The present invention is primarily intended as a form of recreational entertainment, and can be enjoyed as a standalone toy for solitary play or as part of a card game with defined rules which can be played with two or more people.
The present invention consists of two main components, a toy with moving mechanisms and a variety of trading cards. Mechanical toys, including miniature cars with leaf springs which can be wound such that they can roll briefly without being pushed and action figures with limbs which move or weapons that launch when a button or lever is depressed, have been commonplace in children's entertainment for some time. Some of these toys fire spinning objects, such as tops or propellers. This is one such toy, functioning as a detachable winding device as per CPC classification A63H 1/02.
Trading card games, with freely exchangeable game components which can be purchased in partially randomized packages, have also become commonplace over the past decades since their introduction (citation 1). These games include elements of both chance and strategy and fit within CPC classification A63F 1/00. Some of these games also include mechanical toys which are integrated with the game rules, such as the game called Bakugan marketed alongside the transformable toy patented in citation 2 by Spin Master Ltd. Rather than launching a spinning top, this present detachable winding device launches a spinning card, making it a card games appurtenance as per
The present invention is a combination of a novel mechanical toy design and a trading card game with unique gameplay rules drafted to integrate with this novel toy. The mechanical toy, henceforth named the Card Spinner, shall be summarized first. It is a small, ergonomically shaped toy, capable of being held with one hand. Manufacture and assembly of the Card Spinner is undertaken through conventional methods, whereas individual plastic components may be injection molded or extruded as needed before the Card Spinner is assembled by a separate machine constructed for this purpose or hand built by a line worker following instructions. Components such as the rubber band [7] and coil spring [6] are readily available for wholesale purchase from outside manufacturers.
The Card Spinner is used by first pressing the suction cup [4] located at the bottom of the toy down onto the card which is to be spun, such that it is affixed by the suction. The card is oriented face up. Sufficiently glossy cards will adhere without issue. Cards will also adhere if they are inside commonly used plastic card sleeves, also known as card protectors (citation 3). Once the card is adhered, the user raises the toy above the play area and draws out the string from the reel [8] using the knob tied at its end [3]. This initial action rotates the card slowly, as it is connected to the reel via the suction cup, while simultaneously tensioning the rubber band [7]. Once the user is ready, they release their grip on the knob, and the tension in the band is released, spinning the card rapidly and re-winding the string around the reel. During this time, the user depresses the top end of the plastic rod [1], typically with their thumb. This extends the bottom of the rod, which pushes the card such that it peels off from the suction cup at a random point during its rotation. The card will then fall free and land on the play area, where friction with the play area eventually halts its motion. Afterwards, the coil spring [6] returns the plastic rod to the ready position. This action alone is amusing to children in the same manner as a spinning top, and the Card Spinner may be used as such in conjunction with any type of card, without any additional rules of play.
The trading card game can be played using the Card Spinner to generate additional enjoyment through anticipation and the stakes inherent in games with a winner and loser. Given the nature of the Card Spinner, cards may cease moving once released at any point during their rotation. This is the principle upon which the trading card game's rules are constructed: depending on the orientation of the card relative to another card when it lands, different gameplay effects can occur, based on elements of each unique card's own layout.
While there are existing toys which interact with playing cards, and existing toys which spin and later release objects, no such toy exists which employs a suction cup to enable a playing card to be the object spun and released in this way. Thus, the Card Spinner and accompanying trading card game provides a unique and novel form of entertainment.
The Card Spinner, as detailed in the described drawings, may be manufactured largely from injection molded plastic, with an ergonomic cylindrical housing for ease of use. The preferred embodiment is intended to be assembled with strong glue to permanently affix all stationary components, and as such, if it were to break, the user would obtain a new Card Spinner. The components are inexpensive enough such that the seamlessness this offers is better for the user than the ability to repair damaged internal parts. To aid in aligning the two halves of the housing, one side features four tabs, while the other features four slots. Both sides have half-pipe features to ensure the reel can spin freely, and so the push rod can slide freely, while the toy is in use.
