CA3054602A1 - Apparatus and method of playing a sports card game - Google Patents

Apparatus and method of playing a sports card game Download PDF

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Publication number
CA3054602A1
CA3054602A1 CA3054602A CA3054602A CA3054602A1 CA 3054602 A1 CA3054602 A1 CA 3054602A1 CA 3054602 A CA3054602 A CA 3054602A CA 3054602 A CA3054602 A CA 3054602A CA 3054602 A1 CA3054602 A1 CA 3054602A1
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Prior art keywords
card
player
game
score
opponent
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French (fr)
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Jacob Sharobim
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Individual
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Individual
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F1/00Card games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F1/00Card games
    • A63F1/02Cards; Special shapes of cards
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F11/00Game accessories of general use, e.g. score counters, boxes
    • A63F11/0051Indicators of values, e.g. score counters
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F11/00Game accessories of general use, e.g. score counters, boxes
    • A63F11/0051Indicators of values, e.g. score counters
    • A63F2011/0053Indicators of values, e.g. score counters using a calculator
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F11/00Game accessories of general use, e.g. score counters, boxes
    • A63F11/0051Indicators of values, e.g. score counters
    • A63F2011/0058Indicators of values, e.g. score counters using electronic means
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F11/00Game accessories of general use, e.g. score counters, boxes
    • A63F11/0051Indicators of values, e.g. score counters
    • A63F2011/0067Score or tally sheets
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F11/00Game accessories of general use, e.g. score counters, boxes
    • A63F11/0051Indicators of values, e.g. score counters
    • A63F2011/0072Indicating values other than scores, e.g. handicap, initial settings, coefficients

Abstract

Provided herein is a sports card game kit comprising: (a) a plurality of cards for playing a sports game, at least a sub-set thereof having cards each comprising: (i) an initial score associated with the card that is designated to a player in possession of the card at an outset of a card game move, and (ii) an attack section comprising: pass criterion depicted by a randomly generated outcome or combination of outcomes, resulting from throwing a game piece, and a number representing, or used to determine, a number of points demerited and/or awarded to the player or opponent in response to meeting or failing the pass criterion. The game kit optionally comprises instructions for playing the sports card game; and score keeping apparatus for tracking the score of each player by manual entry using a writing implement or by electronic means. Further provided herein is a method for playing the sports card game.

