AU2004100633B4 - Sports Card Game - Google Patents
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Description
MATTHEW HOWITT WALSH and ANDREW JOHN WALSH
AUSTRALIA
Patents Act 1990 COMPLETE SPECIFICATION INNOVATION PATENT FOR THE INVENTION ENTITLED: SPORTS CARD GAME The invention is described in the following statement:- SPORTS CARD GAME The present invention relates to an educational and entertaining card game for playing a simulated sports game, including ball games such as, but not limited to, cricket and the like.
The invention further provides a method of learning the game of cricket or other sports game while playing a card game that portrays and simulates typical player actions and situations that might occur during actual play of the game, for both the education and entertainment of those playing the game.
BACKGROUND TO THE INVENTION Despite the increased popularity of electronic video and computer games, card games, which have been played for hundreds of years, remain a popular form of competitive amusement for both children and adults. In addition to amusing and entertaining the players, many card games and board games also employ some type of teaching device, sequence or materials to add an educational aspect or means for increasing the knowledge or skill of the players concerning a particular subject or subjects to the game. Most of such games consist of familiar, expected and/or obvious structural configurations.
While previous games have fulfilled their respective particular objectives and requirements, no known card game has effectively and realistically imitated the strategy of play of a particular sport or activity such as cricket, while also incorporating an effective educational aspect designed to educate the participants about the rules, terminology, game situations, strategies and history of the sport or activity being imitated in the same manner as the applicant's invention.
There are many facets of the great game of cricket. Much of its value, apart from the spectacle of the game, comes from its rich history, tradition, camaraderie and community associated with the sport.
Cricket originated in England as a simple bat and ball game in the Middle Ages. By the midsixteenth century it was known as "cricket", and by 1700 it was played to a set of recognised rules. Cricket spread to the former British colonies, and by the middle of the nineteenth century it was played in Australia, Southern Africa, the West Indies, New Zealand and the Indian sub-continent.
The game of cricket has been governed by a series of codes of law for over 250 years. These codes have been subject to additions and alterations recommended by the relevant governing authorities of the time.
Since its formation in 1787, the Marylebone Cricket Club (MCC) has been recognised as the sole authority for drawing up the Code and for all subsequent amendments. The Club also holds the world copyright.
Cricket is a ball game played between two teams of eleven players. It is played on a large grass oval or field with a central "pitch". At each end of this pitch are three pieces of wood placed vertically in the ground called the "wicket". A simplistic way of describing the game is to say that the batting side try to protect these wickets with a bat, whilst the bowling side try to hit this target with a ball which is about the same size as a tennis ball but heavier (much like a baseball).
A standard cricket game played at International level, is played over five 6-hour days, with each side entitled to play up to two innings. In order to complete an innings, the batting side will try to score as many runs between the wickets with the ten wickets available to an eleven a side team, whereas the bowling side will try to capture the ten wickets as economically (in terms of runs scored against them) as possible. The five day limit is in part to ensure that the game ends within a reasonable time. If neither side can bowl out the other side within the five day limit, and themselves achieve a higher score than the other team, the game ends in a draw.
In part because in this modern day and age many people found that a game which lasts for five days, yet does not produce a definite win/lose result for one team or the other, was too frustrating or uninteresting, a new cricket match format was conceived in the 1970's. The new game was the 'One Day" game, or more accurately "Limited Overs". In a limited overs game each team of eleven players has only one innings, with both innings played on the same day (usually a day/night match). Each innings comprises a maximum of fifty (50) overs per side.
The team scoring the most runs (regardless of the number of players dismissed) wins the game.
OBJECTS OF THE INVENTION It is an object of the present invention to provide a new and improved card game for playing a simulated sports game, such as a ball game, like cricket for example.
It is a further object of the invention to provide a card game which includes a teaching or educational aspect, while at the same time being entertaining.
It is a still further object of the invention to provide a card game in which the teaching or educational aspect is designed to teach the participants about the rules, terminology, strategy, situations and history of the game or activity being simulated.
It is another object of the invention to provide a card game in which the scores attained by each game participant or by each side, are typical scores of players or participants of the actual game or activity being simulated, and which allows interaction of the games with electronic media, including the internet, personal computers, digital television, and mobile (cell) phone usage.
Still other objects and advantages of the invention will become clear upon consideration of the following detailed description in conjunction with the appended attachments and illustrations.
SUMMARY OF THE INVENTION The present invention provides a unique card game for playing a simulated sporting game or sporting activity. It is designed to be played by one, or two or more players, or teams of players, being an educational game of scoring, testing the players' knowledge based on statistical data in a field fornmat on one or more playing cards.
