1. Field
The subject invention relates to an electronic card game, components of the electronic card game and methods associated with the electronic card game.
2. Related Art
Collectable card games have become increasingly popular. These card games are strategy games using cardboard cards and a set of rules for playing the game with the cards. Typically, each player buys randomly arranged card packages (sometimes called boosters). The cards can be traded with other players to form a synergic combination, which is used in the game to fight other players. Exemplary card game brands include “Magic,” the “Gathering,” and “Yo-Gi-Ho!” While these card games offer a basic strategic game at a relatively low cost (˜10), the games are relatively complex and difficult to master. Players are required to understand and remember the complex game rules, perform many calculations and remember many ritual-like actions in order to maintain the game.
Board games, such as, Monopoly, Risk, Clue, Axis & Allies, Settlers of Catan and Twilight Imperium, are popular among board game players. Board games vary in complexity from simple to extremely difficult and therefore appeal to different tastes, and typically cost from about $10 to over $100. These board games, however, lack the action stimulus of video games and, therefore, are less successful with today's children. In some of these board games, the playing strategy is complex, managed by an extensive and convoluted system of rules described in long manuals. Most board games are more time consuming then other entertainment solutions and average well over an hour of playtime and can even reach four hours for some of the strategy board games. As the game becomes longer, the moments for climax and excitement are delayed, making it harder to compete with the instant satisfaction of video games.
Gaming consoles are powerful computers that have advanced graphic processors for playing video games. The latest gaming consoles also have Blu-Ray drives, support wireless communication and have a connection to the internet. The consoles are connected to a television screen, and the games are activated by a set of controllers connected to the consoles. The leading consoles in the market today are Sony PlayStation 3, Microsoft Xbox 360 and Nintendo Wii. The games vary in type and are sold separately for each gaming console system on disks. The consoles are very expensive, ranging from $350 for Wii and up to $700 for the most powerful version of PlayStation 3, and the games, which are individually purchased, typically cost at least $50 each. Most of these games are either solo games (one player) or side by side games (two players both stare into the same screen or play in the same virtual environment through the web). That is, there is no direct human interaction and no real social value when players play these games. The size of the consoles, and the need for a television screen and an electrical outlet make these devices stationary and limit their use to home environments only.
Handheld gaming devices are small, portable versions of the gaming consoles. These handheld devices typically have a small LCD (liquid crystal display) screen, a set of control buttons and an internal rechargeable battery. Some of these devices support IR (infrared) connection, wireless communication, a touch screen, music/movie playing capabilities and various add-ons. The leading examples are the Nintendo Double screen (DS) and the Sony PlayStation Portable (PSP). The price of these handheld devices typically ranges from $˜120 for the DS to over $˜150 for the PSP, and a single game typically costs $20-50. While the games are portable they are typically limited to single player games in which the user stares at the display (i.e., without any social interaction).
Attempts have been made to create an interactive card game that combines the collectible cards with the gaming consoles. To play these games, a card reader is required as an add-on to the gaming console. The card is inserted into the card reader, which reads the card and uploads the data into a video game that is no different from other video games played on the gaming console, except for its ability to modify the game with cards. Thus, these combined card/gaming console interactive card games suffer from the same drawbacks as the gaming consoles.
The following summary of the invention is included in order to provide a basic understanding of some aspects and features of the invention. This summary is not an extensive overview of the invention and as such it is not intended to particularly identify key or critical elements of the invention or to delineate the scope of the invention. Its sole purpose is to present some concepts of the invention in a simplified form as a prelude to the more detailed description that is presented below.
According to an aspect of the invention, an electronic card game is described. The electronic card game is configured to store the rules of the game, parameters of the game, and monitor user inputs to provide an improved gaming experience. Advantages of the electronic collectible card game include, for example, the portability of the game platform, the variety of games playable with the electronic game system, the knowledge of the game stored in the electronic card system, the variety of strategy levels available for game play and the improved social interaction.
According to an aspect of the invention, an electronic card game system is described that includes a master controller; a plurality of bases, each of the plurality of bases connectable to the master controller or one or more of the plurality of bases; and a plurality of cards, each card connectable to respective ones of the plurality of bases.
Each of the plurality of bases may include a processor operable to receive a transmission from another base and relay the transmission.
Each of the bases may include connectors configured to receive power from the master and concurrently or alternatively receive power from another base.
Each of the plurality of cards may include an identifier readable by the bases.
Each of the plurality of bases may include an identifier reader to read the identifier on each of the plurality of cards and wherein the base is configured to relay the identifier to the controller.
The identifier may be one of optical, resistive paint an RFID tag and conductive shorts.
The master controller may store at least one of data regarding each of the plurality of cards and rules for playing the electronic card game.
The bases may be configured to at least one of relay game commands to the master controller, receive the game commands and calculates consequences and indicate consequences audibly, visually, or audibly and visually.
