All around the world there are various types of collectible items that people like to collect and trade. For example, trading cards are a popular way to collect images and information about athletes, movies, television shows, events, historical and public figures, and celebrities. The traditional method of adding cards to one's collection is to drive to a store and purchase one or more packs of trading cards (also referred to herein as “card packs”). A pack of trading cards in this context includes one or more trading cards. Subsequently, after opening the one or more card packs, the collector can then store, trade, sell, display, or play games with any of the trading cards that they have acquired. Recently, more and more collectors have moved to obtaining trading cards electronically, e.g., on a computing device.
Certain games that may be played with trading cards involve comparing statistics in various categories that are listed on the trading cards. With such games, there is a continuing desire to make such games more exciting and user-friendly for the players.
The present invention is directed toward a method for competing in game play of an electronic trading card game between a first player and a second player. The electronic trading card game is provided within a game host including a processor. The first player and the second player each use a respective computing device to access the electronic trading card game within the game host. In various embodiments, the method includes the steps of (i) each of the first player and the second player receiving an unopened pack of trading cards via the game host; (ii) opening the pack of trading cards for each of the first player and the second player within the game host to reveal individual trading cards from the pack of trading cards for each player only to the respective player; (iii) selecting a plurality of statistical categories within the game host that are shown to each of the first player and the second player; (iv) each of the first player and the second player assigning one of the individual trading cards from their respective pack of trading cards to each of the plurality of statistical categories that have been selected within the game host; (v) comparing a relevant statistic included on each of the individual trading cards for each player that has been assigned to each of the plurality of statistical categories within the game host, the relevant statistic for each of the individual trading cards being relevant to the statistical category to which the individual trading card has been assigned; and (vi) determining a winner for each of the plurality of statistical categories within the game host based on which of the individual trading cards assigned to that statistical category has the best relevant statistic.
In some embodiments, the method further includes the step of determining an overall winner within the game host based on which player wins a greater number of statistical categories. In such embodiments, the method can further include the steps of allowing the overall winner to retain their respective pack of trading cards and awarding the overall winner a bonus reward, e.g., a bonus insert card or another suitable reward or product; and allowing the player who is not the overall winner to retain their respective pack of trading cards.
Additionally, in certain such embodiments, if each of the first player and the second player have won the same number of statistical categories, the method further includes the steps of (i) selecting an additional statistical category within the game host that is shown to each of the first player and the second player; (ii) each of the first player and the second player assigning one of the individual trading cards from their respective pack of trading cards to the additional statistical category that has been selected within the game host; (iii) comparing a relevant statistic included on each of the individual trading cards for each player that has been assigned to the additional statistical category within the game host, the relevant statistic for each of the individual trading cards being relevant to the additional statistical category; and (iv) determining a winner for the additional statistical category within the game host based on which of the individual trading cards assigned to the additional statistical category has the best relevant statistic. In such embodiment, the method can further include the step of determining the overall winner within the game host based on which player wins the additional statistical category.
In one embodiment, the electronic trading card game provided within the game host is accessible to the first player and the second player via a computing device application.
In some embodiments, the step of selecting a plurality of statistical categories can include randomly selecting the plurality of statistical categories with the game host.
In certain embodiments, the step of each of the first player and the second player assigning includes each of the individual trading cards of the first player and the second player being assignable to only one of the plurality of statistical categories during game play of the electronic trading card game.
Additionally, in some embodiments, the step of each of the first player and the second player assigning includes each of the first player and the second player assigning one of the individual trading cards from their respective pack of trading cards to each of the plurality of statistical categories within a predetermined period of time. In certain such embodiments, if either of the first player or the second player fails to assign one of the individual trading cards from their respective pack of trading cards to each of the plurality of statistical categories within the predetermined period of time, the method further includes the game host assigning one of the individual trading cards from the pack of trading cards of such player to each of the plurality of statistical categories.
Further, in certain embodiments, the game host includes one of an interactive website and an app.