Ideally, an arrangement of plastic or metal gears would have been implemented in the embodiment shown in the figures to ensure the suction cup would continue to spin freely after all stored tension is released, making for a simpler user experience. This feature was omitted from the prototype embodiment depicted solely for the sake of expediency in construction, modeling, and testing. The preferred embodiment would include these gears.
The rubber band and coil spring were selected for this embodiment due to their ready availability in combination with their effectiveness at the desired functions. The string in this preferred embodiment is made of a synthetic fiber to avoid fraying and to provide strength. The knob is shaped such that the user's fingers will not catch between it and the Card Spinner, and has a hole in the center so the string may be knotted through it.
A preferred embodiment of the trading card game rules is detailed as follows. The object of the game is to reduce your opponent's HP or ‘Health Points’ to 0 to win by attacking them with your cards. Players begin the game with 20 Health Points. Players lose the game immediately if their deck ever runs out of cards. Each player's main play area is separated into four clearly defined quadrants. The Attack Quadrant is in the upper left of the play area. Cards in this quadrant may attack the opponent during the Battle Step. The Defense Quadrant is in the upper right of the play area. Cards in this quadrant may defend against opposing attacks during the Battle Step. The Effect Quadrant is in the lower left of the play area. Cards in this quadrant turn on their effect quadrant abilities, if they have any. The Resource Quadrant is in the lower right of the play area. Cards in this quadrant can be activated to produce game resources needed to play other cards. A card can be moved into any quadrant once in play, but may not have any use in some of them. Cards which are destroyed while in play or discarded from the hand are sent to the discard pile, in this game named the Scrap.
Decks must contain a minimum of 50 cards, with no more than 4 copies of the same card. The starting player may be determined however players choose, such as by rolling dice or rock-paper-scissors. Before the game begins, each player shuffles their deck and draws a hand of six cards, then immediately draws a second, separate hand of six cards. Each player then choses one of their two hands to keep, then shuffles the other back into their deck. Players then place the top card of their deck facedown in front of them, at the point where their four quadrants meet. This is the ‘Reticle Card’, and it may not be moved once placed.
A player's turn proceeds over the course of five steps. First is the Deactivation Step, when the player deactivates their cards by turning them upright, if they have been deactivated previously. Then the player draws a card. The player going first skips this step on their first turn of the game.
Second is the Play Step. During this step, the player may spend their available resources to play cards from their hand by activating the corresponding amount of cards in the Resource Quadrant with a Resource Quadrant ability. To activate a card, the card is turned 90 degrees sideways. A player's produced resources disappear at the end of each step. Players may also use the abilities of cards they already have in play during this step, by activating them or otherwise paying the ability's cost in the same manner as playing a card. Players cannot play cards until all abilities which have been used or triggered finish resolving completely. If multiple cards' abilities trigger at the same time, the player whose turn it is may sequence them in any order they choose. Then any other players may do the same with their abilities. If a card's ability specifies a target, the card's owner must choose a target unless the ability says they may do otherwise. Cards and abilities can still be played or used even without viable targets. Any other parts of that card or ability still work as normal.
When a card is played, it is spun using the Card Spinner as described in the summary of this invention unless all four of its corners are the same color. These corners are marked as 1, 2, 3, and 4 in
Third is the Reaction Step. Players not currently taking their turn may play cards with the Reaction ability during this step. This will appear in the area marked Other Rules Text in
Fourth is the Battle Step. The player may activate any number of the cards in their Attack Quadrant as noted prior to attack an opponent. The opponent may then activate any of the cards in their Defense Quadrant to defend. Each defending card may defend against one attacking card of the defending player's choice. Attacking cards deal damage equal to their power to the defending cards. Cards which were not defended instead deal damage equal to their power to the opponent's HP. Any cards which take damage greater than or equal to their power in a single turn are destroyed and sent to the Scrap. Only cards in the Attack or Defense Quadrants can take damage. For cards in the Defense Quadrant, their Defense Power is used, for cards in the Attack Quadrant, their Attack Power is used. These power values are placed where the corresponding ‘#’ symbol appears in
Fifth and last is the Reposition Step. The player may move any number of their cards from one quadrant to any other quadrant, one at a time. There are no restrictions on which quadrant a card can be moved to, but each card may only be moved once. Repositioning cards does not deactivate them. Then the player's turn ends, and the next player takes their turn.