Each card contains a printed summary of play statistics of a known or named sportsman (i.e.
game statistics of a well-known cricket player in a cricket-based game) and in predetermined order, the game participants select what they consider to be the most favourable statistic category from their selected card which is compared against like-statistic categories on the selected cards of other participants or players in the game, the player with the better statistic winning a score, with a view to each scoring player or team of players being awarded their score to be added to their total game score, with a view to being the first player or team to attain a predetermined winning score a total of 1,000 runs) or the first player or team to have the highest score over a preselected number of rounds, depending on the simulation of the sport. For examples see Tables Table 3 and 4 for the simulated scoring system for Cricket Table 5 for the simulated scoring system for Australian Football league Table 6 for the simulated scoring system Football (Soccer) Table 7 for the simulated scoring system for Golf Table 8 for the simulated scoring system for Baseball Table 10 for the simulated scoring system for Rugby league Table 11 for the simulated scoring system for Basketball.
A variation of the game provides a solitaire-type of arrangement, wherein a single player plays against a computer-based or computer-generated opponent or plays the game against dummy teams and plays each team card on its merits, pre selecting the team they would like to play in.
DRAWINGS
Attached are examples of the layout of the cricket game card.
FIGURES
Figure 1 is a graphic representation of the player layout and card numbers for different number of players.
Figure 2 is a graphic representation of the player layout and card numbers for different number of players.
DESCRIPTION OF THE PREFERRED EMBODIMENT The invention will be further described with reference to a preferred but not-limiting embodiment relating to a game of cricket, referred to herein as "WICKETS" (Trade Mark).
However, other ball games or other sporting activities may be just as easily simulated.
The cards used in this game comprise, for each card, the photograph (optional) of a wellknown cricket player together with statistics applicable to the sporting career of the particular player. A pack of cards would contain, for example, statistics of selected players from a common group, such as Australian cricket players in a first pack, and English cricket players in a second pack, Indian cricket players in a third pack, and so on. Or it might be that each pack is devoted to players from a particular state, province or region such as the Australian state of New South Wales or Victoria, and so on.
Other variations include, for example, card packs relating to players from a different era, such that present day card game participants can simulate a game with or against, say, famous or legendary teams from the 'Bodyline' series of the 1930's and 1940's.
On each playing card, the game participant will find useful information regarding that particular player, outlining details or statistics such as name, personal biography, the player's photographic image, the number of matches where the player has represented his country (or state), debut and all their relevant particulars such as batting, fielding and bowling.
The game is based on a combination of chance or luck in combination with predetermined game rules applicable to the card game, and will even give card game participants with little or no knowledge of the game a greater opportunity to win the game. Included with the cards and the game rules, there is also provided an explanation card or leaflet that outlines what each statistic means, for example see Table 1 and 2 and another card or leaflet with examples of good statistics for inclusion in the game.
Certain aspects of a typical card game according to one embodiment of the invention are illustrated with reference to the attached playing card. The reverse side of this card could bear, for example, a facsimile or representation of the Australian Flag or logo representative of the sporting club or association to indicate that the card was from the Australian players card pack, or other national flags or club or association logos of representative players from other nations.
Also attached and forming part of this specification, is the Applicants' description, summary, and provisional Rules relating to an embodiment of the invention referred to as 'Wickets' (trade mark registered), including a description of the game, rules of play and the like as well as basic examples of other sports including Australian Football League, Football (Soccer), Golf, Baseball, Rugby League and Basketball.
Although an exemplary embodiment of the invention relating to a cricket game has been shown and described in Example I as has examples in other sports, it will be apparent to those having ordinary skills in the art that a number of changes, modifications or alterations to the invention described herein may be made, none of which depart from the spirit of the present invention. All such changes, modifications and alterations should therefore be seen as being within the scope of the present invention. As indicated above, the invention can be adapted to other ball games, and other sporting games in general, for example in: Example 2 Australian Football League, Example 3 Football (Soccer), Example 4 Golf, Example 5 Baseball, Example 6 Rugby League and Example 7 Basketball.
EXAMPLE 1 CRICKET GAME "WICKETS" Wickets is the first sports card game to combine sporting statistics in an exciting, interactive and educational card game that everybody can enjoy. Wickets uses statistical data from the game of Cricket. It is designed to encourage a greater understanding of the game for enthusiasts and those people that know little or nothing about the game of Cricket.