According to yet another aspect of the invention, a master card for an electronic card game is described that includes a rules data memory to store a plurality of rules for the electronic card game; a parameter data memory to store parameter data regarding each card associated with the electronic card game; and a game engine coupled with the rules data memory and the parameter data memory to: detect slave cards coupled with the master card, receive parameter information from the slave cards, receive card identification information from the slave cards, receive user input data from the slave cards, process the user input data using at least one of the plurality of rules and the parameter data, identify a result, and issue an indication of the result.
The game engine may further transmit the result to at least one of the slave cards.
The master card may further include a communications link coupled with the processor, the communications link configured to allow for communication between the master card and the slave cards.
The master card may further include a communications link coupled with the processor, the communications link configured to allow for communication between the master card and an external computing device and wherein the external computing device is selected from the group consisting of a personal computer, a server and a mobile device.
The master card may further include a user interface coupled with the game engine, the user interface configured to receive user input wherein the user interface comprises at least one button.
The user interface may include an indicator to provide information to a user, and the indicator may include a visual indicator, an audio indicator or a visual indicator and an audio indicator.
According to a further aspect of the invention, a slave card for an electronic card game is described that includes a housing configured to receive a playing card; an identification reader in the base structure to identify the card; a plurality of electrical connectors to electrically connect the base structure with a master controller or another base structure; and a user interface on the base structure.
The slave card may further include a processor structured to communicate with the master controller.
The user interface may include one or more of at least one button and a plurality of indicators, and the plurality of indicators may include visual indicators, audio indicators or visual indicators and audio indicators.
The identification reader may include one or more of an optical reader and electrical contacts.
The electrical connectors may include at least a power line and a data line.
The playing card may include an action figure.
According to another aspect of the invention, a master card for an electronic card game is described that includes a housing; a controller in the housing; and a plurality of electrical connectors coupled with the controller, the plurality of electrical connectors to electrically connect the master card with a plurality of bases, the electrical connectors configured to supply power and data to the bases.
The master card may further include a user interface on the housing.
Each of the plurality of electrical connectors may include at least a power contact, a ground contact and a data contact.
According to yet another aspect of the invention, a system is described that includes a plurality of cards; a plurality of bases, the plurality of cards configured to be coupled with a respective plurality of the plurality of bases; a master controller, the plurality of bases configured to be coupled to the master controller, the master controller configured to exchange data with each of the plurality of bases, and wherein the plurality of bases are configured to receive user input at one of the plurality of bases and communicate the user input to the master controller, and wherein the master controller is configured to process the user input at the master controller based on at least one rule stored at the master controller to determine a result and provide an indication of the results
The master controller may transmit the result to at least the one of the plurality of bases.
Each of the plurality of cards may include an identification code and wherein each of the plurality of bases comprises an identification reader.
The master controller may include a user interface and each of the plurality of bases may include a user interface, the plurality of bases configured to receive the user input at the user interface of the plurality of bases.
According to a further aspect of the invention, a playing card is described that includes a planar card; an identification code on a surface of the card; and a graphical design on an opposite surface of the card.
The identification code may be optically recognizable or include conductive shorts.
The graphical design may include game data associated with the playing card.
The identification code may be configured to provide data about the playing card to a master controller coupled with the playing card.
The surface of the card having the identification code may further include a graphical design.
The accompanying drawings, which are incorporated in and constitute a part of this specification, exemplify the embodiments of the present invention and, together with the description, serve to explain and illustrate principles of the invention. The drawings are intended to illustrate major features of the exemplary embodiments in a diagrammatic manner. The drawings are not intended to depict every feature of actual embodiments nor relative dimensions of the depicted elements, and are not drawn to scale.
An electronic game platform that allows a user to play a collectible card game without having to memorize all of the game rules or perform tedious calculations is described. The electronic game platform includes a master, bases that are connectable with the master or one or more other bases, and collectible cards insertable into the bases. The electronic game platform may also, optionally, include expandable memory cards, a personality module, a game website, and the like. The cards include an identifier which is readable by the base. The base transmits the card identifier information to the master, which creates a game plot according to the game rules, base position, card attributes and player feedback. The electronic game platform can support many different games by updating the software at the master and different content by changing the playing cards. The electronic game platform promotes direct social interaction during the game, in addition to the social interaction associated with exchanging cards before and after the game.
In one embodiment of the present invention, the game includes a plurality of cards 1. Each card 1 may be about half a centimeter thick. Each card may include a controller, one or more communication devices, user input devices such as push buttons, sound producing devices, and one or more light emitting diodes or LCD or similar display methods.
The cards 1 are configured to be laid out such that the cards 1 can be joined with other cards. In one embodiment, the cards 1 are rectangular and can be located on a bi-directional pattern adjacent to each other, or in a 3-D implementation. The cards may include a controller and communication devices.
