1. Field of the Invention
The present invention relates to card games. More particularly, the present invention relates to a card-based game that simulates a combative sporting event.
2. Description of the Related Art
Sports-based card games are well known. For example, U.S. Pat. No. 1,322,954 to Rosenfeld, U.S. Pat. No. 1,404,599 to Glenny and U.S. Pat. No. 1,640,261 to Whaley et al. each disclose a card game simulating a boxing match. U.S. Pat. No. 4,861,031 to Simms discloses a competitive card wrestling game that simulates a competitive wrestling match. U.S. Pat. No. 5,040,796 to Schall discloses a card-based game that simulates a football game. More recently, another card game, entitled “En garde,” has been developed to simulate a fencing match.
The present invention provides a card-based game that simulates a fencing match.
In that regard, the present invention provides a card game having a plurality of action cards and a plurality of judgment cards. Each action card includes an indication of movement distance, reach distance and relative strength. Each judgment card includes an indication of a successful play, an unsuccessful play or a penalty. Each action card also includes an indication of a type of movement and a direction of movement that is associated with the movement distance, the reach distance and the relative strength, and whether the type of movement is an offensive movement or a defensive movement. In one exemplary embodiment, the card game simulates a fencing bout. In another exemplary embodiment, the card game simulates a boxing match. In yet another exemplary embodiment, the card game simulates a martial arts match, such as a simulated judo match, a simulated karate match or a simulated Tae Kwan Do match.
The present invention also provides a method of playing a card game in which at least one action card is selected from a first group of action cards. Each action card that is played is played as an offensive action. According to the present invention, each action card played includes an indication of a movement distance, an indication of a reach distance and an indication of a relative strength of the offensive action. A reply action card selected from a second group of action cards and played in response to the offensive action. The reply action card includes an indication of a movement distance, an indication of a reach distance and an indication of a relative strength in response to the offensive action. Each action card and each reply action card also includes an indication of a type of movement and a direction of movement that is associated with the movement distance, the reach distance and the relative strength, and whether the type of movement is an offensive movement or a defensive movement.
A result of playing each offensive action card and the reply action card is then determined. The result is based on at least one of a distance of separation resulting from the indication of the movement distance of each action card played as an offensive action and the indication of the movement distance of the reply action card, the indication of the reach distance on an action card played as an offensive action, and a difference in the indication of the relative strength of the offensive action on an action card played as an offensive action and the indication of the relative strength on the reply action card.
The game continues by repeatedly playing at least one action card as a subsequent offensive action, playing a corresponding reply action card in response to the subsequent offensive action and determining the results of playing each offensive action card and the reply action card. A judgment card is selected from a third group of cards to determine the outcome when the indication of relative strength on one of an action card played as an offensive action and the corresponding reply action card is greater than the indication of strength on the correspondingly played action card and the distance of separation resulting from the indication of the movement distance of each action card played as an offensive action and the indication of the movement distance of the corresponding reply action card is less than a predetermined distance. Each judgment card of the third group of cards includes an indication of at least one of a successful play, an unsuccessful play or a penalty.
The present invention is illustrated by way of example and not by limitation in the accompanying figures in which like reference numerals indicate similar elements and in which:
The present invention is a card-based game that uses two decks of cards, an Action deck and a Referee deck, for simulating attacks and responses that would normally be expected in an actual fencing bout. The cards in the Action deck are used to simulate a move that is close enough to an opponent so that the opponent can be reached with sufficient strength to score a touch. The cards in the Referee deck are used for determining the validity of a touch that has been scored and for determining whether a penalty is assessed. Tournament play for more than two fencers can be simulated using multiple decks in pools or a direct-elimination format.
As used herein, the terms “player,” “attacker,” “defender,” “fencer,” and “opponent” generally indicate a participant playing the game of the present invention. In particular, the terms “player” and “fencer,” as used herein, generally refer to a game participant. The term “attacker,” as used herein, generally refers to a game participant that is initiating an offensive fencing movement. The terms “defender” and “opponent,” as used herein, generally refer to a game participant that defends or responds to an offensive or a defensive fencing move initiated by the other a player.
The Action Deck
The majority of the Action cards forming the Action deck depict both an offensive and defensive fencing move. Some Action cards also include special narrative instructions.