Aim of the Game The aim of the game is take Wickets. Every wicket you take you and your team are rewarded with a runs score. The most runs scored win the game.
Contents 44 individual playing cards.
1 referral card.
1 set of rules with explanation of statistics.
1 scoreboard.
Rules Winning the game Each individual playing card is an Australian national cricket player who has played at least one International game to be selected as a card.
Each card has 20 different statistics to choose from and the objective is to select what you think is the best statistic from your card to beat your opponents. Each time you win, it is referred to as a "wicket". The more wickets you take the more runs you score. Each wicket is worth a score of 20 runs and for any bonus runs refer to the scoreboard.
An Innings is completed when 10 wickets are taken plus a final bonus wicket.
You have a choice of playing two different scoring games: 1. For Test Match stats the player or team with the highest score after four innings wins the match. For One-Day stats the player or team with the highest score after two innings wins the match.
2. For Test Match stats the first player or team to reach 1000 runs wins the match. For One-Day stats the first player or team to reach 700 runs wins the match. If the score is reached part way through an innings the match is won and declared over.
Playing the game Players of Wickets can play as individuals or in teams of 2 or more in any combination.
One pack is required for up to four players. More packs are required for five or more players.
One player, if you are playing as an individual you have a choice to play eleven cards to two, three or four hands, select the team hand you would like to play with and play each card on his merits.
If playing with two or more people select teams and elect captains. Choose a name for your team even if you are playing the game as an individual. Teams do not have to sit opposite each other, as this will not affect the outcome. A scorer should also be nominated.
To determine who calls first, each player draws one card from a newly shuffled deck and the player who has the highest number of matches on their card has the opportunity to have the first strike call. The player to his/her right is the dealer.
The dealer then deals each player a total of eleven cards face down. If any cards are leftover they are put to one side and left out of that particular innings.
If you are playing an International game with opposing team packs, select the country you and your team would like to play with. Same rules apply except the opposing team shuffles your deck and visa versa and then deal your team 11 cards per person face down.
Each player picks up their cards leaving them face down and turns over their first card. They must not reveal their card to any other players.
The player who has the first strike call selects one statistic that they think is the best from the twenty available. Announce to the other players whether you have selected a statistic from Batting and Fielding or Bowling and which one of the ten you wish to play with but do not reveal your cricketer's name and his statistic until all the other players have revealed theirs.
For example player one selects Bowling Average. The player to his left then calls out their cricketer's name and his statistic in Bowling Average. When all other players have finished calling it is now that player one reveals which cricketer they have and his statistic. The player with the best statistic takes the wicket and scores twenty runs and collects the other cards. The wicket taker then has the next call.
This continues until the innings is completed. The players or teams then count how many wickets they have taken and refer to the scoreboard for the total number of runs they have scored. The scorer then records this amount.
The original strike caller deals the next innings and the player to their left starts the next innings by calling first. Play continues until an individual or team wins.
A referral card has been supplied that gives an indication of reasonable statistics in each field and can be referred to at any time to help players select which statistic is possibly the best on their particular card.
An explanation of each statistic and some examples has also been supplied to show players whether the statistic has to be higher or lower to win. Each winning statistic must be the highest number except for three Bowling statistics which the lowest number represents the winning statistic, these are average, strike rate and economy.
TABLE 1 Batting and Fielding Explanation of Statistics Innings Highest number of times the player has gone into bat for their country.
NO (Not Out) Highest number of times the batsman has remained un-dismissed.
Runs Highest number of runs scored from the Innings played for their country.
HS Highest score in an individual innings.
Ave Highest average runs scored each time the player bats. Runs divided by (Innings take away Not Out) equals average, e.g. average is 50.00, scores on average 50 runs each time he bats.
SR (Strike Rate) Highest average runs scored off every 100 balls faced, e.g. score 100 runs off 100 balls his strike rate will be 100.
100's Highest number of hundreds (Each time the player reaches 100 plus) Highest number of fifties (Each time the player scores between 50 to 99) Catches Highest number of times the player has caught the ball off the oppositions bat before it has made contact with the ground.
Stumping Highest number of times the Wicket keeper (the player behind the stumps with gloves) has taken the bails from the stumps with the batsman out of his crease.) TABLE2 Bowling Explanation of Statistics Overs Highest number of overs bowled (normally six ball overs) for their country Maidens Highest number of overs in which there was no runs conceded off the over.
Runs Highest number of runs scored off the overs bowled (indicates more matches played not his economy rate) Wickets- Highest number of times the bowler has dismissed the batsmen.