In some applications, the present invention is further directed toward an electronic trading card game that is usable for competing in game play between a first player and a second player, the electronic trading card game including a game host that is accessible to the first player and the second player using a respective computing device via a computing device application, the game host including a processor that is configured to perform the following steps: (A) providing each of the first player and the second player an unopened pack of trading cards; (B) opening the pack of trading cards for each of the first player and the second player to reveal individual trading cards from the pack of trading cards for each player only to the respective player; (C) selecting a plurality of statistical categories that are shown to each of the first player and the second player; (D) allowing each of the first player and the second player to assign one of the individual trading cards from their respective pack of trading cards to each of the plurality of statistical categories that have been selected; (E) comparing a relevant statistic included on each of the individual trading cards for each player that has been assigned to each of the plurality of statistical categories, the relevant statistic for each of the individual trading cards being relevant to the statistical category to which the individual trading card has been assigned; and (F) determining a winner for each of the plurality of statistical categories based on which of the individual trading cards assigned to that statistical category has the best relevant statistic.
The novel features of this invention, as well as the invention itself, both as to its structure and its operation, will be best understood from the accompanying drawings, taken in conjunction with the accompanying description, in which similar reference characters refer to similar parts, and in which:
Embodiments of the present invention are described herein in the context of an electronic trading card game that can be played by one or more users (also sometimes referred to herein as “players”). In particular, as provided in detail herein, the electronic trading card game is an online peer-to-peer (P2P) and/or peer-to-computer (P2C) game where the users, or players, each buy (or otherwise receive) and open an electronic pack of trading cards, and compare random statistical categories that are relevant to and/or provided on each of the electronic trading cards within the electronic pack of trading cards. Thus, as provided herein, the electronic trading card game of the present invention is typically played using a previously unopened electronic pack of trading cards.
Those of ordinary skill in the art will realize that the following detailed description of the present invention is illustrative only and is not intended to be in any way limiting. Other embodiments of the present invention will readily suggest themselves to such skilled persons having the benefit of this disclosure. Reference will now be made in detail to implementations of the present invention as illustrated in the accompanying drawings.
In the interest of clarity, not all of the routine features of the implementations described herein are shown and described. It will, of course, be appreciated that in the development of any such actual implementation, numerous implementation-specific decisions must be made in order to achieve the developer's specific goals, such as compliance with application-related and business-related constraints, and that these specific goals will vary from one implementation to another and from one developer to another. Moreover, it will be appreciated that such a development effort might be complex and time-consuming, but would nevertheless be a routine undertaking of engineering for those of ordinary skill in the art having the benefit of this disclosure.
As utilized herein, the term “trading card” means a card containing various subject matters and pictures, materials, autographs, designs, and/or other unique elements, which is intended to be collected and traded. Additionally, the trading cards utilized within the present invention will also necessarily include one or more statistics relevant to the subject of the individual trading card (also referred to herein generally as “relevant statistics”). For example, when the trading cards are related to a particular sport, the relevant statistics can include statistics that are compiled for that particular sport. In one non-exclusive alternative embodiment, the relevant statistics for a basketball trading card can include one or more of games played, minutes played, points scored, shooting percentage, rebounds, assists, blocked shots, steals, etc. Additionally and/or alternatively, the relevant statistics can relate to the height (tallest or shortest), weight (heaviest or lightest) and age (oldest or youngest) of the individual depicted on the individual trading card. Further, in another non-exclusive embodiment, in entertainment-related trading cards, e.g., related to movies, television shows, celebrities, etc., the relevant statistics can relate to the number of awards won in a particular category, number of movies or shows acted in, number of records released, or any other relevant statistics for the given category of trading cards. It is appreciated, however, that these are merely examples of the relevant statistics that can be utilized within any given competing of the electronic trading card game, and the relevant statistics can be any statistics that can relate to the subject(s) of the individual trading cards.