The communication device(s) 12 on a card 1 may either use an optical, radio frequency and/or direct contact communication (ohmic) link to communicate with a corresponding communication device 12 on a second card nearby. Communication devices of sufficiently small dimensions to fit on or within a card are well known in communications. For example, the communication device may include a LED as an optical transmitter, a photo sensor as a receiver, and single chip coder/decoder to: (1) convert outbound data into modulated electric pulse to drive the LED, and (2) to convert the output of the photo sensor into an inbound data stream.
In the embodiment as illustrated, the electronic card 1 is square shaped, this allowing to connect cards by placing them close to each other in two dimensions, as further illustrated in
The sound generator can be installed in all the cards or in only some of the cards.
Electrical power can be transferred between cards. Data and power can be transferred over common pins between cards.
The cards may further be configured for connection to a personal computer for control, upgrade and/or sound generation.
In one embodiment, each card 1 has a controller and there are interactions between cards to form a distributed computer system as the cards are placed next to each other. There is no central controller in one embodiment of the game. In another embodiment, one card is the master, its controller controlling the game, whereas the other cards are slaves with minimal computing power. The latter (master/slave) structure is further detailed with reference to
Throughout the present disclosure, it is to be understood that, unless otherwise stated, the game methods and game structure embodiments may apply to both of the two above-detailed embodiments.
In one embodiment, memory is only installed in the master card. In another embodiment, memory is also installed in slave cards. This may increase the cost of the slave cards, however it may enable each card to preserve its individual status, which may change during the game. Conversely, the master may have memory, and the bases are configured to transmit a card identifier form the card to the master.
The controller 171 may receive a user input in the form of an electric signal produced when a user engages a button 13 on the card. Electric buttons/inputs/actuators 13 are well known, and any such device, known today or to be devised in the future, may be used with the present invention.
Upon engaging a button 13 on a card 1, a signal to the controller 171 may activate the controller 171 and may cause the controller to produce a communication signal in accordance with some predefined logic or rules. The communication signal may be transmitted by one or more of the card's communication device(s) 12.
In addition to transmitting communication signals to other cards, the controller 171 on a first card 1 may also receive a communication signal from a controller on another card. The other card may or may not be the same card to which the first card transmitted a communication signal. In some embodiments, a card will both transmit and receive data when a user activates the controller.
Each card may transmit information to the master card, which controls the game serving as its “brains”. As each player pushes a button on a first slave card to indicate an attack, then on a second slave card to designate its target, the apparent impression is of communications between the two slave cards. Actually, each slave card relays the input information to the master card, which decides the outcome of the move and activates output devices accordingly. The players, however, get the impression of direct interactions between two slave cards.
The communication signals exchanged by two cards 1 may relate to any one of a number of possible transactions permitted in the course of the game. For example, the data exchanged may represent digital money, personal contact information, game-related data, etc. Information relating to, or derived from data received by a card may be stored on the card's non-volatile memory or on a master card's memory.
The exchanged data may be used to determine the location of the cards with respect to each other. In one embodiment, this determination is made at the master card. The location of the cards may be used, together with the rules of the game, to decide the outcome of each move, successes and losses of players, and to declare the winner.
A card may also include one or more light emitting diodes (LED) 14 and one or more sound producing devices 15 (e.g. piezoelectric speaker). The LED 14 and/or sound producing devices 15 may be activated by a card's controller 171 to communicate with a user. Information relating to the condition of the card 1 and information relating to the status of a transaction with a second card 1 may be communicated to a user of the card as a series of lights flashes and/or sounds.
In one embodiment of the present invention, each card 1 may represent a character in a role-playing game such as Dragons and Dungeons.
Statistics and/or status information about a character may be stored on a card's non-volatile memory 172. The game logic for the role-playing game may be contained in the controller 171 and/or the non-volatile memory 172.
When using a master/slave embodiment, a slave card may include generic base card which holds and supports a detachable cover card. In this case, the cover card provides two elements: (1) graphics which exclusively expresses and describes a specific character, one out of hundreds or thousands characters; and (2) a corresponding electronic (coded) description thereof that can be identified by any slave card when attached to it.
The base card may be about 3 mm thick, and the detachable cover card may be thinner, about 1 mm, or about ¼ to 1 mm thick for example.
Examples of possible embodiments of the game: (1) the slave cards each contains a personality of that card; and, (2) the slave bases are generic and identical, however they allow for mounting coded detachable thin cover cards thereon, with the detachable cover cards storing each a unique personality and/or features.
The codes in the cover cards and slave cards may include a bar code, electrical contacts, a smart card, resistivity, mechanical lugs, etc. Various codes, e.g., a 10 bit or 32 bit code may be used.
A sound generator 15 is located in the master and/or slave card, to emit sounds into the ambient. A communications devices 12 may be located within the card 1.
The electronic controller 171 may include a controller, microcomputer, microcontroller, etc. or the like to control the operation of the device, the interaction with the user through LEDs 14 and speakers 15, and the communications with other cards through the communications devices 12.