Description

APPARATUS AND METHOD OF PLAYING A SPORTS CARD GAME
TECHNICAL FIELD
The present disclosure provides a sports card game kit and a method for playing a sport card game.
BACKGROUND
Basketball is a thrilling sport of intense competition with a wide fan base.
The game requires considerable stamina and skill to outplay an opponent and score points.
Basketball incorporates various offensive moves and often the team that masters these moves has a strategic advantage over its opponent. Such moves also add cultural appeal to the game and fans who follow the game closely are often well versed in the intricacies of their execution. The moves are given catchy names, including "buzzer beater", "steal", "poster-dunk", "dimer" and "floater", among many others. Individual players often have signature moves that contribute to their fame. Other sports besides basketball incorporate their own sets of offensive moves that add thrill and excitement to a sporting event viewed by fans.
The ability to replicate the level of thrill and excitement provided by the fast-paced moves of a competitive sporting event in a card game would be desirable. Such a game would capture the appeal of a live game by allowing players to emulate the attack moves of real offensive players in a card game format.
SUMMARY
The present disclosure relates to a unique set of cards and a card game that captures the excitement of offensive moves associated with a competitive sport. In certain embodiments, the cards each have an attack section based on actual offensive moves carried out by players during a live sporting event. The attack section further comprises a pass criterion associated with each move. The pass criterion can include a particular sequence of heads and/or tails resulting from tossing a coin, although other game pieces, such as dice, can be used to randomly generate a particular outcome that is compared to the pass criterion.
In one embodiment, meeting or failing the pass criterion results in the addition or subtraction of points from the card owner or an opponent from an initial score depicted on a played card.
To play the game, each player is dealt a hand. One player initiates a move by playing a card and an opponent player likewise plays one of their dealt cards. If there is more than one player, the player initiating the move selects an opponent. The initiating player then tosses or rolls a game piece to generate a random outcome, which is then compared to a pass criterion. In one embodiment, if the pass criterion associated with a particular selected attack move is met, then the opponent is demented points and/or the card owner is awarded points. In a further embodiment, if the pass criterion is not met (referred to also as a "fail"), the player will be required to demerit points from his or her score and/or points are awarded to the opponent. A
player removes a card from play when no points remain on the card (score =
initial score on card ¨ (points awarded ¨ points subtracted)). The game is played until only one player has a card or cards remaining. Further optional variations for adding and/or demeriting points to a .
given player of the game will be described herein.
Thus, according to one embodiment, there is provided a sports card game kit comprising:
(a) a plurality of cards for playing a sports game, at least a sub-set thereof having cards each comprising:
(i) an initial score associated with the card that is designated to a player in possession of the card at an outset of a card game move, and (ii) an attack section comprising:
pass criterion depicted by a randomly generated outcome or combination of outcomes, resulting from throwing a game piece, and a score adjuster number representing, or used to determine, a number of points demented and/or awarded to the player or at least one opponent in response to meeting or failing the pass criterion;
2 (b) instructions for playing the sports card game; and (c) an optional score keeping apparatus for tracking the score of each player by manual entry using a writing implement or by electronic means.
According to another embodiment, there is provided a method for playing a sports card game cornprising:
(a) providing a plurality of cards, at least a sub-set thereof having cards each comprising:
(i) an initial score associated with the card that is designated to a player in possession of the card at an outset of the card game move, and (ii) an attack section comprising:
pass criterion depicted by a randomly generated outcome or combination of outcomes, resulting from throwing a game piece, and a score adjuster number representing, or used to determine, a number of points demented and/or awarded to the player or opponent in response to meeting or failing the pass criterion;
(b) dealing one or more of the cards to each player of the game such that each player has a dealt hand;
(c) selecting a player to initiate a series of moves;
(d) carrying out the series of moves, each move comprising:
(i) playing a dealt card, and wherein at least one opponent plays a card from their dealt hand;
(ii) throwing a game piece to produce a randomly generated outcome or combination of outcomes;
3 (iii) comparing the randomly generated outcome or combination of outcomes to the pass criterion and awarding or demeriting points from the player's score or the opponent's score based on the score adjuster number, or a value calculated therefrom, wherein the score for each player is the initial score on the played card or the initial score minus points previously subtracted therefrom; and (iv) the player or opponent removing a dealt card from play if no points remain on the played card;
(e) repeating steps (i) to (iv) of step (d) among players of the game in sequence until only one player has a card or cards remaining in their dealt hand; and (f) optionally tracking the score of each played card in step (d) by manual entry using a writing implement or by electronic means.
The following provides a description of an embodiment of the disclosure and should not be construed as being limiting to the invention as claimed in any manner.
BRIEF DESCRIPTION OF FIGURES
Figure 1A shows a representative card of the game, including a section depicting total points assigned to the card, a jersey of a professional basketball team player, and an attack section specifying pass criterion for demeriting points from an opponent.
Figure 1B shows a further representative card of the game, including a section depicting total points assigned to the card, a jersey of a professional basketball team player, and an attack section with two sub-sections each specifying a pass criterion for demeriting points from an opponent with further instructions to the player regarding awarding and dermeriting of points based on whether the pass criterion is met.
Figures 2A-C depict a set of basketball cards depicting the jerseys of basketball players that are active.
4 Figures 3A-C depict a set of basketball cards depicting the jerseys of basketball players that are retro.
Figure 4 depicts an electronic score keeper for tracking the score of each player throughout the course of the card game.
DETAILED DESCRIPTION
The sports card game kit of the disclosure comprises a plurality of cards. A
representative card 30 is shown in Figure 1.A.
As shown, the card 30 has an initial score of 110 points that appears on the upper rightmost side thereof and is depicted by reference number 11. This initial score 11 is a value assigned to a player at the beginning of a move carried out during the course of the game, and points are added or subtracted from the initial score depending upon the outcome of a coin or dice toss as described in more detail below. In this example, the initial score 11 on card 30 is referred to as "LL", meaning "LifeLine", but in other examples, the initial score can be depicted as "HP", meaning "health points" associated with the skill level of a player on the card. In addition, in this embodiment, the upper leftmost section of the card contains text indicating a basketball player's initials, an indication if the player's moves are "ACTIVE" or "RETRO"
and the position of the player. On the representative card 30 in Figure 1A, the player's initial is KI, the status of the player is "ACTIVE" and the position is point guard (PG), which is represented as "KI-ACTIVE-PG", depicted by reference number 16.
The middle section of the representative card 30 comprises a depiction of a basketball player's jersey 18. The jersey depiction 18 comprises a player's initials, which in this embodiment is "KI", as well as the number of the basketball player. The middle section of the card 20 may also comprise an image associated with the sport to which the card game pertains.
On the card 30 shown, a basketball is depicted, although an image or images depicting other sports can be included if the card game pertains to a different sport.

