Playing card games have been popular for many years. However, with the advent of computer games, the more hands-on nature of classic playing card games appears to have taken a backseat. Many of today's computer games do not require an opponent, allowing individuals to play alone with no personal interaction, one-on-one or group competition. Further, many of the old style playing card games are necessarily restricted by the inherent limitations of the standard playing card deck which can lack sophistication, creativity, diversity, complexity and an element of timing. As a consequence, individuals are not typically motivated to collect or trade cards from the standard deck of playing cards, and are therefore less likely to use such standard decks. Thus, an increasing number of individuals appear to be gravitating toward somewhat more anti-social, less hands-on, computer games.
The present invention is directed toward a trading card game for a first player and a second player. The game includes one or more first cards that each has only one immovable section. The game also includes a second card for each player that includes a first section and a second section. The second section can be movable relative to the first section so that the second card moves between a first position and a second position. In the first position, a portion of the second section is unexposed to the players. In the second position, the portion of the second section is exposed to the players, and influences the outcome of at least a portion of the game. In one embodiment, the second section has a first side and an opposing second side. The first side includes a first indicia and the second side includes a second indicia, with each indicia influencing the outcome of at least a portion of the game, depending upon which side is visible to the players.
In another embodiment, the second card includes a third section that is slidable relative to the first section. The third section moves relative to the first section and the second section. The third section also can influence the outcome of at least a portion of the game. In one embodiment, the unexposed indicia on the second section and/or the third section is known to one of the players before the indicia is exposed, e.g., before the game commences.
In still another embodiment, the second card includes a first surface, a second surface and a third surface. The third surface moves relative to the first and second surfaces between (i) a first position wherein a portion of the third surface is substantially unexposed to the players, and (ii) a second position wherein the portion of the third surface is exposed to the players. In this embodiment, the surfaces remain substantially parallel to one another when the third surface is in the first and second positions. Additionally, the third surface includes an indicia that influences the outcome of at least a portion of the trading card game.
The present invention is also directed toward a method for playing a trading card game between a first player and a second player.
The novel features of this invention, as well as the invention itself, both as to its structure and its operation, will be best understood from the accompanying drawings, taken in conjunction with the accompanying description, in which similar reference characters refer to similar parts, and in which:
Referring to
In the description which follows, at least one embodiment of a set of rules for the game 10 is provided. It should be recognized, however, that the rules herein provide one or more representations of literally countless possible sets of rules that can be used without deviating from the spirit and scope of the present invention. The rules to be followed for the game 10 can be decided by the players, or other versions of the rules can be used. Additionally, various indicia that can be included on one or more of the cards 12, 14 in the game 10 are provided herein. However, each of the cards 12, 14 does not need to include all, or even some of the indicia described. Moreover, the description of the indicia and their respective effects on the game 10 is not intended to exclude additional possible indicia and their consequential effects. Stated another way, any inclusion or omission of a discussion regarding certain potential indicia that can be included on the cards 12, 14 is not intended to mandate or limit the scope of such indicia, or the types of possible effects on the outcome of part or all of the game 10.
In embodiments that use the play mat 16, various predetermined positions can be included on the play mat 16 to assist the players. For more advanced players, a play mat 16 may not be necessary. In the embodiment illustrated in
The first player region 18 can include a plurality of zones. For example, in this embodiment, the first region includes a first zone 24A, a second zone 24B and a third zone 24C, although any number of zones can be included in the present invention. The zones 24A-C can be designated by different colors, numerical values, geometric shapes or any other suitable designation. Each zone 24A-C can be energized to varying degrees depending upon the number of cards 12, 14 positioned within each zone 24A-C. In one embodiment, the greater number of cards 12, 14 within a particular zone 24A-C, the higher the energy of that zone 24A-C. For example, at the outset of the game 10, two first cards 12 can be placed in each zone 24A-C, but this total typically changes as the game 10 progresses. Whenever energy is added, a first card 12 is placed facedown in the appropriate zone 24A-C.
The first zone 24A is a player's first line of defense, followed by the second zone 24B and the third zone 24C. The zones 24A-C can be positioned in any order on the play mat 16. In one embodiment, if a player fails to defend in the third zone 24C, the opponent player can score a point, as provided in detail below. The first player to score a predetermined number of points wins the game.