Average Lowest average number of wickets taken off the runs scored against the bowler.
(Runs divided by wickets equals average), e.g. average is 25.00, takes a wicket every 25 runs.
BBI (Best bowling in an Innings) Highest number of wickets taken in an innings with the lowest number of runs, e.g. 6 wickets 100 runs beats 5 Wickets 20 Runs 4W Innings- Highest number of four wickets taken in an innings Innings- Highest number of 5 wickets or more taken in an innings Strike Rate Lowest average number of balls bowled before a wicket is taken (balls bowled divided by wickets), e.g. Strike rate of 50.00, the bowler takes a wicket every 50 balls bowled.
Economy Lowest average number of runs scored off the overs bowled (runs divided by overs), e.g. economy is 4.00, on average the bowler has 4 runs taken from his over.
Statistics If a statistic on your playing card is a 0 (naught) or N/A (Not Available) in that field, you automatically lose the wicket.
If a statistic has an next to "Batting and Fielding" "HS" indicates the batsman was not out, if equal on the same statistic the player with the next to the statistic wins the call.
Draw When there is a draw during an innings the cards remain in the middle as a bonus wicket and the opposing player left of the original caller then has the opportunity to call any statistic from their next card to try to win the extra wicket. In the unlikely event there is another draw the same rule applies and a hat trick is available. Even if playing as a team and one of your teammates happens to create a draw the same rule applies.
"This may seem a little unfair, in cricket the umpires decisions sometimes go against you" Bonus Wicket (last card played): When there is a draw on the last wicket in an innings the caller has the benefit of another call. If you are playing with 2 or more of the same player packs and there is a draw, the strike caller takes the Wicket.
TABLE 3 Test Match Stats Scoreboard Total 1 Wicket 20 Runs 20 Runs 2 Wickets 40 Runs 40 Runs 3 Wickets 60 Runs 60 Runs 4 Wickets 80 Runs 80 Runs Wickets 100 Runs Bonus 100 200 Runs 6 Wickets 120 Runs Bonus 120 240 Runs 7 Wickets 140 Runs Bonus 140 280 Runs 8 Wickets 160 Runs Bonus 160 320 Runs 9 Wickets 180 Runs Bonus 180 360 Runs Wickets 200 Runs Bonus 250 450 Runs Bonus Wicket 250 Bonus 250 500 Runs The Winner of the Test Match is first to 1000 Runs or the highest score over four innings TABLE 4 One Day Stats Scoreboard Total 1 Wicket 20 Runs 20 Runs 2 Wickets 40 Runs 40 Runs 3 Wickets 60 Runs 60 Runs 4 Wickets 80 Runs 80 Runs Wickets 100 Runs Bonus 80 180 Runs 6 Wickets 120 Runs Bonus 80 200 Runs 7 Wickets 140 Runs Bonus 80 220 Runs 8 Wickets 160 Runs Bonus 80 240 Runs 9 Wickets 180 Runs Bonus 80 260 Runs Wickets 200 Runs Bonus 100 300 Runs Bonus Wicket 250 Bonus 100 350 Runs The Winner of the ODI match is first to 700 Runs or the highest score over two innings EXAMPLE 2: AFL GAME Players can play as individuals or in teams. You can also play this game by yourself; our recommendation is playing with two hands each with playing with one and two players.
See figure 1 for player layout.
Object: The first team or individual to score the most points over 4 quarters wins the game.
1 Player You can choose to play 18, 14 or 11 (cards) scoring shots for each team per quarter, before play starts choose the team you would like to play in and play each team card on their merits. Any remainder put aside.
2 Players You can choose to play 18 or 11 (cards) scoring shots each for your team per quarter. Playing with 11 you have an opportunity for additional partner to score from. Any remainder put aside.
3 Players You can choose play with 14 or 11 (cards) shots at goal each for your team per quarter. You can play as individuals or in one team of two for 14 shots or for 11 shots at goal the individual can play with an extra team member. Any remainder put aside.
4 Players You play with 11 (Cards) scoring shots each for your team per quarter. You can play as individuals or in two teams of 2.
or more Players you will need another pack and select the teams you would like to play in.
A quarter is finished when all the scoring shots have been taken.
Rules At random pick a player from the deck, the player with most matches on their playing card has the opportunity to have the first strike call. The player to their right is the dealer who shuffles the pack and distributes the cards face down.
