The present invention relates generally to games and, more particularly, to games involving the use of playing cards or tiles.
Mahjong is a game of Chinese origin commonly played by four persons with tiles resembling dominoes and bearing various symbols and designs. The playing tiles are drawn and discarded from a common pile until one player wins. A full set of mahjong playing tiles commonly contains 144 tiles with each tile having a unique symbol (namely, a wan, a bamboo, a ring, a dragon, or a wind) engraved or painted on its face. Mahjong involves skill, strategy, and calculation, as well as a certain degree of luck (depending on the variation played, luck can be anything from a minor to a dominant factor in winning). Mahjong is also popularly played as a gambling game.
More specifically, and depending on the particular variation of the game, each player is dealt either thirteen or sixteen tiles in a hand. On their turn, players draw utile and discard one tile, with the goal of making four or five sets of threes known as “melds” (depending on the variation) and one pair, or “head.” Winning comes “on the draw” by drawing anew or discarded tile that completes the hand. Thus, a winning hand generally contains fourteen (or seventeen) tiles.
Stated somewhat differently, the objective of the game of mahjong is to put together a complete set (or “hand”), which contains three or four sets of threes or “melds” (either three of a kind of the same suit (or “pung”) or a sequence of the same suit (or “chow”)) and a pair, for total of 14 (or 17) pieces (tiles). Each player starts with 13 (or 16) tiles. With each turn, a player picks up a 14th (or 17th) tile, and then discards one tile placed face up in the center of the table. At this point, other players can choose to pass, take the tile to complete a set (pung, chow, or kong) or to declare a win (“mahjong”). The first player who completes the set of 14 (or 17) tiles wins the hand.
In contrast to traditional mahjong-style playing tiles of Chinese origin, European or western-style playing cards generally consist of pieces of specially prepared heavy paper, thin card, or thin plastic, figured with distinguishing motifs that are suited and numerically ranked. Playing cards are typically palm-sized for convenient handling. A complete set of cards is called a pack or deck, and the set of cards held at one time by a player during a game is commonly called their hand. A deck of cards may be used for playing a great variety of card games, some of which may also incorporate gambling.
The front (or “face”) of each playing card carries markings that distinguish it from the other cards in the deck and determine its use under the rules of the game being played. The back of each card is generally identical for all cards in any particular deck, and usually of a single color or formalized design. For most card games, the cards are assembled into a deck, and their order is randomized by shuffling.
The exact origin of playing cards is subject to a great deal of speculation and misinformation. There are many divided opinions, theories, and contradictions in the historical research of playing cards. Playing cards are thought to have entered Europe via the Islamic world where suit symbols were added in the form of cups and swords in addition to non-figurative images for court cards. In Europe the Islamic non-figurative court cards were replaced with representations of humans at royal courts including kings and queens. Two basic types of playing cards evolved in Europe that are in common use today; namely, the Tarot deck of 22 playing cards that depicts vices and virtues; and the deck of 52 playing cards divided into four suits (spades, hearts, clubs, and diamonds), with each suit consisting of 10 numbered or ranked cards (A, 2, 3, 4, 5, 6, 7, 8, 9, and 10), and three face cards (jacks, queens, and kings). European or western-style card decks sometimes include one or two additional bonus or wild cards commonly known as jokers.
The invention in the fourteenth century of “woodcut” printing enabled mass production of playing cards, which, in turn, popularized the use of playing cards throughout Europe. Because the French suit system of spades hearts (♡), clubs and diamonds (♦) were easy to stencil using red and black ink, the French colored suit system of black spades, red hearts, black clubs, and red diamonds became dominant and is now the most popular suit system in use today (although other suit systems are known to exist).
Playing cards were first produced in the United States around 1800. Americans adopted and invented several refinements including indexes (sometimes referred to as “pips”—defined as identifying marks placed on the cards' corners or borders). These were adopted to eliminate the problem of identification when fanning out the cards. The backs of cards were originally plain but designs were eventually added to prevent card sharps from recognizing cards with identifying marks or dirt on their backs. Round corners were added to eliminate the problem of wear and tear resulting from square corners.
Although significant advancements with playing tiles and cards have been made over time, there is still a need in the art for new and improved playing cards and tiles, especially playing cards and tiles that provide and allow for the playing of more complicated and/or different types of games. The present invention fulfills these needs and provides for further related advantages.
In brief, the present invention in one embodiment is directed to a game that comprises a plurality of playing cards or tiles, wherein each card or tile has displayed on one of its faces a symbol of Chinese origin, a numerical rank, and a suit of French origin. The symbol of Chinese origin is selected from the group consisting of a wan, a bamboo, a ring, a dragon, or a wind; whereas the numerical rank is selected the group consisting of a 1, 2, 3, 4, 5, 6, 7, 8, 9, and 10; and whereas the suit is selected from the group consisting of a spade, a heart, a club, and a diamond. In other embodiments, the game further comprises a face card selected from the group consisting of a jack, a queen, or a king, as well as a set of other special function cards known as “assistance” cards. Thus, the innovative game of the present invention entwines traditional symbols of Chinese origin (associated with the game of mahjong) together with numerically ranked and suited playing cards (associated with western-style card decks of the 52 playing card to a deck variety).
These and other aspects of the present invention will become more readily apparent to those possessing ordinary skill in the art when reference is made to the following detailed description in conjunction with the accompanying drawings.
The drawings are intended to be illustrative and symbolic representations of certain exemplary embodiments of the present invention and as such they are not necessarily drawn to scale. In addition, it is to be expressly understood that the various symbols and markings depicted in the drawings are exemplary in nature; and thus they may be varied and/or colored in a variety of different ways (not shown). Finally, like reference numerals have been used to designate like features throughout the several views of the drawings.
