Card games are believed to have originated in ancient China and have been associated with the use of paper sheets as opposed to scrolls. There is even some speculation that cards served as some form of currency. Cards have been used to teach things since at least the early nineteen-hundreds and are still used to teach everything from language, science facts and history. Today, there are electronic card games as well as physical cards, but the method of presentation remains much the same. Often learners are able to master and improve their skills by repetition but repetition can be boring. By making the repetition practice resemble a game, learning can be enhanced. Often, it is difficult to use the same practice method with learners of different skill and age levels.
There is a need for a card game that challenges users of different skill levels and age that appeals to a broad range of learners while maintaining a level of fun that encourages use.
A method of playing a word card game using alphabet cards uses a 54 card deck having letters on each card plus at least one wild card which may be substituted for any letter. A method of solitaire play is disclosed as well as a multiplayer version. The scoring is done according to a formula that assigns more weight to longer words by generating a higher score. The rules depend on the level of the players starting with a very basic level up to a very skilled level of play to challenge different skill level players. In one embodiment, players are penalized for not using all their cards. Ending the game can occur after reaching an agreed upon event such as all players having a certain number of turns, a selected score reached or no more words are able to be formed.
Other features and advantages of the instant invention will become apparent from the following description of the invention which refers to the accompanying drawings.
In the following detailed description of the invention, reference is made to the drawings in which reference numerals refer to like elements, and which are intended to show by way of illustration specific embodiments in which the invention may be practiced. It is understood that other embodiments may be utilized and that structural changes may be made without departing from the scope and spirit of the invention.
Referring to
Referring now to
The scoring is achieved by using a formula to weigh the length of the words formed. In each case, the longer the word, the higher the point value by adding the length of the word to the points given as depicted by the following table:
In the example shown, if no more words are made than shown, the total score would be 15 points for the 5-letter word 171, plus 10 points for the 4-letter word 172 and 6 points for the 3-letter word 173 for a total of 31 points (15+10+6).
Referring now to
The players try to make as many words as possible with their cards. In the embodiment shown, player one's hand 185 is shown making three words, “QUIET” 205, “PAWS” 210, “DRUGS” 207 with unused cards 215. Player two's hand is shown making two words, “SCHOONER” 220, “PENDANT” 225 with unused cards 230. Player three's hand is shown making three words “INVOICE” 235, “LAZY” 240, “GUST” 242 with unused cards 245. The scores are calculated according to the Scoring Table above and giving player one a score of 40 (15+15+10), player two has a score of 57 (36+21) and player three has a score of 48 (28+10+10). The unused cards are not counted. In this case, player two is the winner even though only two words were made. Note that player one and two used a wild card to make their words. Wild cards are treated as any other card and are counted in the length of the word when scoring.
Referring now to
The next player has the same options as the previous player. The player must display words or they will not count as described above. The player's turn ends when he or she has displayed all the words desired and a card is discarded. Again play moves to the right. If a player does not like their cards, they may replace up to four cards from his or her hand and must discard the same number as replaced. For example, if the player chooses to replace two cards, two cards must be discarded, if three are replaced, then three must be discarded. Again, only words displayed count, words that may be formed but remaining in the player's hand do not count.
Each player must have a chance to play a round before the game can end. To end the round, thus ending the game, the player must draw a card from either the deck 265 or open deck 270 and then use all his or her cards except one and then discard the last card. When this happens, the game ends and the scores are counted. The player with the highest scores wins. Only displayed words count and once the game ends, no more words are able to be formed.
If the players are unable to use all their cards, play may end when all players have had an equal number of turns such as when all players have had two complete turns, play will end before starting a third round.
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All the players must have at least one turn before play can end. Play ends as described above when a player takes at least one card and uses all but one to form a word and then discards the last card. If the deck 265 is depleted, the game ends and the scores are counted. Again, only displayed words count in the scoring. Ties are allowed and there may be more than one winner.
Referring again to
In another embodiment, players can set a specific score as a goal and the first player to get to that score wins.
Although the instant invention has been described in relation to particular embodiments thereof, many other variations and modifications and other uses will become apparent to those skilled in the art.