This invention relates to a method of playing a card game or the like in which a plurality of cards of a deck are utilized to impose penalties on opponents, but in which the main game objective is to “go out”, i.e., by getting rid of all cards held in order for a hand to end. Penalty imposition in this game is a secondary objective of preventing opponents from going out. The latter requires the penalty-receiving party to draw at least one card from the hand of the imposer, normally at the receiver's next turn of play. In particular, if the last card is drawn from the imposer's hand by the penalty-receiver, the imposer does not “go out” until it is again his/her sequential turn to play. This allows another player to impose a similar penalty on the first penalty-imposer before the latter's next turn, requiring him/her to then draw a card from the hand of the second penalty-imposer at what would normally be the first imposer's next turn. This results in game continuation until someone can go out through either 1) completely ridding one's hand of cards by melding or 2) by a penalty-imposer having his/her last card drawn by a penalty-receiver without another player first imposing a like penalty on the penalty imposer before what would normally be the penalty-imposer's next turn to play. This application is based on U.S. Provisional Patent Application 60/690,445 filed Jun. 15, 2005.
The game of rummy, perhaps the most common card game played in the United States and maybe even around the world, is well known. The book Hoyle Up-to-Date on official rules of card games, published and republished 46 times from 1887 through 1961 and no doubt as many more times since then, lists 12 rummy games and myriad of other games that have rummy-like melding of cards on a table. In addition to rummy games, there are numerous other games where a “skip” card is utilized in play to cause one player to lose a turn to play if another player has imposed a skip penalty on the one player. In all known instances, these latter games simply cause the skipping to be the only penalty imposed whenever a skip card is played. If more than just skipping is known and done, it is something of which I am unaware. Skipping alone is entertaining and the cause for some measure of mirth in a fun-type game. What has been missing in the process of skipping is that this simple mirth can be converted into great hilarity by adding to or substituting for the skipping a novel method of playing the game that also involves the potential of game continuation under certain circumstances.
This invention involves playing of a card or like game where one mode of play involves penalizing opponents to inhibit them from “going out”, i.e., ridding their hands of remaining cards. It is accomplished by one's playing a special penalty card against an opponent and forcing him/her to make a blind draw of one card from your hand at his/her next playing turn. If the blind draw results in taking of the last card from your hand, you do not “go out” until it is again your normal playing turn, since another player may penalize you similarly before that turn arrives, and the game is forced to continue.
It is a principal object of this invention to provide a card playing method with a unique feature in which going out is the primary object, but under certain circumstances, even though a given player no longer has any cards remaining in his/her hand, play must continue until the given player's playing turn.
Specifically, an object is to require a penalized player to draw a card from the hand of a first penalizer, and whereby in a situation where the card drawn from the first penalizer had been the final card remaining in the first penalizer's hand, other players may similarly penalize the first penalizer prior to the first penalizer's next normal turn to play, thereby forcing continuation of the game.
Another object is to combine the aforesaid penalty with the penalized player suffering loss of his/her playing turn.
Still another object is to allow multiple players to penalize the same opponent, and to require that that penalized player draw a card from each penalty imposer at successive ones of the penalized player's playing turns in the same order in which the penalties were imposed.
Another object is to score the value of the penalty card against the penalized player in the event that another player goes out prior to the draw of a card from the penalty-imposer's hand.
Other objects will become apparent from the following description, in which reference is made to the accompanying drawings.
When the primary feature of this application is used in the common game of rummy, it is preferred that it be played with a game that is known as TZAP™. TZAP has several features of play that are uncommon to any other rummy game, and the subject of this application adds but one more, making the overall game rated by many who have played it as being superior to other rummy games. To illustrate some of those features, one can refer to U.S. Pat. No. 6,905,122 issued to William Weigl et al on Jun. 14, 2005. U.S. Pat. No. 6,905,122 is fully incorporated herein by reference, since a great many of the play features discussed therein are played in the game of TZAP. After the application that matured into the above patent had been filed, an additional play feature that results in one of the most hilarious aspects of the game was discovered. The penalty aspects of the game were discussed there, but it consisted of merely “skipping” a player and forcing the skipped player to make a blind draw of one card from the player imposing the penalty. It was noted that this sometimes caused a game to end right then and there, because the drawn card was often the very last card held by the penalty-imposer. The blind card draw was merely added to the rules to make a penalty more severe by adding to a losing player's negative point count, since scoring was done by counting card points held by the losers at the time someone goes out. But then it was discovered that another player might choose to impose a penalty on the first penalty imposer before his/her last card was drawn. That caused the penalty imposer to always seek to penalize the player to his/her immediate left, so that no one could intervene between them, and when the player at the left would draw the last card, the game would end. This conflicted with the intent and focus of the game rules of enabling imposing a penalty on any player in the game, particularly one who had the lowest score in the game. TZAP is a game where the lowest total score wins. It was felt that imposing a penalty on any player was a desirable goal of the game, but the solution to the conflicting problem was not forthcoming for a considerable period of time. Finally, I resolved the issue by requiring the game to continue for a short period whenever a person's last card was taken through a blind draw. It was kept going until it would again be the normal turn for the penalty-imposer to play if his last card had not been removed by the blind draw. Only then could the imposer go out, but only if no other player imposed a penalty on the first penalty-imposer before his/her next turn. It didn't matter whether the second penalty was imposed before or after the blind draw. This increased the chances of the game being forced to continue, often with great hilarity, providing someone holding or accessing a penalty-imposing card was able to play it in time.