Exemplary offensive fencing moves that can be identified in region 102 include, but are not limited to, prise de fer, advance, lunge, advance lunge, double advance beat attack, and compound attack. Exemplary defensive fencing moves that can be identified in region 104 include, but are not limited to, indirect parry reposte, parry reposte, parry reposte retreat and yielding parry.
When an Action card includes special narrative instructions, the special narrative instructions can be in addition to an identified offensive or defensive fencing move respectively in regions 103 and 105, or as an alternative to an identified offensive or defensive fencing move. Exemplary special narrative instructions include, but are not limited to broken weapon—halts attack.
The offensive fencing move and the defensive fencing move identified on an Action card each have three move elements characterizing the fencing move with respect to a distance of the move, a reach associated with the move and a strength associated with the move. The quality or magnitude of a move element is represented by a numerical value. The units for both a distance element and a reach element are the same and are referred to herein as distance or reach units. The unit for a strength element is a relative strength. The move elements characterizing a fencing move on an Action card are generally different from the move elements characterizing the fencing move on another Action card. Depending on the particular fencing move, the numerical values for a corresponding move element can vary between negative and positive numbers and can be equal to zero.
For example, Action card 100 in
The move elements corresponding to the defensive fencing move of Action card 100 are indicated by numbers within squares are regions 105a and 105b. In region 105a, the first, or right-most, move element (viewed upside down in
It should be understood that the placement of move elements on an Action card could be anywhere, regardless whether the move is an offensive or defensive fencing move. Additionally, it should be understood that the arrangement or order of move elements for a fencing move can be different from the arrangement depicted in
During play, only one Action card is played at a time by a player unless the Action card is accompanied by another Action card having only a distance element, that is, an Action card in which the reach and strength element values both equal 0. Each Action card can only be played once using either the offensive or defensive fencing move depicted on the card.
The Referee Deck
The Referee deck is used for determining the validity of a touch that has been scored and for determining whether a penalty is to be assessed. In normal play, the fencer scoring a touch turns over the top card on the Referee deck to reveal a referee's decision regarding whether the touch is awarded, the referee's view of the action, or whether one or more penalties are assessed.
Special Referee cards have a narrative description that accordingly supersedes any of the game rules. Each subsequent yellow card received by a fencer after the fencer has received a yellow card results in a touch for the fencer's opponent. Each red penalty card received by a fencer results in a touch for the fencer's opponent. A fencer receiving a penalty retains the penalty card. Touches are counted by retaining touch-awarded cards. Alternatively, score could be kept on a score sheet.
Description of Play
The fencing card game according to the present invention begins by determining which player deals first, such as by flipping a coin. An alternatively technique that could be used for determining which player deals first could be based on, for example, the relative ages of the players or a roll of a die. For each hand played, the dealer is defined as the attacker. The other player is defined as the defender. The attacker separately shuffles both the Action and Referee decks and offers both decks to the defender to cut. Once both decks are cut, the attacker deals six (6) Action cards face down to each fencer. The Action cards are kept secret until played.
The players start with a distance separating each fencer of four (4) distance units. The attacker plays the first Action card face up between the fencers starting from the attacker's left (i.e., the dealer's left). An Action card, when played, can be employed as an offensive or a defensive move. Offensive distance values move a fencer towards an opponent, while defensive values move a fencer away from an opponent. Each move is played pointing the move type depicted on an Action card towards the opponent. That is, when the move played is an offensive fencing move, the offensive fencing move portion of the Action card is played oriented toward the opponent. For example, fields 102 and 103a depicted in
The distance element of the Action card affects the distance between the two fencers. The reach element indicates the reach of the fencer playing the Action card. Once a fencer is close enough to hit (i.e., reach) the opponent, an attack can be launched. When an attack is launched that reaches the opponent, the opponent has an opportunity to defend the attack using defensive moves indicated on Action cards in the opponent's possession. Only defensive fencing moves having strength values that are equal to or greater than the strength value of the last-played offensive Action card of an attacker will defend the offensive action.
When the defensive strength is equal to the attacker's offensive strength, the offensive action is neutralized and fencing continues at the current distance. When the defensive strength exceeds the offensive strength, the fencing phrase continues using defensive fencing moves until a strength value cannot be exceeded or neutralized, or there is a change of distance.