The memory 172 may include, for example, one or more of RAM, ROM, EPROM, EEPROM, Flash memory, etc. In one embodiment, the memory may include a replaceable module with additional programs and/or description of the character emulated in each slave card or detachable thin cover card. The characteristics of that character may be changed by replacing the memory card. A nonvolatile memory is required in this case.
A battery 173 provides electric energy to the card(s), and may be a rechargeable battery, with provisions for charging from a wall outlet, USB port, etc. The battery 173 is optional—electrical energy may be supplied from an adjacent card, or from one card to all the other cards connected together to form the game. A battery in each card saves the need to transfer power between cards, however using a common source of energy saves the need to periodically replace or charge a plurality of batteries and more—it lowers significantly the cost of each slave card and makes it even more affordable to the user.
A substrate 16 may be made of paper, cardboard, plastic, wood or another material.
As two or more cards 1 are brought into proximity with each other (as shown in
An example of a possible game method is detailed below (a game logic table), which may be used to implement a role-playing game on a series of cards according to one embodiment of the present invention.
The information stored on a card's non-volatile memory may include such parameters as the card's inherent value or strength in certain areas. For example, on a card representing a “Prince Character”, the card may store different values in different memory areas representing different game-related attributes such as for example: fighting=5, commerce=7, charm=15, etc.
Components of the game in this example: 1. One master card; 2. Five slave cards for each player. Each slave card may accept any of tens of detachable thin cover cards, each coded with specific characteristics.
Examples of two game configurations: 1. Each personality is fixedly attached to a slave card or in other words: each slave card holds non separate personality as a part of it. 2. The detachable thin cover cards are separate from the slave cards and may be attached to slave cards by the players. In both configurations: Each time a slave is connected to the game, its code is transferred to the master card, which recognizes it and continues the game accordingly. Both the slave characteristics and its location affect the game.
1. The game may be played by one or more participants. The game may include a plurality of rounds, with a turn for each participant in each. Between the rounds, additional activities may be allowed, for example adding or removing cards from the game, thereby changing its configuration.
2. At the beginning of each game, a setup procedure is performed. Each player may add one or more cards to the game board. The game parameters are set up, including various values such as the number of players, etc. The initial values may include by default the values of the previous game. The master card may automatically recognize the game configuration by communicating with the other cards connected in the game. Each card allows signals to communicate between cards adjacent thereto, such that all the cards are functionally connected.
3. The master card detects any addition of a new card and automatically proceeds to the next player. A voice indication may acknowledge the card connection. Pressing the “Start” button on the master card starts the game.
4. During the game, each player can only operate cards during his turn. There may be a predefined time period allocated to each player. After each player's turn, the game points to the next player. Alternately, a dedicated button switches the system to the next player.
5. Each card may have a set of parameters, defining its status. At the beginning of the game, each card may be set to a default value. At some cases, a card may be declared dead or inactive. In this case, a corresponding indicator is activated, for example a LED turning OFF. An inactive card will not respond to a participants commands, however it remains active electronically, for example to relay signals between adjacent cards or to be reactivated by the master card. It may participate in display effects as initiated by the master card.
6. After each round in the game, according to the rules of the game as stored in the master card, players may have an opportunity to add cards, replace cards or activate dead cards. The rules may forbid removal of cards, permitting only their replacement. The master card supervises the activities performed by the participants, including the activation of each card, as well as cards removals, additions or replacements. If a forbidden activity is performed, the master card will give an adequate indication and may activate/deactivate each card according to the rules of the game.
7. The system may distinguish between card additions during setup versus additions between rounds, and may activate different routines in each case. In the former case, the parameters in all the cards may be set to their default values, whereas in the latter case only the additional cards may be set to their default values. A card being reactivated may return to its last known state, with its corresponding values.
8. The topology of the game (the location of the cards relative to each other) affects the operation of the game. The parameters affected by the topology may include the game speed, the routines activated, the relative performance of characters, etc. Thus, the game method is topology-sensitive.
9. The game is finished when only cards belonging to one player remain active on board, or when the Master Card is “captured” by one of the players, or when all the player's cards become inactive. Other criteria for game end may be defined as well.
10. The game may include various sound and/or visual effects, which may be activated from the Master Card, responsive to player's actions. Such effects may include concurrent activation of display devices in a plurality of cards, and/or concurrent generation of sounds in various cards. Such effects may dramatically enhance player's involvement in the game and their pleasure therein.
Game Method #2
1. Setting up the game by connecting cards to each other in a bi-dimensional pattern. The cards may correspond to one or more participants.
2. Initial system set-up. The master card communicates with all the connected cards, learning the present topology. The rules of the game may include fixed rules and additional rules defined by the topology. Alternatively, the actual rules of the game are affected by the topology.
3. Playing the game, wherein each player in his/her turn activates controls in one or more cards.
4. The master cards responds to each player's actions by: a. checking their compliance with the rules of the game, accepting legal actions and rejecting illegal actions. b. responding to acceptable actions with audio/visual responses and/or changing the status of the various players and their cards, according to the rules of the game.
