This present invention relates to apparatus and method for playing a turn-based game in the form of a plurality of cards to be played by two or more players.
In the past it has been known to develop games based on cards dealt to a plurality of players. In these prior art card games it has been known to place value indica on cards and to use the value indica as part of the game.
An object of the present invention is to provide a deck of cards for each player and rules for playing a game, the game relating to a competitive sport involving two or more teams or individuals, including football (also referred to as soccer), rugby, American football, baseball, ice hockey, field hockey, volley ball, cricket, basketball, golf, tennis or badminton for example.
In one embodiment of the invention, the game is based on football and is played by two players. Unless otherwise stated, the primary part of the present description is in relation to this configuration of gameplay.
In one embodiment of the invention, each deck consists of 56 cards. However, the invention is not limited to this embodiment and decks consisting of more cards or fewer cards may be used.
Each deck of cards comprises a plurality of cards, each representing a single, particular type of action, and a single number representing the ‘strength’ of the corresponding action on such card, referred to as the card's ‘Power Factor’. Both the action and the Power Factor of each card is indicated on the front side of the card.
The Power Factor of any card may be increased or decreased where certain conditions of gameplay have been satisfied. Within the present description, this variation of the Power Factor from the original number printed on the subject card is referred to as ‘Enhanced Power Factor’.
It is not essential to have any representation on the backs of the cards, although they may display other matter, such as the name of the card game, a pattern or illustration.
Each card is categorized into one of a plurality of categories of cards; one category of cards may be labeled as Possession Cards, a second category may be labeled as Defense Cards, and a further category may be labeled as Scoring Cards.
In one embodiment, the category of Possession Cards includes, but is not limited to, Dribble Cards, Pass Cards, Cross Cards and Fancy Footwork Cards; the category of Defense cards includes, but is not limited to, Tackle Cards, Intercept Cards and Save Cards. The category of Scoring Cards includes, but is not limited to Shoot Cards and Long Range Shot Cards. All of these cards and categories are not limited to such labels, and other labels may include rain, pitch invasion, offside, bicycle kick, diving header and similar labels.
Within the present description, a Scoring Card is referred to as a ‘qualified Scoring Card’where a player has satisfied the minimum requirements immediately before playing such Scoring Card, as described within.
Within the present description, the term ‘Possession Count’ refers to the number of Possession Cards consecutively and effectively played by a player. The Possession Count of any player will vary in accordance with the rules described herein.
Within the present description, in a Round, where a player in possession plays a Possession Card, and his/her opponent plays a Defense Card with a Power Factor equal to or greater than that of said Possession Card, then said opponent is referred to as having ‘effectively countered’ with said Defense Card.
Within the present description, in a Round, where a player plays a Possession Card with a Power Factor greater than that of a Defense Card played by his/her opponent, then said player is referred to as having ‘effectively played’ said Possession Card.
In accordance with the rules of the game, each Possession Card has a corresponding and appropriate Defense Card to be played against it. Further, the appropriate counter for a Dribble Card is a Tackle Card; the appropriate counter for a Pass Card is an Intercept Card; the appropriate counter for a Shoot Card is a Save Card; the appropriate counter for a Cross Card is an Intercept Card; the appropriate counter for a Fancy Footwork Card is a Tackle Card; and the appropriate counter for a Long Range Shot Card is a Save Card.
In one embodiment, at the beginning of the game, each deck of cards is shuffled. However, in a further embodiment, all players are provided with the option of arranging the cards in their respective decks so as to control (I) the order in which their respective cards may be drawn from the Draw Pile; and (II) their initial cards at hand.
In one embodiment of the invention, each player subsequently deals 11 cards to himself or herself, such cards referred to in this description as ‘cards at hand’. However, the invention is not limited to 11 cards at hand, and includes other configurations including 7 cards at hand or 5 cards at hand. Each player can only view his/her cards at hand. Each player is not to view any of the other players' cards at hand.
Each player then places the remaining cards face down to form a pile of cards called the Draw Pile. Each player is to have his or her own corresponding Draw Pile.
As stated, in one embodiment of the invention, each player is provided with a deck of cards; however, in a further and alternate embodiment, all players use a common deck and there is only one Draw Pile.
In accordance with the rules of the game, each Turn consists of a player placing one card face up into his/her own playing area, labeled as the player's Play Pile. Each player's Play Pile is separate from any other players' Play Pile(s), Discard Pile(s) and Draw Pile(s).
In each deck there can be a plurality of each possession card 100 each containing different power factors.
The game starts with one of the players being selected to begin play. This process of selection may include the simple tossing of a coin for example.
At any point in the game, each player must be in one of two states of gameplay-‘possession’ and ‘non-possession’, reflecting the state of possessing the ball in the real sport. A player must be ‘in possession’ to score.