Additionally, it is understood that an individual trading card is usually part of a set of somewhat similar cards packaged in a card pack or other container. However, it is further appreciated that a card pack, as referred to herein, can include a single trading card or multiple trading cards.
Various embodiments, and multiple variations of the electronic trading card game will be described in detail herein.
Initially, at step 101, one or more users can register with a game host to be able to access, use and compete in the playing of the electronic trading card game, thus becoming registered users. The users can register for the electronic trading card game using any suitable computing device. Additionally, as provided herein, the electronic trading card game can be said to be accessible via any suitable computing device application. For example, in certain embodiments, the electronic trading card game can be provided via an interactive website that is accessible to the users via a desktop computer, a laptop computer, a tablet, a smartphone, or another suitable computing device. Additionally, or in the alternative, the electronic trading card game can be provided via an application or “app” that is accessible via a tablet or smartphone.
As part of the registration process, in various embodiments, the users may be required to provide and/or establish any suitable credentials to ensure that only registered users can access and compete in the electronic trading card game. For example, in certain non-exclusive embodiments, the users may be required to provide a name and contact information (e.g., email address or phone number), and to further establish a user id and password for subsequently accessing the electronic trading card game. Alternatively, the prospective players of the electronic trading card game may be required to provide other suitable credentials. Still alternatively, in some embodiments, the prospective users can be allowed to access the electronic trading card game as a “guest”, i.e. without necessarily providing any particular credentials. In certain such embodiments, access to the electronic trading card game as a “guest” may have a limited duration, i.e. may be limited to only a certain predetermined trial period.
The game host 212 on which the electronic trading card game 210 can be accessed by the players 214 can be and/or can be included within any suitable type of computing device. Additionally, the game host 212 can be provided to the players 214 in any suitable format. For example, in certain non-exclusive embodiments, the game host 212 can include a server, an interactive website, a standalone gaming system, an app, or another suitable format. Additionally, as utilized and described herein, the game host 212 can include one or more processors 212A (illustrated as a box in
As an overview, in certain embodiments, as provided in detail herein, the electronic trading card game 210 is an online peer-to-peer and/or peer-to-computer game where the players 214 each buy or otherwise receive and open an electronic pack of trading cards 320 (illustrated, for example, in
The players 214 then review the statistics shown for each individual trading card 622 in their card pack 320 and assign one trading card 622 from their card pack 320 to each of the displayed statistical categories 724 in that particular game. The relevant statistics on the selected trading cards 622 for each of the players 214 are then compared for each statistical category 724 within the game host 212 and as displayed on each individual player's computing device, and a winner is declared based on which player 214 wins the most statistical categories 724. In certain embodiments, if a player 214 wins their game, the player 214 keeps the trading cards 622 in their card pack 320 and is awarded a bonus reward, e.g., an additional insert (bonus) card 1126 (illustrated in
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Although it is assumed that the primary purpose for the registered users accessing the game host is to participate in a competition of the electronic trading card game; as provided herein, the registered users can access the game host for other reasons as well. Initial access to the game host will typically be provided in the form of a home page (or “game lobby”) that can provide various features and opportunities for the registered users. Some such features and opportunities that may be provided to the registered users within embodiments of the home page or game lobby are illustrated in
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As shown in
Further, in some embodiments, in the event that no other live players 214 are currently available to compete in game play of the electronic trading card game 210 with a given player 214, if the player 214 so desires, the game host 312 itself can compete against that player 214 in game play of the electronic trading card game 210. In such situation, the player 214 would know that they are playing against the game host 312, i.e. against a computer. During such game play, as described in detail below, the game host 312 will make all appropriate decisions that would have been otherwise made by the individual opposing player 214.