The first quarter starts when each player picks up their first card and secretly turns it face over, the strike caller, calls out what they believe is the best stat field on their players card without revealing the Stat or the card players name until last. Then the players to the left call out their card player's name, the Stat from the call and place the card in the middle.
The winner with the best Stat collects up the discarded cards, places the cards them next to them and counts them as one scoring shot at goal. Play starts again when the next card is turned over with the winner having the right to call.
Play continuous until all scoring shots have been taken and the quarter is finished. The next quarter starts when the players have counted up how many scoring shots they have taken and refer to the scoreboard for the number of points they have scored. The scorer records the scores and the original caller now shuffles the deck for the second quarter to begin.
The winner is the individual or team to have the most points after four quarters.
If there is a draw in the stat on the cards, the umpire calls a penalty and the cards remain in the middle as a bonus shot at goal and the individual left of the caller in the opposing team now has the right to call even if the draw came from the same team.
Umpires decision is final.
TABLE AFL Scoreboard 1 Goal 6 Points (G) 1 Behind 1 Point (B) Kicks Taken Scoring Shots Points Scored Points Scored Points Scored 1 Outside 50- Goal 6 6 6 2-HitPost Behind 7 7 7 3-Setshot Goal 13 13 13 4 Set Shot Behind 14 14 14 Snap kick- Goal 20 20 6 Rushed Behind 21 21 21 7-SetShot Goal 27 27 27 8 On the run- Behind 28 28 28 9 Set Shot -Goal 34 34 34 SetShot Behind 35 35 11 50 M penalty- Goal 41 41 41 12 Outside 50 -Goal 47 47 13 Banana Kick -Goal 53 53 14 Touched Behind 54 54 Set Shot Behind 16 Kick Torpedo- Goal 66 17 Set shot -Goal 72 18 Set Shot Goal 78 EXAMPLE 3: FOOTBALL (SOCCER) GAME Players can play as individuals or in teams. You can also play this game by yourself; our recommendation is playing with two hands each with playing with one and two players.
See figure 1 for player layout Object: The highest score over two (halves) rounds wins the game.
Players 1 Player You can choose to play 18, 14 or 11 (cards) shots at goal for each individual or team per half, before play starts choose the team you would like to play in and play each team card on their merits. Any remainder put aside.
2 Players You can choose to play 18 or 11 (cards) shots at goal each for your team per half.
Playing with 11 you have an opportunity for additional partner to score from. Any remainder put aside.
3 Players You can choose play with 14 or 11 (cards) shots at goal each for your team per half. You can play as individuals or in one team of two for 14 shots or for 11 shots at goal the individual can play with an extra team member. Any remainder put aside.
4 Players You play with 11 (Cards) shots at goal per half each for your team. You can play as individuals or in two teams of 2.
or more Players you will need another pack and select the teams you would like to play in.
A half is finished when all the shots at goal have been taken.
Rules At random pick a player from the deck, the player with most matches on their playing card calls first. The player to his/her right shuffles the pack and distributes the cards face down.
The first half starts when each player picks up their first card and secretly turns it face over, the caller, calls out what they believe is the best stat field on their players card without revealing the Stat or the card players name until last. Then the players to the left call out their card player's name, the Stat from the call and place the card in the middle.
The winner with the best Stat collects up the discarded cards, places the cards them next to them and counts them as one shot at goal. Play starts again when the next card is turned over with the winner having the right to call.
The winner is the individual or team to have the highest score over two halves. If the scores are even after two halves, the players who are even play extra time. If the scores are even after extra time the players who are even play a penalty shootout for an outright winner.
Extra Time Same rules apply to determine who calls first except there are only 6 cards to be dealt per person in the first half of extra time and 5 cards to be dealt in the second half of extra time.
Same scoring applies if equal after extra time the game is decided by a penalty shootout.
Penalty Shootout Same rules apply to determine who calls (shoots) first except the dealer now shuffles the pack and distributes five cards face down per team opposite each other on the table and then another five cards per team on top. In teams nominate who will be the first to last strike caller.
The first player in the team plays against the first opposite team card turns over his first card and calls the players name and statistic he/she believes will win. The opposing team then reveals their first card players name and the statistic. The winner picks up the cards and places the cards next to them. Then the first player in the opposing team has the call, plays their second card against the second opposite team card and so on until there is an outright winner with the most cards.
Draw If there is a draw in the stat from the original caller, the person who called has fouled and has a penalty against them as well as been given a yellow card. All the cards now remain in the middle as a bonus shot at goal and the individual left of the caller in the opposing team now has the right to call even if the draw came from the same team.