The card 30 also comprises an ATTACK section 12 appearing at the bottom portion of the card.
The ATTACK section 12 is sub-divided into two subsections, referred to herein as first attack sub-section 13 and second attack sub-section 14. In this example, first attack subsection 13 is labelled with the header JELLY and pertains to an offensive move employed during a basketball game. In this example, JELLY pertains to a basketball move that comprises an acrobatic layup.
The second attack subsection 14 is labelled STEAL and pertains to a move in which a defensive player actively takes the ball from an opposing team member by catching an opponent's pass or by a deflective move, thereby causing the opposing team to lose possession of the ball (turnover) by his actions.
The first attack subsection 13 comprises a pass criterion 22 depicting a randomly generated combination of outcomes resulting, in this embodiment, from tossing a coin. In this example, the randomly generated combination of outcomes is (H, H), meaning that a pass criterion is met (referred to herein also as "success") if the coin toss results in two consecutive heads. The pass criterion is not met (referred to herein also as "fail") if the two coin tosses result in any other combination besides two consecutive heads. As discussed below, however, other pieces besides a coin can be used to generate the combination of outcomes. Further, other elements of the card can be used to determine whether the pass criterion is met or not.
The first attack subsection 13 labelled JELLY further comprises a score adjuster number 24. In this case, the score adjuster number 24 is a value representing the number of points demented from an opponent of the player in possession of the card in response to meeting the pass criterion 22. The score adjuster number 24 is 60 in this example, meaning that 60 points will be demented from the opponent's score if two heads (H, H) are consecutively thrown by the owner of card 30.
Likewise, the second attack subsection 14 called STEAL comprises pass criteria 28. In this case, however, the pass indicia 28 is (T, T), meaning that the pass criterion is met if the coin toss results in two consecutive tails. The pass criterion is not met (or failed) if the two coin tosses result in a combination that is not two consecutive tails. In this example, the score adjuster number 26 is 50, meaning that 50 points will be demented from the opponent's score if two tails (T, T) are consecutively thrown by the owner of card 30.
A further representative card generally depicted by reference number 200 is shown in Figure 1B. The card 200 has many features in common with card 30 described above and like reference numbers depict the same or similar elements. For example, card 200 has an initial score 11 or "LifeLine" (referred to as "LL") in the upper right corner, which in this case is 140 points. The player's initials are PG, the status of the player is "ACTIVE" and the position is shooting guard (SG)/small forward (SF), which is represented as "PG-ACTIVE-SG/SF", depicted by reference number 16 at the top of the card 200.
The middle section of the representative card 200 comprises a depiction of a basketball player's jersey 18, which comprises the player's initials and number ("PG" 13), as well as a depiction of a basketball.
The bottom section of card 200 also comprises an ATTACK section 12. The ATTACK
section 12 is sub-divided into first and second attack subsections, respectively 13 and 14.
In this example, first attack subsection 13 is labelled with the header JUMP SHOT and pertains to a basketball move in which a player leaps vertically with the ball in hand above his head and throws the ball so that its trajectory forms a high arc towards the hoop so as not to be intercepted by another player. The second attack subsection 14 is labelled 3-POINT and pertains to a field goal made from beyond a three-point line (line forming an arc around the basketball hoop).
The pass criterion 22 of the first attack subsection 13 labelled JUMP SHOT is (H) and the score adjuster number 24 is 35. However, in this instance, a set of instructions 34 DOUBLE OR
NOTHING appear in a box adjacent to pass criterion 22. This means that if heads (H) result from the coin toss, then double the damage is inflicted on the opponent corresponding to two times the score adjuster number 24 of 35 (i.e., DOUBLE or 70 points). If heads are not tossed (fail), then the card owner does not inflict any damage on the opponent (i.e., NOTHING). Thus, in this embodiment, the pass criterion 22 cannot be read alone to determine whether a pass or fail results since the number of points demented to the opponent is dependent on the instructions 34 in an adjacent box of subsection 13.
The pass criterion 28 of the second attack subsection 14 labelled 3-POINT is (T, T) and the score adjuster number 26 is depicted as 30X. This means that if two tails result from the coin toss, then 30 points are demented from the opponent each time tails result from the tosses, which in this case is two. Thus, if the pass criterion of two tails is met, then 60 points would be demented from the opponent.
Furthermore, instructions 32 of the second attack subsection 14 state IF FAIL