The pack zone 334 illustrates the number and types of available trading card packs 320 of a particular player 214 for potential use in a playing of the electronic trading card game 210. In some embodiments, only specifically designated card packs 320, i.e. designated within the game host 312, are available for potential use in game play of the electronic trading card game 210. Additionally, in various embodiments, an available trading card pack 320 is a trading card pack 320 that has been purchased and/or received by the player 214 from or within the game host 312, but which has not yet been opened by the player 214. Stated in another manner, the available trading card packs 320 are “blind packs” or “unopened packs” as the player 214 does not know the specific contents of the trading card pack 320 before a playing of the electronic trading card game 210 is initiated. With such design, the mystery and excitement in the electronic trading card game 210 can be enhanced as the users/players 214 do not know what cards they may have available to use in any given playing of the electronic trading card game 210. Conversely, in some more traditional pack wars games, the players already know and/or specifically choose what trading cards to be used in any given game; thus allowing them to attempt to “stack the deck” in their favor. Thus, the present invention can provide a more level playing field for the users 214 than such traditional pack wars games, which can lead to greater anticipation and excitement for the users 214 during game play of the electronic trading card game 210.
It is appreciated that the available trading card packs 320 can be provided in many different types, and it is generally preferred that individual competitions occur between players 214 having the same type of available trading card packs 320. For example, the different types of available trading card packs 320 can include card packs 320 with different numbers of trading cards 622 (illustrated in
Additionally, it is further appreciated that in certain embodiments, an individual game play of the electronic trading card game can be initiated simply by one or more users 214 purchasing and/or receiving an unopened card pack 320, which can then be electronically opened substantially simultaneously at the outset of the game play.
The challenge zone 336 is a zone within the game lobby 330 that is used to show the user 214 any specific and direct challenges that have been made to that user 214, sent by that user 214, as well any random challenges the user 214 is paired to. Additionally, as provided herein, a user 214 can see on a user card 342 (i.e. within the user zone 332) if any other users 214 have specifically opened themselves up to presently receiving and accepting challenges from other users 214. Further, in some embodiments, a toggle in the card pack zone 334 enables the specific user 214 accessing the game host 312 and/or game lobby 330 to make themselves available to accept challenges from other users 214 that have the same type of available card packs 320. Additionally, in some embodiments, the user 214 can allow the game host 312 to randomly match them with another user 214 that wishes to compete in an individual playing of the electronic trading card game 210. Alternatively, in other embodiments, specific or random challenges can be sent, received, accepted or refused in another suitable manner and/or within other suitable zones.
In certain embodiments, the user 214 is specifically notified within the challenge zone 336 when they have received a direct challenge from another user 214. In some such embodiments, the user 214 receiving the direct challenge then has a predetermined period of time, e.g., sixty seconds or another suitable amount of time, within which to accept or decline the challenge. If the user 214 accepts the challenge, the actual game play of the electronic trading card game 210 will commence (such as described in detail herein below). If the user 214 declines the challenge, then the challenge notification will be removed from the challenge zone 336. If the user 214 ignores or otherwise does not respond to the challenge, then the challenge notification will be removed at the expiration of the predetermined amount of time, e.g., at the end of the sixty seconds or other suitable amount of time.
The chat zone 338 is an area where individual users 214 can send messages to and receive messages from any other users 214 that have registered with the electronic trading card game 210. In various embodiments, all messages that are sent within the chat zone 338 can be seen by any and all users that access the game lobby 330. Additionally, or in the alternative, in some embodiments, certain messages sent and received within the chat zone 338 can be specifically directed to particular users 214 or groups of users 214. In certain such alternative embodiments, it is appreciated that any such messages can be directed to other particular users 214 regardless of whether or not the other particular users 214 are accessing the game host 312 at any given time. Still alternatively, certain messages that are sent and received directly between only certain users 214 or groups of users 214 can be seen in other zones within the game lobby 330 or elsewhere within the game host 312.