Umpires If the same person with the yellow card has fouled again they are given a red card and can no longer participate in the game.
There is more opportunity for yellow cards if you are playing with two or more of the same decks.
If there is a draw on the last card played in each half, the caller has the benefit of another call, if you are playing with two or more of the same decks and there is a draw with the same player, the caller wins.
In the penalty shootout if there is a draw in the Stat the caller looses, in football terms it is a great save by the goalkeeper.
Good Luck and may the best team win.
TABLE 6 Football (Soccer) Scoreboard Shots at Goal Goals Scored Goals Scored Goals Scored 1 Kick Just Wide 0 0 0 2 Touched over the crossbar 0 0 0 3 Corner Kick 0 0 0 4 Headed Saved 0 0 0 Goal 1 1 1 6 Cross Headed away 1 1 1 7 Kicked way over goal 1 1 1 8 Kick -Full stretch save 1 1 1 9 Goal 2 2 2 Cross, kicked away 2 2 2 11 Easy Save 2 2 2 12 Fouled inside box 2 2 13 Penalty Goal 3 3 14 Punched away 3 3 Own Goal 4 16 Headed off the line 4 17 Goal 18 Goal 6 EXAMPLE 4: GOLF GAME Players can play as individuals or in teams. You can also play this game by yourself; our recommendation is playing with two hands each with playing with one and two players.
Object: The lowest score over 4 rounds wins the tournament (game) See figure 2 for player layout.
Players 1 Player You can choose to play 18 or 9 (cards) holes for each individual or team per round, before play starts choose the team you would like to play in and play each team card on their merits. Any remainder put aside.
2 Players You can choose to play 18 or 9 (cards) holes each for your team per round. Playing with 11 you have an opportunity for additional partner to score from. Any remainder put aside.
3 Players You play with 9 (cards) holes each for your team per round. You can play as individuals or in one team of 2. Any remainder put aside.
4 Players You play with 9 (Cards) holes each for your team per round. You can play as individuals or in two teams of 2.
or more Players you will need another pack and select the teams you would like to play in.
A round is finished when all the holes have been played, this will depend on how many holes you would like to play.
Rules At random pick a player from the deck, the player with most matches on their playing card calls first. The player to his/her right shuffles the pack and distributes the cards face down.
The first round starts when each player picks up their first card and turns it over face up secretly, the caller calls out what they believe is the best stat on their players card. The winner collects up the played cards and has won the first hole. The next hole starts when next card is turned over with the winner having the right to call again.
Play continuous until all holes have been played and the round is finished. The next round starts when the players have counted up how many holes they have won and refer to the scoreboard for their final score. The scorer records the scores and the original caller now shuffles the deck for the second round to begin.
The winner is the individual or team to have the lowest score over four rounds. If the scores are even scores after 4 rounds, the players play one more round for an outright winner.
If there is a draw in the stat on the cards it is called a foul, the cards remain in the middle as a bonus hole and the individual left of the caller in the opposing team now has the right to call even if the draw came from the same team.
TABLE 7 Golf Scor eboar d Holes Won Score Score Score 1 Par 5 +8 +6 +4 2 Par 4 +7 +5 +3 3 Par 3 +6 +4 +2 4 Par 4 +5 +3 +1 Par 4 +4 +2 Even 6 Par 5 +3 +1 -1 7 Par 3 +2 Even -2 8 Par 3 +1 -1 -3 9 Par 4 Even -2 -4 Par 4 -1 -3 11 Par 3 -2 -4 12 Par 4 -3 13 Par 4 -4 -6 14 Par 5 -5 -7 Par 5 -6 16 Par 3 -7 17 Par 3 -8 18 Par 4 -9 EXAMPLE 5: BASEBALL GAME Players can play as individuals or in teams.
See figure 2 for player layout.
Object: The highest score over nine innings wins the game. If even after that the game goes into the tenth innings.
The game is played over nine innings, each innings is completed when all nine players have been taken and the scores recorded.
1 Player You can choose to play with 9 (cards) players each in either (Fig 1, 2 or before play starts choose the team you would like to play in and play each team card on their merits.
Any remaining cards put aside.
2 Players You can choose to play with 9 (cards) players in either (Fig 1 or 3) Playing with Fig 3 you have an opportunity to play with an extra partner. Any remaining cards put aside.
3 Players You play with 9 (cards) players each in (Fig You can play as individuals or in one team of 2. Any remaining cards put aside.