5. Playing the game, wherein each player in his/her turn adds, removes, activates and/or deactivates their cards.
6. The master card responds to each player's actions by: a. checking their compliance with the rules of the game, accepting legal actions and rejecting illegal actions. b. responding to acceptable actions with audio/visual responses and/or changing the rules of the game and the status of the various players and their cards, according to the rules of the game.
7. Repeating steps 3 to 6 until a winner is declared, according to the rules of the game.
In addition to storing a card's inherent value(s), the non-volatile memory may also be used to store data related to a card's condition, score and/or status. For example, in the context of a money card, the non-volatile memory may store digital data representing digital currency.
In the context of a game card, using Dragons and Dungeons for example, the non-volatile memory may store a card's score. For example, if a particular card has a history of many favorable engagements with other cards, and thus has collected many points during each engagement, the large number of points collected by a card may be stored in the card's memory. Conversely, if a card has been engaged in a number of losing engagements with other cards, the low score may also be stored in the card's non-volatile memory. The low score may be stored in the master card, which will identify each coded slave card to join the game. In this case, there is no need to store game information in the slave cards.
The male contacts 124 may be spring-loaded, to allow easy assembly of cards together, wherein these contact protrude into their female counterparts 125. The three contacts may include Ground, In/Out communications and electrical power (DC), respectively.
The electrical power contact is optional, in case it is desired to transfer electrical between adjacent cards, or from one card to all the other cards connected together to form the game. It is not needed when a battery is included in the slave, or when the data contact is also used to transfer power.
The illustration on the upper side of the card 1 may refer to the character emulated by that card, etc. Furthermore, the upper side of card 1 may also include manual input devices, a display, a sound generator, etc.
In one embodiment, there are two basic types of cards, the master card and the slave card. The master card controls the game, communicating with all the slave cards. Slave cards may include each a detachable thin cover card. The game parameters stored in the master and/or in the slave cards may include the characteristics of each slave card.
An Example of a Game Logic Table
Each slave card or detachable thin cover card may have a unique identity number.
One of the cards may be a master card, including devices for communicating with the other cards and for controlling the game. In this case, the other cards may be slaves, controlled by the master card.
In one embodiment, each slave card is made of one piece. In another embodiment, each slave card comprises a base and a detachable cover, wherein the cover holds the identification and specific properties (e.g., personality, accessory, features, etc.) for the slave card.
Master card: belongs to one of the players and controls the game, communicating with all the slaves of all players equally. The master card may hold all the necessary hardware, software, processor, memory, loudspeaker, energy source, LED's, push buttons, etc., to manage and support the whole game. The master card has the same two dimensional size of the slave cards so it can fit in any location in the overall layout of the slave cards. The master card may be higher with respect to the slave cards, so it can contain all the elements described above to support the game.
Slave card: each belongs to one of the players; they are low cost, allowing players to accumulate a plurality thereof. The “personality” of each slave card is contained in the specific slave card itself, then it is no need for the detachable cover cards in the game.
Detachable thin cover card: each belongs to one of the players; they are very low cost, allowing players to accumulate easily a plurality thereof. In case the “personality” of each slave card is contained in the detachable thin cover card, the slave card would be generic, without uniqueness or any identification and is used only as a platform to hold and support the detachable thin cover card.
In this case, the detachable thin cover card provides two elements: 1. graphics which exclusively express and describe a specific character, one out of hundreds or thousands characters; 2. the detachable thin cover card holds corresponding electronic (coded) description thereof that can be identified by any slave card when attached thereto.
In one embodiment, the sound generator is only installed in the master card. Alternately, they may also be installed in slave cards.
The master card controls the game and declares a winner. It may activate or deactivate the slave cards and may generate the various sounds and visual effects. The power source is located in the master card, with power being transferred to the slave cards through interconnections therebetween.
The user can connect the master card to a PC to transfer voice files, upgrades from the manufacturer via the Internet or from media bought from a store. The customer can buy tiny memory devices from toy stores, for example, to be installed in the master card.
Electronic Card Game (ECG) Communications Protocol. The following is a short description of a communications method: The ECG protocol enables a low bandwidth, half-duplex data transfer over a network comprising a single Master and multiple Slave nodes connected to each other by point-to-point communication links (i.e. all links are electrically isolated; maximum one link is formed between any two nodes).
The number of maximal Slave nodes is limited only by the quality of communication links and the maximal acceptable delays. The specific types of the links (layer 1) is not important besides the fact that a “Start of byte” indication in the received data should be provided for higher layers. It is implied that each Slave node has also a bridging capability with rules specified by the ECG protocol.
Furthermore, the protocol is characterized by: 1) Hot Slave insertion/removal support, including position detection of the new cards; 2) Low propagation delays; 3) Robustness and high noise resistance; 4) Dynamic routing; 5) New cards authentication; 6) Encryption (optional).