In one embodiment, each player uses a plurality of first cards 12 and only one second card 14. Alternatively, greater than one second card 12 can be used by each player. The first player region 18 can include a plurality of substantially horizontal rows and a plurality of substantially vertical columns. The number of rows and/or columns can vary. For example, in the embodiment illustrated in
The second card 14 can be positioned in the top row 26A of the first column 28A as illustrated in
Moreover, the orientation of the cards 12, 14 in each row 26A-C of the first column 28A can be altered in order to “charge” the row 26A-C. In one embodiment, the rows 26A-C are charged when the cards in the first column 28A are turned approximately 90 degrees, as shown in phantom in
The second column 28B and the third column 28C can be used during the course of the game 10 when the player turns over cards one-at-a-time from that player's deck 30, as explained herein. For ease of discussion, a portion of the description of the Figures below may refer back to the overall game 10 illustrated in
As non-exclusive examples, each first card 212 can include one or more indicia, such as a card name 236, a trait requirement 238, one or more energy costs 240A-C, a card type 241, an intercept value 242, a force value 244, graphics or other aesthetic images 246, rules text 248, and/or a card version 250. Each first card 212 can be unique, or a player may have more than one first card 212 with the same name 236 in play at a time.
The card namer 236 can be a descriptive name or some other suitable designation. The trait requirement 238 can be a symbol, a number, or any other type of suitable image. The trait requirement 238 can be used by a player during construction of that player's deck. For example, in one embodiment, in order to use one of the first cards 212 having a specific trait requirement 238, there must be a similar trait requirement symbol on one or more of the second cards 14 (illustrated in
The energy costs 240A-C represent the amount of energy that must be spent by the player to use a particular first card 212. The number of different energy costs 240A-C can vary depending upon a number of zones 24A-C (illustrated in
As an example, a particular first card 212 may have an energy cost 240A of one card in the first zone 24A and a further energy cost 240C of one first card 212 in the third zone 24C. The player wishing to play this strike would therefore take one first card 212 from the first zone 24A, and one first card 212 from the third zone 24C, and put them face-up in that player's discard pile 32.
In one embodiment, an energy cost 240A from the first zone 24A can also be paid with a first card 212 from either the second zone 24B or the third zone 24C. Further, any energy cost 240B from the second zone 24B can also be paid with a first card 212 from the third zone 24C.
The card type 241 indicates the type of first card 212. The card type 241 can provide the type of card using text or some other suitable means. The types of first cards 212 that can be included in the trading card game 10 can vary. In one embodiment, the inclusion or exclusion of certain indicia can distinguish one first card 212 from another first card 212. Further, as non-exclusive examples, the first card 212 can be a strike card, a teamwork card or an advantage card, as explained in greater detail below. Each of these types of first cards 212 can perform different functions during the course of the game 10.
The strike card allows players to take turns attacking the opponent player while simultaneously defending against the opponent player's attacks. As an overview, in one embodiment of the rules of the game 10, the objective is to score a predetermined number of strikes against the opponent player. For example, in one such embodiment, the objective is to score three strikes against the opponent player. However, the number of strikes required to win the game 10 can be varied.
If a player fails to stop a strike in each of that player's zones 24A-C, the opposing player scores a point. The first player to gain a predetermined number of points wins the game 10. The method of scoring a strike is provided herein.
Teamwork cards represent friends and allies that assist the player in combat. In one embodiment, teamwork cards can be played by turning the teamwork card face up in the third column 28C. The teamwork card may be played by paying its cost 240A-C. A teamwork card can remain in play until the conclusion of the game 10 unless it is eliminated by the effects of other cards 212, 14. The teamwork card only affects other cards flipped in the row 26A-C in which the teamwork card is located. In one embodiment, only one teamwork card can remain in play in each row 26A-C. When one player scores a point, that player may add an energy card into each of the zones 24A-C in which that player is currently playing a teamwork card.
Advantage cards can be used to enhance a player's strike card, or to alter any other aspect of the game, including adding or eliminating energy, teamwork, or even allow searching through the player's deck 30. The advantage card can be played by paying the cost 240A-C indicated on the card. When played, advantage cards are placed into the advantage area 22 illustrated in
Referring again to
The force value 244 is the attack value of the strike card. Once a player counterattacks with a strike card, the opponent player cannot play a strike card unless the intercept value 242 is equal or greater to the force value 244.
The first card 212 can also include a graphics region 246 to provide aesthetics to the first card 212. The graphics region 246 can include animations of a character represented by the first card 212, or any other suitable graphics.
The rules text 248 can provide rules regarding the specific requirements of using the card 212 or the particular effects of using the card 212. For example, any additional information or explanatory data can be included in the rules text 248, which may or may not have an impact on any portion of the game 10.
The version 250 of the card 212 can change the attributes of the card 212 even though the name of the card 212 may be the same as another card. Different versions 250 of cards 212 by the same name can have different requirements for use and/or different effects on the game 10.
Further, in one embodiment, the first section 352 is colored or opaque so that the majority of the second section 354 cannot be seen when the second card 314 is in the first position.
