There are various word-forming games on the market, some not consisting of playing cards. Many of these utilize objects such as plastic tiles containing letters and point values. Scrabble (trademark) is one example. In such games, players attempt to make words with their tiles, ultimately trying to use up all their tiles. Players then add up the point value of the letters they used in their words and record the numerical result. Other word-forming games may use a deck of cards containing letters of the English alphabet, also with a point designation. As in the tile games, players attempt to use all their cards to form a word or words before other players do. Again, they usually add up point values of letters in the words they formed to determine the score for the game. Quiddler (trademark) and Letras (trademark) are examples of these word-forming games. There is a trivia game, Linkee (trademark), consisting of multiple copies of cards with the letters L, I, N, K, and E on their face(s) and the purpose of that game is to gain enough cards to spell the word “Linkee.” However, these cards are gained solely by answering trivia questions and looking for “threads” or links among the various questions. Lastly, there are rather simple English alphabet card games targeted to young children for learning activities and games, for example, Dwyer U.S. Pat. No. 5,417,432. In conclusion, we know of no word-forming card game anywhere displaying such a complex, offensive and defensive strategy as the present invention described herein.
Conventional card decks of 52 cards can be used to play a large variety of games such as poker, hearts, solitaire, spades, or bridge. Most of these traditional games are played with cards with four suits displayed on the cards: clubs, spades, hearts, and diamonds. These cards also include face cards such as Jack, Queen, and King. All such games are enjoyable, challenging, and even educational. However, there is always great need for new and complex card games which can be learned and mastered, thus the basis for this present invention. This particular card game, premised on definition of the word BOBBLE, meaning “to move in an irregular motion (e.g., a bobblehead toy),” is about spelling the word BOBBLE with cards, wherein during play, entire players' hands may be “bobbled to the right or to the left.”
This game is an illustrative card deck specifically designed for implementation of offensive and defensive actions, which can either aid or hinder spelling of the word BOBBLE. It utilizes a card deck consisting (only) of multiple copies of 4 letters printed in different colors and 10 different types of action cards. As for the method of the invention, the players try to sequentially place cards on the table in front of them to spell BOBBLE using cards of the same color, but during play, they may also play their action cards offensively or defensively to thwart their opponents' attempts to also spell BOBBLE. As an example, the card, “BOBBLE RIGHT” requires all players to hand their entire hand of cards to the person on their right.
This card deck contains multiple copies of only four letters in the English language (B, O, L, and E) (
The method of the game is unique. First, all the Bobble Disaster card(s) are to be removed from the deck before the shuffle/deal. Seven cards are dealt to each player. Then the Bobble Disaster card(s) are added back to the remaining cards in the deck and shuffled (this will be the draw pile). The dealer places the draw pile in the center of the table and (also) creates a discard pile by turning over the top card of the draw pile and placing it next to the draw pile. Play commences clockwise unless someone plays the action card, “Reverse Order of Play.” The object of the game is to be the first to spell the word BOBBLE in cards of the same color on the table in front of the player. Players decide which color(s) to construct their puzzle of letters. The puzzle may be mixed colors at the beginning of the game, before deciding which color to zero-in on. The puzzle each player is trying to construct can be up to 10 cards laid out on the table in a row in front of the player. The winner of the game is the individual with BOBBLE spelled left-to-right, with the letters in consecutive order, anywhere within their 10-card puzzle. Two examples of a winning puzzle are presented in
Another very unique aspect of this game is what happens upon each player's turn. A player's turn consists of three actions each time such as: 1) Draw a card from the draw pile or draw a card from the top of the discard pile (top card only) and put it in your hand. Note: to then place one of these “drawn” cards in your puzzle counts as another separate action. When cards are placed in the player's puzzle, they must be laid down consequently, left-to-right. They can be manipulated or re-arranged later as an action. 2) Discard a card from your puzzle to the discard pile (i.e., remove a card from your puzzle). 3) Re-arrange the order of cards in your puzzle. 4) Play a specially-marked action card and do whatever the card says (e.g., Bobble left or right). A player can do any one of these above-described actions, even repeat the same action three times. For example, a player may choose to draw 3 cards from the draw pile, draw 3 cards from the discard pile, play 3 cards on their puzzle, play 3 different action cards, or mix it up, such as draw 1 card, play 1 action card, and change the order of cards in their puzzle, etc. As long as a player performs 3 actions during their turn, they may complete their turn without ever drawing from the deck or discard pile. A player can never exceed 7 cards in their hand AT THE END of their turn. Before ending their turn, they must discard enough cards to return to the 7-card maximum in their hand. Discarding from one's hand to the discard pile at the end of a player's turn does not count as an action. Play continues clockwise (unless someone plays the action card, “Reverse Order of Play”) until someone successfully spells the word BOBBLE in letters or wild cards of the same color on the table in front of them.
A search of prior art did not disclose any patents directly pertaining to the claims of the current invention; however, the following references were considered somewhat related: U.S. Pat. No. 1,727,800a relates to a deck of playing cards with specially colored edges (fringes).U.S. Pat. No. 821,781a relates to a variation of a standard deck of playing cards.U.S. Pat. No. 5,125,667a is a card game which uses a plurality of colors and face values with all the face values being odd numbers.U.S. Pat. No. 6,234,486b1 is a card game consisting of 62 cards, with letters of the English language on the face(s).U.S. Pat. No. 5,417,432 is an alphabet playing card deck of 56 cards, containing one letter each on the face(s). Directions with the cards do not specify any particular game to be played with these cards (that being left up to the players).