Electronic Game Platform
An electronic game platform that supports an interactive card game is described with reference to
The electronic game platform recognizes the identity of each card in the game and creates a game plot according to the game rules, card attributes and player feedback. The electronic game platform manages the game mechanics, rules and calculations, so the player can concentrate on the challenges of decision making, strategy formation and the like. The electronic game platform can support many different games by updating the software and different content by changing the playing cards. The electronic game platform promotes direct social interaction during the game, in addition to the social interaction associated with exchanging cards before and after the game.
Master
With reference to
As shown in
The master 900 also includes hardware within the housing 902 to provide functionality to the master 900. As shown in
The microprocessor 1000 manages the game and controls operation of the bases connected to the master 900. The memory 1004, which may be RAM/ROM, stores the microprocessor program and temporary data. In one embodiment, the power supply 1008 is a battery or batteries with an optional power supply circuit. The battery may be a rechargeable battery, which may be recharged using a regular adapter or via a USB connection. The audio system 1012 generates audio indications and alarms. The visual system 1016 includes the LED's 916a-j that are used for game control and indications. The user input system 1020 includes, for example, pushbuttons, that are used for game control. The communication port 1024 is used for software downloads and data exchange between the master and external devices and the master and the bases.
The audio system 1012 may include, for example, an audio processor, serial memory with preprocessed audio samples, an amplifier, speaker/s, and an audio cavity+audio channels. In one embodiment, the audio processor is a DSP processor capable of polyphonic sound generation. In one embodiment, the processor reads highly compressed audio samples from the external serial memory and applies a decompression algorithm. The resulting analog signal is then amplified by the amplifier and transferred to speakers.
The communication port 1024 communicates with the bases and external computing devices according to a communication protocol. Exemplary communication protocols that can be used with the electronic game platform include, for example, ethernet (TCP/IP), SPI (Serial Peripheral Interface), I2C (Inter-Integrated Circuit), CAN (Controller Area Network), LIN (Local Interconnect Network), RS232, IEE1394 (FireWire), USB (Universal Serial Bus), 1-Wire, I2Net (Intelligent I/O Network), and the like.
The master may also include a memory card slot and a USB connector. The USB connector can be used as a power cable and/or for connecting to a computer to upload or download data to/from the web. The USB port may also be used to recharge the power supply 1008 (i.e., when power supply 1008 is a rechargeable battery). The memory card slot is configured to receive external memory cards. The external memory cards may, for example, enable the addition of new sound effects and rules upgrades supporting the new card releases. The memory cards may be, for example, ROM (Read Only Memory) or Flash cards, which allow for download data from the game internet site and transfer of the data. The master 900 may also include an audio card slot to receive an audio card that enables audio support (e.g., sound and functionality) using the master 900.
With reference to
Bases
As shown in
The base 1100 has a housing 1102 that includes connectors 1104 to enable electric and physical connection to other bases or the master, an identification tag reader 1108 (see
The connector 1104 has electrical contacts 1120 on each side that connect the base 1100 to other bases and/or the master. In the illustrated embodiment, the base 1100 does not have an internal power supply; instead, the bases 1100 are powered by the master 900 via contacts 1120; it will be appreciated, however, that the base 100 may include an internal power supply (e.g., a battery). It will also be appreciated that the connector 1104 includes at least three contacts 1120: power (e.g., VCC), GND and Data; however, the connector 1104 may have more than three contacts.
In
In one embodiment, LEDs 1112a-e are configured to display a current level (e.g., life, energy, weapon, etc.). The LEDs 1112a-e may have different intensity levels (e.g., max power and half power) to display additional status information. The LED 1112f is configured to indicate a life level, and the LED 1112g is configured to identify an energy level. The LED 1112h is configured to identify a positive influence. For example, if the LED is lit permanently, three turns remain; if the LED is blinking with short OFF periods, two turns remain; and, if the LED is blinking with long OFF periods, one turn remains. The LED 1112i is configured to provide a negative influence in a manner similar to the positive influence LED. The LEDs may be provide other visual light effects that have other meanings. For example, if all of the LEDs are off, the card is dead or inactive.
In
When a card 1200 is inserted into the base 1100, the identification tag reader 1108 identifies the data about the card 1200 and transmits the data to the master 900. A user can select functionality or characteristics of the card (e.g., actions, weapons, etc.) to play the game by pressing the buttons 1116. The results and effects of each game action are presented by various combinations and sequences of LED 1112 illumination and/or audio feedback. It will be appreciated that the functionality of the user interface elements (e.g. pushbuttons 1116) may change when different cards are inserted into the base 1100. For example, in
In one embodiment, the game platform may include two types of bases: regular bases and accessory (or effects) bases. The regular bases are configured to hold character cards while the accessory bases are configured to hold the accessory cards. The accessory bases may, for example, only be connected at the periphery of the game board and designed to enable fast card insertion/removal. Thus, the accessory bases have only one electrical contact and may have fewer LEDs than the character bases. Alternatively, regular bases can be configured to receive accessory cards (i.e., insertion of an accessory card turns a regular base into an accessory base).