The story, artwork, and overall design of this embodiment employs a science-fiction theme, using such common tropes as taking place in the far future, humans interacting with aliens, and star-ships. The preferred embodiment also includes a play mat with the four quadrants color-coded and labelled, to aid in understanding the game state. The play mat also has labelled spaces for the Reticle Card, Scrap, and Deck.
The exact nature of the spinning apparatus built into the Card Spinner, which is one of many possible existing mechanisms, as well as the metal coil spring rod release, are common knowledge and subject to variation. For instance, a leaf spring may be used to store mechanical energy in leu of the rubber band. Another possible embodiment of the Card Spinner could utilize an electric motor to produce the spin instead of mechanical force provided by the user. The size and material composition of the suction cup used to hold the cards may also vary, if one is used at all. Other components or mechanisms besides a suction cup which might secure a card are not preferred due to the added cost and complexity required to construct an embodiment with those components which functions reliably, the larger size of those components, and the risk of the cards being scratched or bent. Additionally, attempting to secure the cards from the side would result in the cards being thrown as well as spun, which is not a desired action, as this may also result in damaged cards. Examples of such mechanisms include a clamp or a box with a slot on the side and a bottom which hinges open, large enough to hold a card.
Possible alternative embodiments for the accompanying game include a normal playing card game, in which the cards used are set and cannot be changed. The cards may also be cut into non-standard shapes, such as a pentagon, or made of other materials, such as plastic. The theme of the game need not be science fiction, either. Examples of alternative themes include but are not limited to real people and places, other fantastic settings, or basic shapes without artwork at all.
The embodiments of the invention in which an exclusive property or privilege is claimed are defined as follows:
The present invention is primarily intended as a form of recreational entertainment, and can be enjoyed as a standalone toy for solitary play or as part of a card game with defined rules which can be played with two or more people.
The present invention consists of two main components, a toy with moving mechanisms and a variety of trading cards. Mechanical toys, including miniature cars with leaf springs which can be wound such that they can roll briefly without being pushed and action figures with limbs which move or weapons that launch when a button or lever is depressed, have been commonplace in children's entertainment for some time. Some of these toys fire spinning objects, such as tops or propellers. This is one such toy, functioning as a detachable winding device as per CPC classification A63H 1/02.
Trading card games, with freely exchangeable game components which can be purchased in partially randomized packages, have also become commonplace over the past decades since their introduction (citation 1). These games include elements of both chance and strategy and fit within CPC classification A63F 1/00. Some of these games also include mechanical toys which are integrated with the game rules, such as the game called Bakugan marketed alongside the transformable toy patented in citation 2 by Spin Master Ltd. Rather than launching a spinning top, this present detachable winding device launches a spinning card, making it a card games appurtenance as per
The present invention is a combination of a novel mechanical toy design and a trading card game with unique gameplay rules drafted to integrate with this novel toy. The mechanical toy, henceforth named the Card Spinner, shall be summarized first. It is a small, ergonomically shaped toy, capable of being held with one hand. Manufacture and assembly of the Card Spinner is undertaken through conventional methods, whereas individual plastic components may be injection molded or extruded as needed before the Card Spinner is assembled by a separate machine constructed for this purpose or hand built by a line worker following instructions. Components such as the rubber band [7] and coil spring [6] are readily available for wholesale purchase from outside manufacturers.