Within the present description, when a player is in the state of possession, he/she is described to be ‘in possession’ or have ‘gained possession’. Similarly, when a player is in the state of non-possession, he/she is described to be ‘not in possession’ or to have ‘lost possession’.
For each Round in the game, only one player shall be in possession; the opponent to said player is not in possession.
For any Round, when a player is in possession, the following is applicable to said player: (I) said player is to be the first to play his/her Turn before all other players, (II) said player is provided with the option of playing a Shoot Card where one is available at hand and where said player has a Possession Count of 2 or more, (III) said player is provided with the option of playing a Long Range Shot Card where one is available at hand and where said player has a Possession Count of one or more, (IV) continuing possession by playing a further Possession Card, and (V) losing possession.
A player gains possession where said player is in a state of non-possession and all of the following has occurred: (I) said player plays an appropriate defense card 200 against that of a Possession Card 100 or Scoring Card 300 played by opponent, and (II) said defense card 200 has Power Factor greater than of said Possession Card 100 or Scoring Card 300.
Further, a player gains possession where said player is in a state of non-possession and any of the following has occurred: (I) opponent plays a Defense Card 100, or (II) opponent plays an unqualified Scoring Card 300.
A player in possession loses possession where any of the following has occurred: (I) said player plays a Possession Card 100 or Scoring Card 300 that is countered with an appropriate Defense Card 200 with a Power Factor greater than that of said Possession Card 100; (II) said player chooses to play a Defensive Card 200; (III) said player plays a Scoring Card 300 when he/she is not qualified to do so. In the event of (II) or (III) above, a new Round is started immediately with the opponent to said player being in possession.
As an example, where Player A is in possession and plays a Pass Card of Power Factor 4, and Player B then plays an Intercept Card of Power Factor 6, Player A loses possession. On the next Round, Player B plays first and has the option of playing any Possession Card at hand.
As a further example, where Player A is in possession and plays a Defense Card 200, then Player B immediately begins the next Round and is in possession.
A player in possession does not lose possession where said player plays a Possession Card 100 that is countered with an appropriate Defense Card 200 with a Power Factor equal to the Power Factor of said Possession Card 100; in such an event, the following applies: (I) said player maintains possession at the beginning of the immediate subsequent Round, and (II) the Possession Count of said player is set to zero.
In accordance with the rules of said game, every player has a Possession Count, dependent on the number of Possession Cards 100 consecutively and effectively played by said player while in possession. For every Round, a player who is not in possession will have a Possession Count of zero.
The Possession Count of a player in possession is increased by one at the end of a Round where said player plays a Possession Card 100 and said player's opponent counters it with any of the following: (I) a Possession Card 100, (II) an inappropriate Defense Card 200, (III) an appropriate Defense Card 200 with a Power Factor less than that of the Possession Card 100, (IV) a Scoring Card 300.
The Possession Count of a player in possession is set to zero at the end of a Round where said player plays a Possession Card 100 and said player's opponent counters it with an appropriate Defense Card 200 with a Power Factor equal to or more than that of the Possession Card 100.
As example, where Player A is in possession and, on two consecutive Rounds, plays a Pass Card 130 followed by a Cross Card 140, both of which are not effectively countered by Player B, Player A then has a Possession Count of 2 at the beginning of the following Round. Subsequently, if Player A plays a Pass Card of Power Factor 4 and Player B plays an Intercept Card of Power Factor 4, then Player A's Possession Count is set to zero at the beginning of the next Round, while Player A still maintains possession.
In the event that the end of any Round results in a player in possession having his/her Possession Count reset to zero, then all the cards in each player's Play Pile 402 is removed and is placed face upwards in said respective player's Discard Pile 406, as a result, there should be no cards located in the player's Play Pile area 402.
When a goal is scored by a player, said player's possession count is set to zero for the round immediately subsequent to the round in which said goal was scored.
In an alternate embodiment, a further numerical value is stated on each card, said numerical value referred to in this description as ‘Yardage Factor’. The Possession Count of the player in possession is dependent on said Yardage Factor of each Possession Card played. In this alternate embodiment, a player has to first attain a predetermined accumulation of Yardage Factors before he/she is provided with the option of validly playing a Scoring Card.
In one embodiment, in the event that a player in possession has a Possession Count of 2 or more at the beginning of any Round, said player is then provided with the option of playing a Shoot Card 310 if he/she has one available in hand. Further, in the event that a player in possession has a Possession Count of 1 or more at the beginning of any Round, said player is then provided with the option of playing a Long Range Shot Card 320 if he/she has one available at hand. Within this description, said Shoot Card 310 and Long Range Shot Card 320 are each described as a ‘qualified Scoring Card’. In a two player game, a Scoring Card 300 is played only against the player's sole opponent.