Cards
As shown in
In
As shown in
It will be appreciated that as shown in
Connection of Master Bases and Cards
The cards 1200 are connected to the base by attaching the cards 1200 to the top surface of the housing 1102 of the bases 1100 as shown in
When the card 1200 is inserted into the base 1100 or the base 1100 is connected to the master 900, the tag 1212 on the card 1200 is read by the reader 1108 in the base 1100. The tag reader detects card insertion and removal and identifies the card identification data. The tag reader may identify the card identification directly or indirectly. For example, if the tag is a resistor, the tag reader may measure the resistance value; in another example, if the tag is a resistor, the tag may measure the time of discharge of a capacitor connected to the resistor (i.e., a parameter proportional to the resistance value). When shortening configuration is used, the reader 1108 comprises several contacts corresponding to card contacts 1240. The base then identifies which of the contacts of reader 1108 are shortened, to thereby determine the identity of the card. The base 1100 transmits the data read from the card 1200 using the identification tag 1212 to the master 900, which converts the data into a card identification at the master 900. The master 900, therefore, knows the identity of each card 1200 in each base 11100.
The electronic game platform can be logically divided into up to six sub-networks (e.g., one for each side of the hexagonally shaped master).
In the embodiment of
Game Setup
After the cards 1200 are connected to the bases 1100 and the bases 1100 are connected to the master 900, the master 900 operates a game setup operation. The game set up operation includes power on, setting the game level, setting the number of players, selecting bases and adding bases. It will be appreciated that the set up operation may have different steps and may perform the steps in a different order than described herein.
The power on operation begins with a player selecting the pushbutton 912a on the master 900. In one embodiment, a game introduction announcement may be played by the master 900.
After the game introduction, the game setup operation may proceed to a setting the game level operation. Players may select a game level by pressing the pushbuttons 912b-c and the pushbutton 912d on the master 900. Exemplary game levels include: Level—1: long turns, long LED update periods, no reinforcements, and 25 sec turnout; Level—2: long turns, long LED update periods, reinforcements according to master notification only, and 20 sec turnout; Level—3: short turns, short LED update periods, reinforcements according to master notifications only, and 16 sec turnout; and, Level—4: short turns, short LED update periods, reinforcements at any time during the turn, and 12 sec turnout.
The game setup operation continues by setting the number of players. Players can select the number of players by pressing the pushbuttons 912b-c and the pushbutton 912d on the master 900.
The game setup operation then continues to a base selection operation. If no bases are connected to the master, the game setup operation continues to the base addition operation. The base selection operation allows each player to select his/her bases in the electronic game platform. After a player selects all of his/her bases, the next player selects his/her bases until all of the bases have been selected.
In the base addition operation, each player can add a new base during his/her turn. This base is automatically associated with the player that added the base. After all of the bases have been added and assigned to the players, the master 900 initiates the game play operations.
Game Play
The game is played in turns. During each turn, each player tries to defeat opponents by using the abilities of the character card or by inserting accessory cards. During each turn, the player “attacks” other bases or gets information about each base. In one embodiment, a player attacks other bases by choosing an attacking base, choosing a target base, selecting a weapon, and selecting a power level by pressing pushbuttons 1116a-c at the base 1100. The selections are transmitted from the base 1100 to the master 900. The master 900 considers, for example, the character's unique abilities stored in the parameter database, the rules of the game stored in the rules database, and the distance between the bases to determine the outcome of the action. Appropriate LED indications and/or sound effects at the base and/or master provide feedback to the players with each turn. During the game, the master 900 may also maintain a timeline of the game. The master 900 can use the timeline to adjust a character's abilities (e.g., a character may be stronger when it is younger because its physical strength is higher, a character may be stronger when it is older because its wisdom is higher, a character may be weaker when it is too young and/or too old, etc.)
The game ends when all the enemy cards are eliminated or all of the cards are controlled by a single player. In one embodiment, a typical game lasts between about 15-30 minutes, depending on the number of players and characters used. It will be appreciated that the duration of the game may be less than 15 minutes or more than 30 minutes.
It will be appreciated that the game setup and game play described herein are merely exemplary and that other methods of setting up the game and playing the game are envisioned.
Personality Module
The electronic game platform optionally includes a personality module. The optional personality module records user specific information and displays user information when required (including off-line information). The personality module may also be configured to support user-defined custom cards. The personality module may have a shape similar to the base 1100 and electrical contacts on only one side to connect the personality module to an edge of the game system (e.g., to an outlying base or a side of the master not connected to any bases). The personality module includes an internal battery and a display (e.g., an LCD having 2-3 lines with backlight) for displaying digits and characters. The personality module may also include a mini-USB port, or other connector, to directly connect the personality module to an external computer.