The Card Spinner is used by first pressing the suction cup [4] located at the bottom of the toy down onto the card which is to be spun, such that it is affixed by the suction. The card is oriented face up. Sufficiently glossy cards will adhere without issue. Cards will also adhere if they are inside commonly used plastic card sleeves, also known as card protectors (citation 3). Once the card is adhered, the user raises the toy above the play area and draws out the string from the reel [8] using the knob tied at its end [3]. This initial action rotates the card slowly, as it is connected to the reel via the suction cup, while simultaneously tensioning the rubber band [7]. Once the user is ready, they release their grip on the knob, and the tension in the band is released, spinning the card rapidly and re-winding the string around the reel. During this time, the user depresses the top end of the plastic rod [1], typically with their thumb. This extends the bottom of the rod, which pushes the card such that it peels off from the suction cup at a random point during its rotation. The card will then fall free and land on the play area, where friction with the play area eventually halts its motion. Afterwards, the coil spring [6] returns the plastic rod to the ready position. This action alone is amusing to children in the same manner as a spinning top, and the Card Spinner may be used as such in conjunction with any type of card, without any additional rules of play.
The trading card game can be played using the Card Spinner to generate additional enjoyment through anticipation and the stakes inherent in games with a winner and loser. Given the nature of the Card Spinner, cards may cease moving once released at any point during their rotation. This is the principle upon which the trading card game's rules are constructed: depending on the orientation of the card relative to another card when it lands, different gameplay effects can occur, based on elements of each unique card's own layout.
While there are existing toys which interact with playing cards, and existing toys which spin and later release objects, no such toy exists which employs a suction cup to enable a playing card to be the object spun and released in this way. Thus, the Card Spinner and accompanying trading card game provides a unique and novel form of
The Card Spinner, as detailed in the described drawings, may be manufactured largely from injection molded plastic, with an ergonomic cylindrical housing for ease of use. The preferred embodiment is intended to be assembled with strong glue to permanently affix all stationary components, and as such, if it were to break, the user would obtain a new Card Spinner. The components are inexpensive enough such that the seamlessness this offers is better for the user than the ability to repair damaged internal parts. To aid in aligning the two halves of the housing, one side features four tabs, while the other features four slots. Both sides have half-pipe features to ensure the reel can spin freely, and so the push rod can slide freely, while the toy is in use.
Ideally, an arrangement of plastic or metal gears would have been implemented in the embodiment shown in the figures to ensure the suction cup would continue to spin freely after all stored tension is released, making for a simpler user experience. This feature was omitted from the prototype embodiment depicted solely for the sake of expediency in construction, modeling, and testing. The preferred embodiment would include these gears.
The rubber band and coil spring were selected for this embodiment due to their ready availability in combination with their effectiveness at the desired functions. The string in this preferred embodiment is made of a synthetic fiber to avoid fraying and to provide strength. The knob is shaped such that the user's fingers will not catch between it and the Card Spinner, and has a hole in the center so the string may be knotted through it.
A preferred embodiment of the trading card game rules is detailed as follows. The object of the game is to reduce your opponent's HP or ‘Health Points’ to 0 to win by attacking them with your cards. Players begin the game with 20 Health Points. Players lose the game immediately if their deck ever runs out of cards. Each player's main play area is separated into four clearly defined quadrants. The Attack Quadrant is in the upper left of the play area. Cards in this quadrant may attack the opponent during the Battle Step. The Defense Quadrant is in the upper right of the play area. Cards in this quadrant may defend against opposing attacks during the Battle Step. The Effect Quadrant is in the lower left of the play area. Cards in this quadrant turn on their effect quadrant abilities, if they have any. The Resource Quadrant is in the lower right of the play area. Cards in this quadrant can be activated to produce game resources needed to play other cards. A card can be moved into any quadrant once in play, but may not have any use in some of them. Cards which are destroyed while in play or discarded from the hand are sent to the discard pile, in this game named the Scrap.
Decks must contain a minimum of 50 cards, with no more than 4 copies of the same card. The starting player may be determined however players choose, such as by rolling dice or rock-paper-scissors. Before the game begins, each player shuffles their deck and draws a hand of six cards, then immediately draws a second, separate hand of six cards. Each player then choses one of their two hands to keep, then shuffles the other back into their deck. Players then place the top card of their deck facedown in front of them, at the point where their four quadrants meet. This is the ‘Reticle Card’, and it may not be moved once placed.