4 Players You play with 9 (cards) players each in (Fig You can play as individuals or in teams of two or more Players you will need another pack and select the teams you would like to play in.
You can play in two teams, three teams or four teams 9 cards per player.
See figure 4.
TABLE 8 Baseball Scoreboard 4P 5P Home Runs 6P 7P 1P 2P 3P 8P 9P 0 1 0 1 1 1 2 2 3 3 4 ball ball strike ball strike ball strike ball strike P=Player Play Starts At random pick a player from the deck, the player with most matches on their playing card calls first. The player to his/her right shuffles the pack and distributes nine the cards face down.
The first innings starts when each player picks up their first card and secretly turns it face over, the caller, calls out what they believe is the best stat field on their players card without revealing the Stat or the players name until last. Then the players to the left call out their player's name, the Stat from the call and place the card in the middle.
The winner with the best Stat collects up the discarded cards, places the cards them next to him and counts them as one player dismissed from the innings. Play starts again when the next card is turned over with the winner having the right to call.
Play continuous until all nine players have been taken and the innings is complete. The next innings starts when the players have counted up how many baseball players they have taken and refer to the scoreboard for the number of home runs they have scored. The scorer records the scores and the original caller now shuffles the deck for the second innings to begin. e.g. l st Innings Player 1 took 6 baseball players 2 home runs, Player 2 took 3 baseball players 1 home run. (See table 9) TABLE 9 Innings 1 2 3 4 5 6 7 8 9 Player 1 2 Player 2 1 The winner is the individual or team to have the most points after nine innings.
If there is a draw in the stat on the cards, the umpire calls a foul, the cards remain in the middle as a bonus and the individual left of the caller in the opposing team now has the right to call even if the draw came from the same team. The winner picks up the bonus cards in the middle.
EXAMPLE 6: RUGBY LEAGUE GAME Players can play as individuals or in teams. You can also play this game by yourself; our recommendation is playing with two hands each with playing with one and two players.
Object: The highest score over two (halves) rounds wins the game.
See figure 1 for player layout.
1 Player You can choose to play 18, 14 or 11 (cards) line breaks for each individual or team per half, before play starts choose the team you would like to play in and play each team card on their merits. Any remainder put aside.
2 Players You can choose to play 18 or 11 (cards) line breaks for your team per half. Playing with 11 you have an opportunity for additional partner to score from. Any remainder put aside.
3 Players You play with 14 (cards) line breaks each for your team per half. You can play as individuals or in one team of 2. Any remainder put aside.
4 Players You play with 11 (Cards) line breaks per half each for your team. You can play as individuals or in two teams of 2.
or more Players you will need another pack and select the teams you would like to play in.
A half is finished when all the line breaks have been taken; this depends on how many cards you would like to play.
Rules At random pick a player from the deck, the player with most matches on their playing card calls first. The player to his/her right shuffles the pack and distributes the cards face down.
The first half starts when each player picks up their first card and secretly turns it face over, the caller, calls out what they believe is the best stat field on their players card without revealing the Stat or the card players name until last. Then the players to the left call out their card player's name, the Stat from the call and place the card in the middle.
The winner with the best Stat collects up the discarded cards, places the cards them next to him and counts them as one line break. Play starts again when the next card is turned over with the winner having the right to call.
Play continuous until all line breaks have been taken and the half is finished. The next half starts when the players have counted up how many line breaks they have taken and refer to the scoreboard for their score. The scorer records the scores and the original caller now shuffles the deck for the second half to begin The winner is the individual or team to have the highest score over two halves.
If there is a draw in the stat on the cards it is called a penalty, the cards remain in the middle as a bonus line break and the individual left of the caller in the opposing team now has the right to call even if the draw came from the same team.
TABLE Rugby League Scoreboard 1 Try 4 Points 1 Conversion 2 Points 1 Penalty 2 Points 1 Drop Goal= 1 Point Line Breaks Score Score Score 1 Tackled 0 0 0 2 Tackled 0 0 0 3 Tackled 0 0 0 4Try -Converted 6 6 6 Penalty Converted 8 8 8 6 Try Miss Conversion 12 12 12 7 Penalty Converted 14 14 14 8 Try -Converted 20 20 9 Tackled 20 20 Try -Converted 26 26 26 11 Drop Goal 27 27 27 12 Penalty Converted 29 29 13 Try -Converted 35 14 Penalty Converted 37 37 Tackled 37 16 Try- Miss Conversion 41 17 Tackled 41 18 Try Converted 47 EXAMPLE 7: BASKETBALL GAME Players can play as individuals or in teams. You can also play this game by yourself; our recommendation is playing with two hands each with playing with one and two players.
