This invention relates generally to a novel card game, and, more particularly, to a means and method for playing a game that uses cards and dice, and that has educational features about the environment and recycling or other educational features.
Card games are popular forms of entertainment. Not only are cards easily transported and stored, but also they provide a fairly economical method of passing the time alone or with friends.
Another popular game is the hand game, “rock, paper, scissors.” This game is often played as an alternative to a coin toss for making a decision. However, although the game helps to develop some insight into the strategies of other players, it is not otherwise educational. Furthermore, a player may inadvertently make a different hand gesture than the one she intended based on the speed of the game. Accordingly, one possessing more hand-eye coordination than another may unfairly dominate the game. Furthermore, one having a good instinct as to what another will gesture may quickly change their gesture to beat the other. Finally, one may try and deceive the other player after both hands are drawn by quickly changing the hand gesture before the other player is aware of it. There exists a need, therefore, for the players to become evenly matched.
Consequently, by incorporating a game such as the “rock, paper, scissors” game into a card game, and further enhancing the game with educational features, players can play the game more deliberately and other variations of the basic idea of the game become possible.
The following presents a simplified summary of the invention in order to provide a basic understanding of some aspects of the invention. This summary is not an extensive overview of the invention. It is not intended to identify key or critical elements of the invention or to delineate the scope of the invention. Its sole purpose is to present some concepts of the invention in a simplified form as a prelude to the more detailed description that is presented later.
The present invention is a card game and a method for playing a card game. The card game includes a deck of cards showing icons that represent elements of a transcendental set of elements. Each card of the deck of cards shows the icon corresponding to one element of the transcendental set and that particular icon will appear on plural cards of the deck of card. Each element is represented on plural cards of the deck.
A transcendental set of elements is a set of elements in which each element has a value only with respect to other elements of the set. Each element will have a higher value than at least one other element and a lower value than at least one other element; there is no element that has the highest value and no element that has the lowest value. In a three-element transcendental set, each element has a higher value than one of the other elements and a lower value than the remaining element. Play involving two players may involve chance drawing of cards, with the winner of each trick being the player who draws the higher value card, if any, or may involve choices by each player from a hand held by that player in order to win tricks. The object of the game is to accumulate the most points (tricks).
The icons represent the elements pictorially on the cards of the deck. In the transcendental set containing the three elements rock, paper, and scissors, the icons on the cards will look like a rock, a sheet of paper, and a pair of scissor, respectively. The relative value of an element represented on a card with respect to the other elements is indicated on a card by showing the element it will beat, as a key, or portion of the transcendental set rule that governs the relationship of the values of the elements of the transcendental set. For example, on the rock card, the rock icon will be shown beating the scissors icon because the scissors element has a lower value than the rock element; by implication the rock element does not beat the sheet of paper element because it can only beat one element of the three-element transcendental set. The scissor icon on the scissor card will be shown to beat the paper icon because the value of the scissors element is higher than the value of the paper element. As will follow, the paper card will show the paper icon beating the rock icon because the paper element has a higher value than the rock element. The transcendental rule would be rock>scissors>paper>rock.
Other transcendental element sets can be used in place of the rock-paper-scissor set.
Each card in the preferred embodiment will have an additional statement related to the environment. In particular, the statement will be an educational statement such as a fact or tip or recommendation that relates specifically to the environment, the effects of pollution, and recycling. For example, the rock card may include a fact related to how much recyclable material is wasted.
In an exemplary embodiment, each card from a set of cards has one icon selected from the three-element transcendental set including rocks, papers, and scissors. The icon of a rock, paper, or scissors will appear at the top of the card to indicate which element is represented by that card. Below this icon is the key, namely, the portion of the transcendental set rule, indicating which of the other two elements the element represented by this card will beat. Finally, below the explanation is included an educational fact regarding the environment. Of the cards in the deck, typically one third will represent each element of the transcendental set. A deck might have 51 cards, 17 of each element.
In an alternative embodiment, the cards can include elements represented by animal icons. For example, the card game can include an icon of a mouse, a snake, and an elephant. The transcendental set rule among these elements would be mouse>elephant>snake>mouse. The additional statement on each card can describe a fact associated with the environment.
In another alternative embodiment of the invention, the deck of cards can be based on prehistoric animal elements such as dinosaurs, wherein each dinosaur element can eliminate one of the other elements and can be eliminated by the remaining element in the card deck.