A player's turn proceeds over the course of five steps. First is the Deactivation Step, when the player deactivates their cards by turning them upright, if they have been deactivated previously. Then the player draws a card. The player going first skips this step on their first turn of the game.
Second is the Play Step. During this step, the player may spend their available resources to play cards from their hand by activating the corresponding amount of cards in the Resource Quadrant with a Resource Quadrant ability. To activate a card, the card is turned 90 degrees sideways. A player's produced resources disappear at the end of each step. Players may also use the abilities of cards they already have in play during this step, by activating them or otherwise paying the ability's cost in the same manner as playing a card. Players cannot play cards until all abilities which have been used or triggered finish resolving completely. If multiple cards' abilities trigger at the same time, the player whose turn it is may sequence them in any order they choose. Then any other players may do the same with their abilities. If a card's ability specifies a target, the card's owner must choose a target unless the ability says they may do otherwise. Cards and abilities can still be played or used even without viable targets. Any other parts of that card or ability still work as normal.
When a card is played, it is spun using the Card Spinner as described in the summary of this invention unless all four of its corners are the same color. These corners are marked as 1, 2, 3, and 4 in
Third is the Reaction Step. Players not currently taking their turn may play cards with the Reaction ability during this step. This will appear in the area marked Other Rules Text in
Fourth is the Battle Step. The player may activate any number of the cards in their Attack Quadrant as noted prior to attack an opponent. The opponent may then activate any of the cards in their Defense Quadrant to defend. Each defending card may defend against one attacking card of the defending player's choice. Attacking cards deal damage equal to their power to the defending cards. Cards which were not defended instead deal damage equal to their power to the opponent's HP. Any cards which take damage greater than or equal to their power in a single turn are destroyed and sent to the Scrap. Only cards in the Attack or Defense Quadrants can take damage. For cards in the Defense Quadrant, their Defense Power is used, for cards in the Attack Quadrant, their Attack Power is used. These power values are placed where the corresponding ‘#’ symbol appears in
Fifth and last is the Reposition Step. The player may move any number of their cards from one quadrant to any other quadrant, one at a time. There are no restrictions on which quadrant a card can be moved to, but each card may only be moved once. Repositioning cards does not deactivate them. Then the player's turn ends, and the next player takes their turn.
The story, artwork, and overall design of this embodiment employs a science-fiction theme, using such common tropes as taking place in the far future, humans interacting with aliens, and star-ships. The preferred embodiment also includes a play mat with the four quadrants color-coded and labelled, to aid in understanding the game state. The play mat also has labelled spaces for the Reticle Card, Scrap, and Deck.
The exact nature of the spinning apparatus built into the Card Spinner, which is one of many possible existing mechanisms, as well as the metal coil spring rod release, are common knowledge and subject to variation. For instance, a leaf spring may be used to store mechanical energy in leu of the rubber band. Another possible embodiment of the Card Spinner could utilize an electric motor to produce the spin instead of mechanical force provided by the user. The size and material composition of the suction cup used to hold the cards may also vary, if one is used at all. Other components or mechanisms besides a suction cup which might secure a card are not preferred due to the added cost and complexity required to construct an embodiment with those components which functions reliably, the larger size of those components, and the risk of the cards being scratched or bent. Additionally, attempting to secure the cards from the side would result in the cards being thrown as well as spun, which is not a desired action, as this may also result in damaged cards. Examples of such mechanisms include a clamp or a box with a slot on the side and a bottom which hinges open, large enough to hold a card.
Possible alternative embodiments for the accompanying game include a normal playing card game, in which the cards used are set and cannot be changed. The cards may also be cut into non-standard shapes, such as a pentagon, or made of other materials, such as plastic. The theme of the game need not be science fiction, either. Examples of alternative themes include but are not limited to real people and places, other fantastic settings, or basic shapes without artwork at all.
1. USRE37957E1—Trading card game method of play 2. U.S. Pat. No. 7,731,563B2—Transformable toy 3. WO2016001946A1—Protective sleeve for cards