In the following detailed description, reference is made to the accompanying drawings, which form a part hereof. In the drawings, similar symbols or markings typically identify like or corresponding elements, unless context dictates otherwise. The illustrative embodiments described in the detailed description, drawings, and claims are not meant to be limiting. Other embodiments may be utilized, and other changes may be made, without departing from the spirit or scope of the subject matter presented herein.
In view of the foregoing and referring now to the drawings and, more particularly, to
In the context of certain preferred embodiments of the present invention, the symbol of Chinese origin is selected from the group consisting of a wan (FIGS. 1 and 3A-B), a bamboo (FIGS. 1 and 4A-B), a ring (FIGS. 1 and 5A-B), a dragon (
More specifically, the set of 196 playing cards or tiles associated with one embodiment of the present invention may be divided into various groupings of like playing cards or tiles, namely: (1) a first group of 52 wan cards or tiles as illustrated in
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In other embodiments, the present invention is directed to playing one or more games using a plurality of the specialized playing cards or tiles as described above. In one particularly game variant (referred to as the game of “jokage”) the objective or goal is to compile a complete set (hand) and to achieve the highest score. In this game variant each of four players is dealt 13 cards/tiles (with the banker receiving a 14th card/tile to start the game) after seats are picked for each player. The goal during each round is for each player to draw and discard cards/tiles until an entire set of allowed combinations has been made. The first player who completes an entire set of cards/tiles of allowed combinations wins the round, and a total score for each round is calculated based on the combinations of cards/tiles.
A pair (also called “an eye”) is defined as any two cards/tiles having the same symbol of Chinese origin, but of different suits.
A meld is defined as any combination of three cards/tiles that forms a “straight,” a “flush,” “three of kind,’ or a “straight-flush.” In this regard, a straight is a set of any three cards/tiles having the same symbol of Chinese origin and that are numerically sequenced.
A flush is not necessarily numerically sequenced, but consists of a set of any three cards/tiles having the same symbol of Chinese origin and suit.
A three of a kind is a set of any three cards/tiles having the same numerical rank.
A straight-flush is a set of any three cards/tiles having the same symbol of Chinese origin that are numerically sequenced and of the same suit.
In view of the foregoing, the calculation of scores associated with hands of sets of cards/tiles of allowed combinations is a simple three-step process. First, each meld is awarded 1, 2, 3, or 4 points in accordance with the following table:
Thus, if a set consist of all different symbols and suits, the total score is calculated as the sum of all of the meld scores. Second, any extra bonus points are calculated and added to the sum of the meld scores. If a winning hand consists of the same Chinese symbol and/or the same suits, extra bonus points are calculated. For extra bonuses, there is an additional scoring table based on symbols and suits:
Finally, each meld is matched with the assistance cards.
For example, if a winning hand has any meld with the wind direction card matching the wind seat card, add three extra bonus points to the winning hand. If a meld of a wind direction card matches the wind round card, add three extra bonus points to the winning hand. If a meld is a flush and matches the suit seat card, add two extra bonus to the winning hand. If a meld is a straight-flush and matches the suit seat card, add four extra bonus points to the winning hand.
Seat arrangement should follow clockwise around the table. The order goes EAST, SOUTH, WEST, and NORTH.
To start the first game (of each WIND round) on EAST direction, each player is dealt with 13 cards/tiles in an order from EAST, SOUTH, WEST, and NORTH. Then the banker is dealt the 14th card/tile and the round begins. Player EAST has to discard one of the cards/tiles in his/her set (hand), if the set is not completed. He/she must discard the card placed face up in the center. Other players can choose to pass or take the card/tile to complete a meld by PUNG. Only the next player (in this case, SOUTH player) can choose to PUNG or CHOW, if he/she wants and is able to complete a meld. If no players want to CHOW or PUNG then player SOUTH draws a card/tile from the stack and discards a card/tile. If no player claims that card/tile to CHOW or PUNG, the next player draws from the stack. These steps are repeated with players WEST and NORTH. The draw goes clockwise around the table back to player EAST and so on.
If a player discards a card/tile that is a card/tile for another player to complete a set then the player can claim that card/tile to complete a set and win. Example: if player EAST discards a card/tile and player NORTH can use that card to complete his/her set, then player NORTH can claim that card/tile and win.
If a card/tile is thrown and a player claims that, then the turn skips to the next player. Example, if player EAST draws and discards a card/tile and player WEST claims the tile (to PUNG), player WEST would have to discard a card/tile. Then if players EAST, SOUTH, AND NORTH do not claim the card/tile, the next player (in this case, NORTH) draws and discards a card/tile (basically, skipping player South because player West PUNG).
After a player discards a card/tile, the next player can claim that card/tile to form a Flush, Straight (CHOW), Three of a Kind (PUNG), or Straight Flush. The other two players can only claim that card/tile if they use the card/tile to form a Three of a Kind (PUNG). The player who claims the card/tile for a Three of a Kind (PUNG) has first priority over a Flush, Straight, and Straight Flush. Each time a player decides to claim a card/tile to form a Meld, he/she has to expose the Meld (put the set face up on the left side of his/her hand or corner of the table); these sets cannot be split or put back into players' hands after they are exposed.
While the present invention has been described in the context of the embodiments illustrated and described herein, the invention may be embodied in other specific ways or in other specific forms without departing from its spirit or essential characteristics. Therefore, the described embodiments are to be considered in all respects as illustrative and not restrictive. The scope of the invention is, therefore, indicated by the appended claims rather than by the foregoing descriptions, and all changes that come within the meaning and range of equivalency of the claims are to be embraced within their scope.