FROM LL in a box adjacent to pass criterion 28. This means that if two tails (T, T) do not result from the coin toss, then 10 points are demented from the player in possession of card 200.
The foregoing provides examples of two different cards in the basketball card game deck.
Figures 2A-C and Figures 3A-C provide additional examples of cards for playing the basketball game. Figures 2A-C depict players that are RETRO and Figures 3A-C show cards depicting ACTIVE players. The RETRO cards in Figures 2A-C are shown by reference numbers 220, 230, 240, 250, 260, 270, 280, 290, 300, 310, 320, 330 and 340 and described in Table 1 below. The ACTIVE cards in Figures 3A-C are shown by reference numbers 350, 360, 370, 380, 390, 400, 410, 420, 430, 440, 450, 460, 470, 480 and 490.
The basketball card game is played as follows. The cards are initially shuffled and dealt. The minimum number of cards that can be dealt is one per player and the minimum number of players is two. One player is selected to make the first move by tossing a coin or by any other suitable selection means (e.g., throwing a dice). The selected player initiates a move by playing a dealt card and selecting another player as an opponent. The opponent also plays a card from their dealt hand. If the game has only two players, then the opponent is the second player by default. With reference to Figure 1B, the initial score 11 of the player making the first move of the game is as indicated by the initial score on the card. Likewise, the initial score of the opponent is indicated on the card that he or she plays. Optionally, the initial score is entered on an electronic score keeper or recorded manually on a score sheet, which is described in more detail below.
A move is then initiated by the player making the first move by selecting one of the two attack sub-sections 13, 14 of the card being played. For example, in Figure 18, either a JUMP SHOT or 3-POINT can be selected. A game piece, such as a coin or dice, is subsequently thrown to produce a randomly generated outcome or combination of outcomes. When the game piece is a coin, the outcome is heads or tails, or a sequence of heads and tails if the coin is tossed more than once. The coin can be designed and manufactured specifically for the game or can be a coin issued by a government mint. Alternatively, the game piece is a 6-face dice with three of the faces labelled H and the remaining three faces labelled T. Other game pieces could be utilized as would be appreciated by those of skill in the art.
The number of times that the game piece is tossed or rolled depends on the pass criterion 22 or 28 specified in the selected attack subsection. For example, if the pass criterion is (H), then the game piece is tossed once. On the other hand, if the pass criterion is (H, H), then the game piece is tossed or rolled twice. Further, if the pass criterion is (H, 0), then if heads are first tossed, tossing continues until tails are tossed (represented by the infinity symbol).
In one embodiment, if the game piece toss meets the pass criterion 22 (when JELLY is selected for example), a number of points are subtracted from the opponent's score (either the initial score or a subsequent score tracked during the course of the game), that corresponds to the score adjuster number 24. For instance, in the simple example illustrated in Figure 1A, if two heads are tossed (indicated by (H, H)), then 60 points are demented from the opponent's score.
In this case, the pass criterion is (H, H) and the score adjuster number 24 is indicated as 60.
As discussed above, however, additional instructions may appear in a sub-section describing how the score adjuster number should be applied. For example, in Figure 1B, the additional instructions are DOUBLE OR NOTHING, meaning that the score adjuster number 24 is doubled if the (H) pass criterion is met. In this case, the score adjuster number 24 is 35 and so 70 points would be demented from the opponent upon tossing a head (H). If the pass criterion is not met, then no damage is inflicted on the opponent. Thus, the instructions for point addition or subtraction can be indicated only by reference to the pass criterion and score adjuster (e.g., Figure 1A) or are determined from a combination of the pass criterion, the score adjuster and additional text instructions (e.g., Figure 1B).
After the game piece is tossed the requisite number of times, and points are added or subtracted from the player's and/or opponent's respective cards, the next player is given a turn. The move described above is repeated by the next player. The same cards are used by both players from the previous move unless all points associated with the cards are depleted.
The next player selects an attack move from the two attack subsections, tosses a game piece and points are awarded or demented from the player and/or opponent depending on the outcome of the toss and the pass criterion as well as the instructions in the selected attack section of the player's card if such instructions are provided.
When the number of points associated with a card being played is depleted, the card is removed from play. The score of a given card in play can fluctuate depending on the number of points awarded or demented and the score associated with a card can be tracked on a score sheet manually or electronically. An example of an electronic score keeper is shown in Figure 4 and depicted by general reference number 500. If more than one card is dealt, then a new card is selected from a player's dealt hand to replace the removed card. This sequence of moves is repeated until only one player of the card game has cards remaining. The last player with cards remaining is the winner of the game.
As will be appreciated, a variety of cards can be included in the deck, each with differing attack moves described in the attack section. A description of the RETRO card moves of the cards of Figures 2A-C is provided in Table 1 below:

Table 1: Retro card set description of moves Card Attack Pass Score Additional First attack sub-section = name in subsection criterion adjuster instructions move/instructions Figures 2A-C/ref.
no.
MJ- Triple (T, 00) 25 IF ATTACK FAILS Pass criterion - A coin is tossed RETRO- Double GO TO SLEEP (H) and if tails result from a first toss, PG (220) TO WAKE UP then the player keeps flipping the coin until heads are tossed. Add up the number of tails tossed and times by 25. Demerit total number calculated from opponent's score.
Additional instructions - Once H is tossed, then the other player gets a turn. If the other player tosses a T, then he keeps on tossing until H
is tossed. For each T tossed, he/she demerits his/her opponent by 25 points.
MJ- Legendary (H, H) 40 IF SUCCESS ADD Pass criterion -A coin is tossed RETRO- dimer 10 HP PUT OTHER twice and if heads are tossed PG (220) TO SLEEP twice, then 40 points are subtracted from the opponent's score.
Additional instructions ¨ if pass criterion is met, 10 points are also added to the player's score and the opponent is put to sleep, meaning that the opponent does not play and misses a turn. The player thus gets a second consecutive turn.

DN- Post fade- (H) 10 IF SUCCESS ADD Pass criterion - A
coin is tossed RETRO-PF away 30 HP and if heads result on a first toss, (230) then 10 points are subtracted from the opponent's score.
Additional instructions ¨ if pass criterion is met, 30 points are added to the player's score DN- Three (H, 0o) 30 N/A Pass criterion - A
coin is tossed RETRO-PF point and if heads result from a first (230) toss, then the player keeps flipping the coin until tails are tossed. Add up the number of heads tossed and times by 30. Demerit total number calculated from opponent's score Additional instructions ¨ N/A
WC- Score (T, T, T) 100 IF SUCCESS, ADD Pass criterion - A
coin is tossed RETRO-C board 20 HP POINTS and if three consecutive tails (240) result, then 100 points are subtracted from the opponent's score.
Additional instructions ¨ if pass criterion is met, 20 points are added to the player's score.
WC- Learn (H) N/A IF SUCCESS, Pass criterion ¨ not applicable RETRO-C LEARN AN HP
(240) OPPONENT'S Additional instructions ¨The ATTACKS player views/acquires the opponent's attack and can use it in the next round if desired.
DW- Fast break (H, H) 40 If attack fails, go Pass criterion ¨ If two heads are RETRO- to sleep (else put tossed, then 40 points are SG (250) yourself to sleep) subtracted from the opponent's (H) to wake up score Additional instructions ¨ If pass criterion is not met, then the player goes to sleep, meaning that he misses a turn. After the player has missed a turn, he/she can resume only after he/she has tossed heads at the beginning of their next turn. If tails are tossed, then the player misses another turn.
DW- Free (H, 00) 25 KEEP FLIPPING Pass criterion - A
coin is tossed RETRO- throw TILL 1sT TAIL and if heads result from a first SG (250) toss, then the player keeps flipping the coin until tails are tossed. Add up the number of heads tossed and times by 25. The resultant product is subtracted from the opponent's score.
Additional instructions ¨ Clarifies what is meant by the pass criterion.
BR- Rebound (T, T, T) 40X IF ATTACK FAILS, Pass criterion ¨
If three tails are RETRO-C GO TO SLEEP (H) tossed, then 40 points are (260) TO WAKE UP subtracted from the opponent's score for each tail, totalling 120 points.
Additional instructions - If demerit criterion is not met, then the player goes to sleep, meaning that he or she misses a turn. After the player has missed a turn, he/she can resume only after he/she has tossed heads at the beginning of their next turn. If tails are tossed, then the player misses another turn.
BR- Two way (H) 40 IF SUCCESS ADD Pass criterion ¨ If heads are tossed RETRO-C 30 HP on a first throw, then 40 points are (260) deducted from an opponent.