The second card 314 is selectively moved from the first position to the second position by the player that controls the second card 314 at a strategic time during the game 10. In one embodiment, each player knows only what is included on the second section 354 of that player's second card 314. With this knowledge, one player can, under certain circumstances, reveal the second section 354 to the opponent player, and can utilize one or more of the indicia included on the second section 354 as appropriate.
The second section 454 of the second card 414 can also include some or all of the indicia previously described with respect to the first card 212. In one embodiment, the second section 454 includes a third surface 468 which is a scaled down version of a portion of the first card 212, although some of the indicia may have different numerical values, graphics, names, etc. It is recognized that as part of the game 10, the second section 454 can be fully extended, or only partially extended, revealing only some of the indicia of the second section 454.
In the embodiment illustrated in
In this embodiment, either or both of the second section 654 and the third section 684 can have indicia similar to the indicia previous described relative to the first card 212 (illustrated in
Referring back to
Some cards may have the same card name 222, but actually have different version names 238 and/or different game text 236, for example. In this case, four of each version could be played, since these may actually be different cards having different effects.
Each player can place two first cards 12 face down from their deck 30 without looking at them into the first zone 24A. Each player can then place two cards from the deck 30 facedown in both the second zone 24B and third zone 24C. Each player places the top four first cards 12 from their deck 30 face-up into their discard pile 32. Each player adds up the total force value 244 of the four first cards 12 in their discard pile 32. The player with the highest total force value 244 will decide who defends first. If the players tie, each flips an additional card from their deck 30 into their discard pile 32 until the tie is broken.
Players defend first in the first row 26A, then, if necessary, the second row 26B, and finally, the third row 26C. Cards are flipped face-up into the second column 28B in the row being defended. Once a card is flipped, it can be played by paying its energy cost 240A-C. If the card is not played, the card may be “focused” and be added face down to the energy stack in that row. If this occurs, the player is now defending in the next row down. Because of card effects, sometimes the player will not be able to either play or focus a card. When this happens, the player must instead discard the card into the discard pile 32. The player may voluntarily discard a card instead of playing or focusing it. The player then defends in the next row down.
Whenever a strike is played, it is referred to as a counterattack. When counterattacks occur with a strike card, the strike card is turned sideways in the second column 28B. This indicates that the player's turn is over. The opponent player must now defend against the force of that strike.
The first action the defending player takes on his or her turn is to cleanup his or her region 18, 20. The defending player removes all of the cards he or she played when last defending and puts them into the discard pile 32. Normally this includes the last strike that he or she played and/or any advantages in his or her advantage area 22. In one embodiment, the energy cards as well as any teamwork cards that are in play are never cleaned up, and remain in play even after someone scores a point.
After cleanup, the defending player now has a chance to replenish his or her energy. Replenishing is one of the main ways in which each player gains energy. The deeper the row from which one player was forced to counterattack, the more energy the other player will gain. In one embodiment, the row from which the opposing player counterattacked is determined, and one energy card is added to the zone for that row and each row above that row.
Before the defending player starts defending in the appropriate row, the defending player has a chance to play his or her second card 14. As indicated above, the player may only play that player's second card 14 if all of that player's rows 26A-C are charged. Playing the advantage card is one method of charging zones. In one embodiment, whenever an advantage card is played, the row in which the advantage card was played can be charged. Charging all three rows 26A-C is the only way to use the second section 354 of the second card 14.
Once charged, a row can stay charged until the second section 354 of the second card 14 is exposed to the opponent and is used to affect the outcome of at least a portion of the game 10. Once all these conditions are met, the second section of the second card can be revealed and played against the opponent player. To do so, the player can uncharge all of that player's charged zones. The second section is then revealed to the opponent player, and the energy cost is paid, if required.
If the player cannot or decides not to play the second card 14, the player begins defending as normal in the first row 26A. The defending player continues defending in each of the three rows 26A-C until that player either counterattacks or is unable to counterattack, in which case the opponent player scores a point. Once one player scores three points, that player is declared the winner. If no one has won after a point is scored, the process is repeated until a winner is determined.
The second card 14 cleans up differently than the first card 12. Regardless of whether the opponent player has succeeded in counterattacking, or whether a point is scored, the second section 354 is again concealed by moving the second section 354 to the first position, and the second card 14 is flipped over so that the second surface 366 is face up.
The next time the player charges up that player's rows, the player will now be able to reveal and play the fourth surface 370 of the second section 354 to reveal the indicia on the fourth surface 370. If the fourth surface 370 of the second section 354 has just been revealed and played, the player can flip the second card 14 back over to show the first surface 364 of the first section 352, and start all over again.
While the particular trading card game 10 as herein shown and disclosed in detail is fully capable of obtaining the objects and providing the advantages herein before stated, it is to be understood that it is merely illustrative of the presently preferred embodiments of the invention and that no limitations are intended to the details of construction or design herein shown other than as described in the appended claims.