When the reach of the offensive move equals the distance between the players, the offensive move cannot be defended. The opponent cannot play an Action card as a defensive move, and the top card of the Referee deck is then drawn. An offensive move that is made with a distance change of any amount or when the reach is not the exact distance apart can be defended with a defensive move. An offensive move in which the reach goes past the opponent counts as a potential touch and must be defended or a touch is awarded. When there is a distance change caused by a defensive move, the opponent (i.e., the attacker) of the defensive move may play an offensive move, but if the opponent of the defensive move responds with a defensive move, the opponent of the defensive move must have the necessary reach to score. When distance between the two fencers becomes 0, the phrase may continue until a touch is scored or the strength value is neutralized. When opponents are at a distance of 0 distance units and the strength has been neutralized, the opponents are separated back to a distance of 4 distance units, the deal changes hands, Action cards are dealt so each fencer has six (6) cards and the bout continues. Alternatively, the number of cards that are dealt to each fencer could be different for this situation.
When play forces a distance that moves a player past an opponent, that is, a distance less than 0, the strength still counts and the opponent can only play one Action card to neutralize or defend the action. Regardless whether a valid touch is scored or neutralized, the fencers are separated back to a distance of 4, the deal changes hands, cards are dealt to each fencer until each has six cards, and the bout continues.
A touch can be awarded when a fencer is touching their opponent and the opponent does not have a card that would defend the offensive action. In particular, the distance between two players must be less than or equal to the values of the distance and reach of the played Action cards. A perfect offensive move is made with reach only such that the distance between the players remaining unchanged.
At any time during a phrase, a fencer can call touché (acknowledge a touch) or may choose to play an Action card that neither neutralizes nor exceeds the strength of the offensive move, which halts the action. Playing an Action card that neither neutralizes nor exceeds the strength of the offensive action can be used to dispose of weak Action cards. The fencer whose action scores a touch turns over the top card of the Referee deck for a Referee's decision regarding the validity of a touch.
When a player runs out of Action cards during play, the player runs out of moves. The player's opponent can continue to play Action cards until the opponent scores or wishes to stop.
When all Action cards have been played and no touches have been scored, the fencers are separated to a distance of four (4) distance units and the deal changes hands. The new dealer deals six (6) Action cards to each fencer and the bout continues.
Examples of Play
In the first exemplary scenario of play, the attacker plays two Action cards 501 and 502, as depicted in
Alternatively, as the second exemplary scenario of play, if the defender had played an Action card having a defensive strength element value of 3, such as depicted by Action card 504 in
In the case that the attack was neutralized or exceeded, the phrase continues until (1) an Action card cannot be neutralized or exceeded, (2) one of the fencer calls touché or (3) the players run out of actions and are unable to play.
When a touch has been achieved, the fencer winning the touch draws the top card off the Referee deck to reveal the Referee's decision regarding the validity of the touch. Once a touch has been awarded (i.e., valid), the played Action cards are removed from the playing space, a coin is again flipped or an alternative technique is used to determine the attacker, and the remaining Action deck is handed to the new attacker who deals enough cards to each player until each player has six (6) cards each, without shuffling the cards. The bout then continues as before.
Each fencer keeps their touch-awarded cards for keeping score or uses a score sheet. The first fencer scoring five (5) touches wins the bout. Each fencer is responsible for keeping track of the current distance, reach, and strength. When a mistake is made in announcing the distance, reach or strength, an opponent can take advantage of the error or can correct the error only at time of play. In normal play, a fencer receiving five valid touches wins a bout.
While the present invention has been described in terms of a fencing match, the present invention is not so limited. For example, an alterative embodiment of the present invention could be a card-based game simulating a boxing match and with the offensive and defensive actions relating to boxing actions. Accordingly, the values of the move elements would correspond to offensive and defensive boxing actions. Another alternative embodiment of the present invention could be a card-based game simulating a martial-arts match, such as a judo match, a karate match or a Tae Kwan Do match, with the values of the move elements corresponding to offensive and defensive martial-art actions.
A portion of the disclosure of this patent document contains material which is subject to copyright protection by the copyright owner, Fencers on Deck LLC, successors and assigns (the “copyright owner”). The copyright owner has no objection to the facsimile reproduction by anyone of the patent document or the patent disclosure, as it appears in the Patent and Trademark Office patent file or records, but otherwise reserves all copyright rights whatsoever.
Although the foregoing invention has been described in some detail for purposes of clarity of understanding, it will be apparent that certain changes and modifications may be practiced that are within the scope of the appended claims. Accordingly, the present embodiments are to be considered as illustrative and not restrictive, and the invention is not to be limited to the details given herein, but may be modified within the scope and equivalents of the appended claims.