As an example, if Player A plays a Pass Card 130 and a Dribble Card 110 on two consecutive Rounds, both of which are not effectively countered by Player B, then Player A has a Possession Count of 2 at the beginning of the subsequent Round and is provided with the option of playing a Shoot Card 310. If Player A then chooses to play another Pass Card 130 which is not effectively countered by Player B, then Player A still has the option of playing a Shoot Card 310 on his/her next Turn. Player A will continue having the option of playing a Shoot Card 310 so long as he/she maintains a Possession Count of 2 or more; if Player A loses possession, this option is no longer available to Player A until he/she once again, manages to attain a Possession Count of 2 or more.
The Power Factors 314 and 324 of Shoot Card 310 and Long Range Shot Card 320 will be enhanced and increased by two or any other predetermined number where any Cross Card 140 or Fancy Footwork Card 120 is effectively played by the scoring player in the Round immediately before the said Shoot Card 310 or Long Range Shot Card 320 is played. For example, if a scoring player effectively plays a Dribble Card 110, a Cross Card 140, and a Shoot Card 310 of Power Factor 7, the Enhanced Power Factor of the Shoot Card is 9, that is, 7+2. As a further example, if a scoring player effectively plays two consecutive Fancy Footwork Cards and a Shoot Card of Power Factor 3, then the Enhanced Power Factor of the Shoot Card is 5, that is, 3+2.
Further, the Power Factor 314 of a Shoot Card 310 may be enhanced and increased by two for every consecutive Possession Card 100 effectively played by the scoring player beyond the minimum requirement of the two Possession Cards. Similarly, the Power Factor 324 of a Long Range Shot Card may be enhanced and increased by two for every consecutive Possession Card effectively played by the scoring player beyond the minimum requirement of one Possession Card 100.
As an example, if the scoring player effectively plays three consecutive Possession Cards 100 in the Rounds immediately before he/she plays a Shoot Card of Power Factor 4, then the Enhanced Power Factor of the Shoot Card is 6, that is, 4+2. Similarly, if the scoring player effectively plays five consecutive Possession Cards 100 in the Rounds immediately before he/she plays a Shoot Card of Power Factor 4, then the Enhanced Power Factor of the Shoot Card is 10, that is, 4 +6.
A qualified Scoring Card 300 can be countered by an opponent's Save Card of greater Power Factor, resulting in the score attempting player's Possession Count being set to zero, possession being given to the opponent and resulting in no goal being scored. If a Save Card of equal Power Factor is played against a qualified Scoring Card 300, then no goal is scored but possession is retained by the player playing the qualified Scoring Card 300 and said player's Possession Count is set to zero.
A player's deck may include one or more Star Player Cards 700, said card categorized as any of a Possession Card 100, a Defense Card 200 or Scoring Card 300.
A Star Player Card 700 (
As example, where Player A is in possession and plays a Pass Card, Player B may play a Star Player Card 700 and state that said Star Player Card 700 is to be played as an Intercept Card.
The game can be divided into two parts or halves. If only two players are involved in the game, then the player who did not start the first half will start the second half. If more than two players are playing the game, then the player to begin the second half can be selected randomly.
Each half ends at the end of the Round when any one players' Draw Pile is fully depleted and is empty of cards. Alternatively, each half can end when any one player depletes all of his/her cards, including his/her cards at hand and all the players' cards are situated in the Discard Pile.
The game ends when all designated part(s) or halves have been played in full.
Where a goal has been scored, the scoring player can awarded one goal. At the end of the game, the player recorded with the most number of goals is declared the winner. In the event that an equal number of goals are recorded, then a draw is declared.
Alternately scoring can be recorded where a goal has been scored, all the Power Factors of all the Possession Cards consecutively played by the scoring player immediately before the said goal (including the Power Factor of the Shoot Card played to score the goal) are added together, and the final total is awarded to the scoring player. As an example, if the scoring player played three consecutive Possession Cards of Power Factors 3, 2 and 5, and then effectively played a Shoot Card of Power Factor 8 which resulted in a goal, such scoring player would be awarded 18 points. At the end of the game, the player recorded with the most number of points is declared the winner. In the event that an equal number of points are recorded, then a draw is declared.
The invention can be played by more than two players. All players are simultaneously in possession for all Rounds. Within all Rounds, all players are provided with selecting any one of the following options: (I) playing a possession card; (II) playing a Defense Card 200 and selecting which player said Defense Card 200 is to be played against, (III) playing an unqualified Scoring Card 300, or (IV) playing a qualified Scoring Card 300 wherein said player will be allocated a goal if said Scoring Card 300 is not effectively countered.
Players can be grouped into teams of equal size, with each team playing against all remaining teams.
In an alternate play method, only one player has possession and the remaining players are not in possession. A player who first plays a card that effectively counters the card played by the player in possession resultingly gains possession.
Related applications: This application claims priority under 35 USC 119 to co-pending provisional application 60/784,802 filed Mar. 22, 2006 and Titled: Card Game.
Number | Date | Country | |
---|---|---|---|
60784802 | Mar 2006 | US |