from the sum; and
a winning player is the player having the highest round score.

78. (canceled)

79. An accounting card game, the game comprising:

a first deck including a plurality of first cards, wherein each of the first cards has a positive numerical value indicated thereon;
a second deck including a plurality of second cards, wherein each of the second cards has a negative numerical value indicated thereon, wherein the number of first cards in the first deck is equal to the number of second cards in the second deck, and wherein for each first card in the first deck of a positive numerical value the second deck includes a second card of a negative numerical value of the same numerical magnitude; and
a game play area, wherein the game play area defines locations for card placements including designated locations for placement of draw piles, discard piles, match piles, or combinations thereof.

80. A computer generated accounting card game, the game comprising:

a software application stored on a non-transitory storage medium, the software application including computer executable instructions configured to administer the accounting card game in accordance with the rules;
a processor configured to execute the computer executable instructions;
a graphical user interface;
wherein the computer executable instructions include: computer executable instructions to instruct the processor to generate and present in the graphical user interface a first deck including a plurality of first cards, wherein each of the first cards has a positive numerical value indicated thereon; computer executable instructions to instruct the processor to generate and present in the graphical user interface a second deck including a plurality of second cards, wherein each of the second cards has a negative numerical value indicated thereon, wherein the number of first cards in the first deck is equal to the number of second cards in the second deck, and wherein for each first card in the first deck of a positive numerical value the second deck includes a second card of a negative numerical value of the same numerical magnitude; computer executable instructions to instruct the processor to generate and present in the graphical user interface a game play area, wherein the game play area defines locations for card placements including designated locations for placement of draw piles, discard piles, match piles, or combinations thereof; and computer executable instructions to instruct the processor to administer the accounting card game in accordance with rules of the accounting card game.
Patent History
Publication number: 20220184484
Type: Application
Filed: Dec 15, 2021
Publication Date: Jun 16, 2022
Inventors: Jacqueline Jackson Livingston (Daphne, AL), James Gerard Hecker (Daphne, AL)
Application Number: 17/552,099
Classifications
International Classification: A63F 1/02 (20060101); A63F 1/06 (20060101);