Card games are among the most popular leisure activities worldwide with varying objective-themed agendas to engage players. When overplayed, however, card games can quickly become repetitive and unexciting. There have been no products available as original equipment or as an aftermarket to address this problem.
An apparatus that gives excitement and variety to card games, ensuring they don't become repetitive, is not being met by any known device or system at present. There have been no products available as original equipment or as an aftermarket to address this problem either.
The main purpose of the interactive robot battle game is to provide users with an interactive, high-tech card game that features an electronic toy robot that works in complement with Artificial Intelligence, establishing a comprehensive gaming experience.
A game disclosed includes a toy robot configured with movable legs, arms, head and voice and comprise a control circuit therefore and a wireless handshaking circuit. The disclosure also includes a card deck wherein each card comprises an attribute circuit having battle attributes of the robot communicable wirelessly to a prompt. The disclosure yet includes state machine circuits in a wireless electronic pad configured to wirelessly handshake with the robot and prompt the card deck.
Throughout the description, similar reference numbers may be used to identify similar elements depicted in multiple embodiments. Although specific embodiments of the invention have been described and illustrated, the invention is not to be limited to the specific forms or arrangements of parts so described and illustrated. The scope of the invention is to be defined by the claims appended hereto and their equivalents.
Reference will now be made to exemplary embodiments illustrated in the drawings and specific language will be used herein to describe the same. It will nevertheless be understood that no limitation of the scope of the disclosure is thereby intended. Alterations and further modifications of the inventive features illustrated herein and additional applications of the principles of the inventions as illustrated herein, which would occur to one skilled in the relevant art and having possession of this disclosure, are to be considered within the scope of the invention.
Throughout the disclosure, a ‘wireless handshake’ refers to an electronic wireless protocol of communication between the robot and the state machine circuits in a wireless electronic pad via wireless transceiver circuits. In some embodiments, the wireless transceiver circuits reside in the robot and in the card deck and the electronic pad. A ‘state machine circuit’ is an electronic circuit with combinatorial logic circuits which is designed to give an output given a set of inputs and is hardware at its core. A ‘control circuit’ comprises combinatorial circuits and analog circuits configured to drive servomotors and electromechanical devices according to a set of inputs. An ‘attribute circuit’ is an electronic and memory circuit where the robot attributes are stored and registered in order to personalize and characterize a robot to a user's specification and battle requirements including movements, mood and speech patterns. A ‘prompt’ is therefore an electronic handshake signal and/or communications protocol which originates with a source circuit or device and terminates at a destination circuit or device.
The present disclosed interactive robot battle game, also known as “Robot Warrior League”, offers users a novel smart card game that will never repeat itself or become boring as it utilizes cutting-edge technologically advanced features that progress every time the game is played. This invention ensures individuals remain entertained for long periods of time and are challenged throughout play. The Robot Warrior League functions by employing a combination of robots on a simulated battlefield, positioned on stationary pads, capable of multiple movements, whereas the main objective is to collect parts from an opponent's robots. Individuals will be able to train and battle with their robots so as to achieve higher levels and accomplishments in the game, as well as accumulating more parts to gain advantage.
The robots simulate battle by moving their arms, weapons, and other supplies while also having the capability of speaking to their trainers through the simple wireless electronic pad, via a Bluetooth connection, in order to plan effective battle strategy. Furthermore, the accompanying cards of the Robot Warrior League are embedded with high-tech chips so they can be read by the hand-held pad. These chips and are used to deal melee (physical damage) and ranged weapon attacks, as well as special effect damage such as a powered attack or explosion during play. The 3 six-sided (standard) dice serve to determine the effectiveness of the card designated action, whether there is a hit or miss die as well as if the primary robot dies based on combat.
The disclosure, also known as a Robot Warrior League game allows for the Trainer and Robot to build a relationship over time, using Artificial Intelligence, so that the Robot learns the Trainer's moves, moods, and speech patterns, which offers a bonding element to the toy feature, as the two work together to accomplish their battles and win over their competitors. This ingenious and innovative design allows for a more interactive, personalized and entertaining game experience at all times.
Although the operations of the method(s) herein are shown and described in a particular order, the order of the operations of each method may be altered so that certain operations may be performed in an inverse order or so that certain operations may be performed, at least in part, concurrently with other operations. In another embodiment, instructions or sub-operations of distinct operations may be implemented in an intermittent and/or alternating manner.