Object: Score the most points over 4 quarters wins the game.
See figure 1 for player layout.
1 Player You can choose to play 18, 14 or 11 (cards) scoring shots for each team per quarter, before play starts choose the team you would like to play in and play each team card on their merits. Any remainder put aside.
2 Players You can choose to play 18 or 11 (cards) scoring shots each for your team per quarter. Playing with 11 you have an opportunity for additional partner to score from. Any remainder put aside.
3 Players You play with 14 (cards) scoring shots each for your team per quarter. You can play as individuals or in one team of 2. Any remainder put aside.
4 Players You play with 11 (Cards) scoring shots each for your team per quarter. You can play as individuals or in two teams of 2.
or more Players you will need another pack and select the teams you would like to play in.
A quarter is finished when all the baskets have been taken, this depends on how many scoring shots you would like to play.
Rules At random pick a player from the deck, the player with most matches on their playing card calls first. The player to his/her right shuffles the pack and distributes the cards face down.
The first quarter starts when each player picks up their first card and turns it over face up secretly, the caller calls out what they believe is the best stat on their players card. The winner collects up the played cards and has taken one scoring shot at the basket. Play starts again when next card is turned over with the winner having the right to call again.
Play continuous until all scoring shots have been taken and the quarter is finished. The next quarter starts when the players have counted up how many scoring shots they have taken and refer to the scoreboard for the number of points they have scored. The scorer records the scores and the original caller now shuffles the deck for the second quarter to begin.
The winner is the individual or team to have the most points after four quarters.
If there is a draw in the stat on the cards it is called a foul, the cards remain in the middle as a bonus shot and the individual left of the caller in the opposing team now has the right to call even if the draw came from the same team.
TABLE 12 Basketball Scoreboard Baskets Taken Scoring Shots Score Score Score 1 Field Goal 2 2 2 2 Field Goal 4 4 4 3 Field Goal 6 6 6 4 Field Goal 8 8 8 (3 Pointer) 11 11 11 6 Field Goal 13 13 13 7 Field Goal 15 15 8 Field Goal 17 17 17 9 Field Goal 19 19 19 (3 Pointer) 22 22 22 11 Field Goal 24 24 24 12 Field Goal 26 26 13 Field Goal 28 28 14 (3 Pointer) 31 31 Field Goal 33 16 Field Goal 17 Field Goal 37 18 (3 Pointer) It should be apparent that the present invention provides a novel card game for playing a simulated game of cricket or other sporting games, providing all of the herein-described advantages without incurring any relative disadvantages.
The term "comprising" as used herein is used in the inclusive sense of "having" or "including" and not in the exclusive sense "consisting only of'.
(Dated this 4th day of August 2004) MATTHEW HOWITT WALSH and ANDREW JOHN WALSH
Claims (4)
1. A card game having playing cards, for playing a simulated sporting game or sporting activity, played by at least one player or team of players, wherein each playing card contains a printed summary of play statistics of a known or named sportsperson, and in predetermined order, the game participants select what they consider to be the most favourable statistic category from their selected card which is compared against like- statistic categories on the selected cards of other players in the game, the player with the better statistic winning a score, with a view to each scoring player or team of players being awarded their score to be added to their total game score, with a view to being the first player or team to attain a predetermined winning score or the first player or team to have the highest score over a preselected number of rounds, depending on the simulation of the sporting game, the score and predetermined winning score being typical of scores of the sporting game being simulated.
2. A card game of claim 1 wherein a single player plays against a computer-based or computer-generated opponent or plays against non-computer dummy hands.
3. A card game of claiml, wherein the player or players play the card game via interaction with electronic media including the internet, personal computers, digital television, mobile (cell) phone usage or by similar means.
4. A card game as in claims 1-3 and the scores are indicated on a board type apparatus. The card game of claims 1-4 with reference to the tables 3, 4,5,6,7,8,10,11 and/or to the accompanying drawings.
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AU2004100633A AU2004100633B4 (en) | 2003-09-08 | 2004-08-05 | Sports Card Game |
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AU2003904895A AU2003904895A0 (en) | 2003-09-08 | Sports card game | |
AU2003904895 | 2003-09-08 | ||
AU2004100633A AU2004100633B4 (en) | 2003-09-08 | 2004-08-05 | Sports Card Game |
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AU2004100633B4 true AU2004100633B4 (en) | 2004-11-18 |
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