The added feature described above was not without problems. Some players became confused, mistakenly thinking that whenever any player would go out by routinely melding his/her last card, play had to proceed around the table for one more round before the game was over. This required further consideration, since rummy games of the general nature of TZAP provide for going out only by melding, the game ending right then and there. In order to circumvent this problem and avoid further confusion, a new game provision was added. It required that the game would end immediately if a player's last card was disposed of by melding, but continued around until it became a penalty-imposer's next normal turn to play only when his/her last card was removed by a blind draw. This solved the problem. When it did, it was found to be one of the funniest parts of an already-fun game. Now, when other player's note that a penalty-imposer has but one card left and will lose it in a blind draw, they all go “gunning” for the penalty-imposer. By preventing or inhibiting another from going out, a player increases his or her own chance of doing so. Oftentimes, more than one penalty-imposer suffers having to draw a card from another player in the same hand, and instead of going out upon losing his/her last card by a blind draw, the game continues. Six penalty cards are typically provided in a TZAP deck, providing up to five opportunities per hand to force game continuation using the approach of this patent application.
The technique by which all of the foregoing occurs is best discussed by describing play with the accompanying drawings. In
As play takes place in TZAP, each player is permitted to meld one, two, but no more than three cards from a hand 14, a typical one of which is shown in
On the table of
To illustrate a few of the techniques of playing TZAP, a player holding hand 14 could play his diamond 2 below the wild card 16 that represents the diamond 3, or could play his card 16 above the diamond 8 (to represent the diamond 9) and add the diamond 10 above it. Also, if he held either the diamond 3 or 6, he could substitute it for one of the cards 16 of
Let us suppose that player A holds a card 16 in his/her hand or is able to access a card 16 from melded cards, (such as by holding the diamond 3 and substituting it for the card 16 that it represents in the
Suppose that at the time of the blind draw by player B from player A, the last card of penalty-imposing player A was removed from his/her hand. Theoretically, since the game is typically one where getting rid of all cards from hand ends that game, player A would be out of cards when his last card was removed from his/her hand by the blind draw and the game should be over. But not so, according to the method of this invention. Here, before player A can officially go out, players C-F have the opportunity to play one more time before player A's normal next turn would arrive. Any one of those players may impose a similar penalty on player A by placing a card 16 before him/her, as was done by player A to B. Thus, when player A's next turn arrives, he/she must make a blind draw of one card from the player who penalized him/her. And the game continues, since A now has one card in hand. When playing TZAP, no player knows which cards any other player holds, thus they do not know if any particular player holds or can access a penalty card 16 from the table for purposes of also imposing a penalty. This means that a penalty imposition is done by guessing which player it is best to penalize. Also, since scoring is negative (the cards remaining in hand when someone goes out counting against each player), reference is often made to the running score to see which player is leading with the lowest score. That gives some direction of whom to penalize. Note also that any time one player penalizes any other, any subsequent player can note that the penalizing player holds but one remaining card, and can seek to inhibit the penalizer from going by means of having his/her last card removed by the blind draw.
Going back to player A penalizing player B with penalty card 16A, assume that this was done after a penalty card 16B had been previously imposed on player B by player E in the same round of play. In that case, at player B's next turn, he/she would make a blind draw of one card from the hand of player E, turning card 16B face down, out-of-play at that time. The preferred method of this invention requires one loss of turn for each penalty imposed. But note that card 16A remains face up, still in play yet. Player B does not draw from the hands of both players E and A at the same time. Player B must wait one additional turn after drawing from player E before he can make the actual blind draw from player A. In the event that another player goes out before player B can make the blind draw from player A who gave him/her card 16A, the value of card 16A (in TZAP, negative 25 points) is added to the score of player B. This tends to minimize “piling on” against one player, since the later to “pile on” must wait an additional turn before a card is taken from hand by the penalized player.
Partnership play of TZAP, e.g., three teams of two players each or two teams of three (when six are playing), is played the same way as the described individual-play game, but with one main addition to the technique of playing. That addition is that as part of any player's 3-card play, one card may be passed face down to a partner. The strategy is to help partner improve each other's hands. When playing thusly, the penalty imposing provisions noted above also apply to the player passing the card. Further, if a card is passed to a partner in a player's getting rid of his final cards, the passed card is treated similarly to a blind draw for purposes of continuing play until the next turn of the player doing the passing. This enables the opposing team to impose a penalty on the passer and thus continue the game.
While the game has been described as a “card” game, obviously it can be played with tiles or other game elements. The term “card” has been used for simplicity of understanding play. Also, while the deck used may be standard cards, they may also be in Arabic numerals, letters of the alphabet or other features where a sequence is used in the creation of Runs. Various other changes may be made without departing from the spirit and scope of the claims.
| Number | Date | Country | |
|---|---|---|---|
| 60690445 | Jun 2005 | US |