The update zone 340 is configured to provide updates on various facts and activities that may be relevant to the game host 312 and/or the electronic trading card game 210. For example, the update zone 340 can provide a sortable leaderboard that shows the top win-loss records, top winning percentages, most wins, most games played, etc. from amongst all of the registered users 214 or from amongst a subset of all of the registered users 214, e.g., amongst a group of “friends” as established within the game host 312. Additionally, the update zone 340 can also show upcoming tournaments that any given user 214 may wish to participate in. Further, the update zone 340 may also illustrate any rewards or bonuses (e.g., bonus cards 1126 (illustrated in
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It is understood that the number of random statistical categories 724 that are used within any specific playing of the electronic trading card game 210 can be varied. For example, in one embodiment, as shown in
Additionally, it is also appreciated that, as noted above, the random statistical categories 724 can be any suitable statistical categories that have some sort of relevance to the subject of the trading cards 622 within the card pack 520 (illustrated in
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Additionally, in certain embodiments, if the player does not make all of their required selections and assignments within the predetermined amount of time, the game host will proceed to make such selections and assignments on behalf of the player. In some such embodiments, the game host can utilize a specially-designed algorithm that randomly chooses a vacant (i.e. unassigned) statistical category 724 and then chooses the best unused trading card 622 from the available trading cards 622 of that user 214 for that statistical category 724. Such process is continued as necessary until selections of trading cards 622 are made for all statistical categories 724. With such design, each individual playing of the electronic trading card game will be resolved within a reasonable amount of time, i.e. without undue delay. Alternatively, the game host can fill vacant statistical categories 724 in another suitable manner.
In the event that a given live player is playing directly against the game host, i.e. the computer or automated player, the game host will be responsible for making all the required selections of the opposing player, i.e. on behalf of the game host itself. Additionally, in such situations, the algorithm applied by the game host for assigning their own trading cards to each statistical category will be designed to play blind to what the live player has in their own card pack.
In certain embodiments, as noted, the player 214 is given a predetermined amount of time, e.g., sixty seconds, in which to select and assign individual trading cards 622 to each individual statistical competition. If the player 214 fails to make the necessary selections within the predetermined amount of time, in some embodiments, the game host 312 itself will assign individual trading cards from amongst the user's trading cards to each statistical competition.
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Additionally, an overall winner for this playing of the electronic trading card game is determined based on which player won more of the statistical categories. In the example as shown in the Figures, i.e. with three random statistical categories, the overall winner is that player which has won the most statistical categories, e.g., best two-out-of-three.
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Finally, at step 119, the overall winner of the playing of the electronic trading card game is awarded a bonus reward, e.g., a bonus insert card or other reward or product. More particularly, once a winner is determined, the winner keeps their original card pack while also receiving the bonus reward. On the other hand, the loser of the electronic trading card game keeps their original card pack, but does not receive a bonus reward.
Once the game play has been completed and the bonus reward has been awarded, each of the players are then returned to the game lobby for further game play or for whatever else the player may desire to do within the game lobby.
In certain alternative embodiments, the rewards that are given to the winner and loser of any given competing of the electronic trading card game can be different than what has been specifically described herein.
It is understood that although a number of different embodiments of an electronic trading card game 10 have been illustrated and described herein, one or more features of any one embodiment can be combined with one or more features of one or more of the other embodiments, provided that such combination satisfies the intent of the present invention.
While a number of exemplary aspects and embodiments of the electronic trading card game 10 have been discussed above, those of skill in the art will recognize certain modifications, permutations, additions and sub-combinations thereof. It is therefore intended that the following appended claims and claims hereafter introduced are interpreted to include all such modifications, permutations, additions and sub-combinations as are within their true spirit and scope.
This application claims priority on U.S. Provisional Patent Application Ser. No. 62/793,625, entitled “ELECTRONIC TRADING CARD GAME”, filed on Jan. 17, 2019. As far as permitted, the contents of U.S. Provisional Patent Application Ser. No. 62/793,625 are incorporated in their entirety herein by reference.
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Number | Date | Country | |
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20200230490 A1 | Jul 2020 | US |
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62793625 | Jan 2019 | US |