Internet Game Site
The game platform may also include an Internet game site accessible through an Internet browser on a personal computer (or PDA, cellular phone or other computing device having Internet accessible features). The computer may be connected to the master 900 to update the game (e.g., game rules, card attributes), etc, and/or to receive game data. For example, the Internet game site can be used to track player data and the results of games. The computer and master 900 may be connected through, for example, a USB connector, a wireless connection, etc. Alternatively, data may be transferred through a flash memory device.
In one embodiment, the Internet game site includes a background story, documentation (e.g., a full catalog of heroes and accessories), manuals, a demo of weapon activation including visual lights and sound effects, advertisements (e.g., previews of future cards and game options, expected release dates, competitions, shows etc.), a personal player page, a game demo with introduction to general game operation, audio tracks download support, a player's forum to answer questions and get player feedback, FAQ's, an online store, a store locator, a link to an owner's home directory, partner links, and the like.
In one embodiment, the personal player page includes personal data that is displayed to other players (nick name, photo or icon, etc.), a virtual card album, access to other players' albums, virtual cards exchange, access to a members' only area (articles, tips and tricks, etc.), a general players rating, an FAQ and members area, automatic updates, and the like. In one embodiment, the player's page is created automatically after registration. Players can add newly purchased cards to their virtual album.
Game Simulator
The game platform may also include a game simulator that is connectable to the master 900. The game simulator is software that runs on an external computer and enables development and testing of new game applications. The simulator can be used to define and test new cards, define and test new game applications, define and update new rules for existing applications, update and test the game engine, and the like.
Advantages
One exemplary advantage of the electronic game platform is that it provides a foundation for the implementation of potentially endless content and applications, aimed at different audience, age groups, and uses and even different physical interfaces. The electronic game platform can support both educational and entertainment applications, which can be adapted with a variety of types of cards as well as other types of collectable elements (e.g., 3D figures) that feature various story lines and/or franchises (e.g., Harry Potter, Disney themes, Superman, Star Wars, Spiderman, Pokemon, etc.). Another advantage is that the game rules and parameters are stored in the master. Thus, players are not required to memorize the game rules or perform tedious manual calculations or bookkeeping. Instead, players are able to focus on creativity and strategic intelligence. In addition, the electronic game platform provides improved social interaction. Players socialize during actual game play, but also before and after game play through the collecting and trading of the game cards. In addition, because the electronic game platform does not require a display screen, eye contact between players is not blocked, which paves the way for interesting social transactions that form alliances and bonds.
Unless specifically stated otherwise, throughout the present disclosure, terms such as “processing”, “computing”, “calculating”, “determining”, or the like, may refer to the actions and/or processes of a computer or computing system, or similar electronic computing device, that manipulate and/or transform data represented as physical, such as electronic, quantities within the computing system's registers and/or memories into other data similarly represented as physical quantities within the computing system's memories, registers or other such information storage, transmission or display devices.
Embodiments of the present invention may include an apparatus for performing the operations therein, such as the electronic controller 171 in
A computer program for implementing embodiments of the invention may be stored in a computer-readable storage medium, such as, but is not limited to, any type of disk including floppy disks, optical disks, CD-ROMs, magnetic-optical disks, read-only memories (ROMs), random access memories (RAMs) electrically programmable read-only memories (EPROMs), electrically erasable and programmable read only memories (EEPROMs), magnetic or optical cards, or any other type of media suitable for storing electronic instructions or data, and capable of being coupled to a computer system bus.
It should be understood that processes and techniques described herein are not inherently related to any particular apparatus and may be implemented by any suitable combination of components. Further, various types of general purpose devices may be used in accordance with the teachings described herein. It may also prove advantageous to construct specialized apparatus to perform the method steps described herein. The present invention has been described in relation to particular examples, which are intended in all respects to be illustrative rather than restrictive. Those skilled in the art will appreciate that many different combinations of hardware, software, and firmware will be suitable for practicing the present invention.
The present invention has been described in relation to particular examples, which are intended in all respects to be illustrative rather than restrictive. Those skilled in the art will appreciate that many different combinations of hardware, software, and firmware will be suitable for practicing the present invention. Moreover, other implementations of the invention will be apparent to those skilled in the art from consideration of the specification and practice of the invention disclosed herein. Various aspects and/or components of the described embodiments may be used singly or in any combination. It is intended that the specification and examples be considered as exemplary only, with a true scope and spirit of the invention being indicated by the following claims.
Number | Date | Country | Kind |
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PCT/IL2003/000810 | Oct 2003 | IL | national |
The present application is a continuation-in-part of U.S. application Ser. No. 10/526,219, entitled “ELECTRONIC CARD SYSTEM AND METHOD,” which claims priority to PCT Patent Application No. PCT/IL2003/000810, filed on Oct. 9, 2003, and which claims priority to U.S. provisional application Ser. No. 60/417,624, filed on Oct. 11, 2002, the entireties of which are hereby incorporated by reference.
Number | Date | Country | |
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Parent | 10526219 | Mar 2005 | US |
Child | 12429147 | US |