A feature of the present invention is the use of a deck of cards having a combination of a transcendental set and a learning statement on the cards. Because of the ease of the card game, the present invention is particularly suited towards playing by those of a young age. Not only can children learn about counting, as well as picture recognition, but also the use of learning statements can help children practice reading, while teaching them relevant facts about the environment and recycling. The card game can be played in any setting, and is also easy for both children and their parents to transport, clean up, and store once playing has finished.
Another feature of the present invention is the use of simple playing cards in combination with the hand game “rock, paper, scissors.” As discussed, the hand game is not particularly educational. Furthermore, a player may sometimes make a different hand gesture than intended based on the speed of the game. Accordingly, by combining this game with playing cards, the players become more evenly matched.
Other features and advantages of the present invention will be apparent to those skilled in the art from a careful reading of the Detailed Disclosure of the Preferred Embodiment presented below and accompanied by the drawings.
In an exemplary embodiment illustrated in
In addition to first, second, and third icons, 16, 18, 20, each card includes a key or transcendental set rule to show how the relative value of each element compares to one other element. As shown, first card 12 shows a first key 22 in which a rock element is valued higher than the element of a pair of scissors. Second card 14 shows a second key 24 in which a sheet of paper element is valued more than a rock element. Finally, third card shows a third key 26 in which a pair of scissors element is valued more than a piece of paper element.
An educational feature may also be included in the card game in the form of a statement added to the card. As shown, first card 10, second card 12, and third card 14 can also include a first learning statement 30, a second learning statement 32, and a third learning statement 34, respectively. These learning statements relay facts or trivia, tips or recommendations that correlate with the environment, the effects of pollution, and recycling.
A first method of playing a card game with the set of cards illustrated in
Another method of playing a card game with the set of cards illustrated in
In an alternative method of play, shown in
Regardless of the icons represented on the die 50, during a tie-breaking round, the players each take a turn rolling the die 50. Depending on the particular transcendental set rule governing the 50, the player that rolls the higher valued icon wins the tiebreaker. If the die 50 rolling also results in a tie, the players simply keep rolling until one of the players rolls a higher valued icon.
As an alternative to the foregoing game, two players playing the game can first be dealt a hand of cards, such as seven, and then each player selects one card from her hand to play against the card selected by her opponent from the opponent's hand. Simultaneously, the two players throw down their selected cards face up. The higher valued card takes the trick; in the event of a tie, the “diebreaker” or the six-sided die 50 may be used to resolve the tie.
In
In a first alternative embodiment, the cards of the set of cards can use animals as elements. As illustrated in
When playing with this alternative deck of cards, the die 50′ (shown in
In a second alternative embodiment, the cards of the set of cards can include elements represented by icons of prehistoric animals. As illustrated in
When playing with this alternative deck of cards, the die 50″ (illustrated in
It is contemplated that the dice 50, 50′, and 50″ of the present invention can be interchanged with the alternative decks of cards. In other words, the elements of the dice used in the tie breaking steps of the methods for playing cards need not necessarily match the elements of the deck of cards. In this instance, a separate set of transcendental set rules apply for the particular die used than apply to the cards used. This separate set of transcendental set rules can be presented in the form of instructions for the game.
It is also contemplated that the dice of the present invention, 50, 50′, and 50″, respectively, can be played without the use of the deck of cards. For example, two players could take turns rolling one of the dice and play in a similar fashion to the hand game “rock, paper, scissors.” Furthermore, although a six-sided die 50 is shown and described, this is only an exemplary embodiment of the die that could be used in the present invention. For example, dice of varying numbers of faces, ranging from 3-sided and above, could also be employed.
Furthermore, it is contemplated by the present invention that the playing cards could be incorporated into a computer game or video game. Such a game could only enhance the learning of small children who will certainly require computer skills considering the current direction in which technology is moving.
Those skilled in the art of card games will recognize that many substitutions and modifications can be made in the foregoing preferred embodiment without departing from the spirit and scope of the present invention.
This application is a continuation of International Application No. PCT/US2004/017531, filed on Jun. 3, 2004, the entire disclosure of which is hereby incorporated herein by express reference thereto.
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Number | Date | Country | |
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Parent | PCT/US2004/017531 | Jun 2004 | US |
Child | 11566093 | US |