Additional instructions - if pass criterion is met, then 30 points are added to the player's score.
_ OR- Learn (H) N/A IF SUCCESS, Pass criterion ¨
rolling heads on RETRO- LEARN AN HP first toss PG (270) OPPONENT'S
ATTACKS Additional instructions ¨ if demerit criterion is met, the player can view/acquire the opponent's attack indicated on the card for their next turn.
OR- Triple- (T, *0) 25 IF ATTACK FAILS, Pass criterion - A
coin is tossed RETRO- double GO TO SLEEP (H) and if tails result from a first toss, PG (270) TO WAKE UP then the player keeps flipping the coin until heads are tossed. Add up the number of tails tossed and times by 25. Demerit total number calculated from opponent's score.
Additional instructions - If demerit criterion is not met, then the player goes to sleep, meaning that he misses a turn. After the player has missed a turn, he can resume only after he has tossed heads at the beginning of his next turn. If tails are tossed, then the player misses another turn.
_ MJ- Clutch (T, T, T) 100 IF ATTACK FAILS Pass criterion ¨
If three tails are RETRO- GO TO SLEEP (H) tossed, then 100 points are SG (280) TO WAKE UP subtracted from the opponent's score Additional instructions - - If demerit criterion is not met, then the player goes to sleep, meaning that he misses a turn. After the player has missed a turn, he can resume playing only after he has tossed heads at the beginning of his next turn. If tails are tossed, then the player misses another turn.
MJ- Take flight (T, 00) 30 KEEP FLIPPING Pass criterion - A
coin is tossed RETRO- TILL 15T (H) and if tails result from a first toss, SG (280) then the player keeps flipping the coin until heads are tossed. Add up the number of tails tossed and times by 30.
Additional instructions - Clarifies what is meant by the pass criterion.
KM- Post-Up (H, oe) 20 EACH TIME YOU Pass criterion - A
coin is tossed RETRO-PF GET (H) ADD 10 and if heads result from a first (290) HP toss, then the player keeps flipping the coin until tails are tossed. Add up the number of heads tossed and times by 20. The resultant value is subtracted from the opponent's score.
Additional instructions ¨ For each head that is tossed, the player adds 10 points to his or her own score.
KM- Dimer (H, H) 40 IF SUCCESS ADD Pass criterion - If heads are tossed RETRO-PF 10 HP PUT OTHER twice, then 40 points are deducted (290) TO SLEEP (H) TO from an opponent.
WAKE UP
Additional instructions ¨ If two heads are tossed, player adds 10 points to his score; the opponent misses a turn and after a missed turn he or she tosses a coin and if heads then he or she can resume playing, otherwise he or she misses another turn.
JE ¨ Midder (H) 30 TRIPLE OR Pass criterion - heads are tossed RETRO-SF NOTHING on a first throw.
(300) Additional instructions ¨ If heads, then 90 points are deducted from an opponent (triple points). If heads are not tossed, then no points are deducted from the opponent (nothing).
JE ¨ Big poster (T, T) 40 N/A Pass criterion - If two tails are RETRO-SF tossed, then 40 points are deducted from an opponent.
Additional instructions ¨ N/A
TD ¨ Triple (H, .-3) 20 EACH TIME YOU Pass criterion - A
coin is tossed RETRO-PF Double GET (H) ADD 10 and if heads result from a first (310) HP toss, then the player keeps flipping the coin until tails are tossed. Add up the number of heads tossed and times by 20. The resultant product is subtracted from the opponent's score.

Additional instructions ¨ For each head that is tossed, the player adds 10 points to his or her own score.
KAJ- Sky Hook (H, 00) 35 IF ATTACK FAILS, Pass criterion - A
coin is tossed RETRO-C GO TO SLEEP (H) and if heads result from a first (320) TO WAKE UP toss, then the player keeps flipping the coin until tails are tossed. Add up the number of heads tossed and times by 35. The resultant product is subtracted from the opponent's score.
Additional instructions - If pass criterion is not met, then the player goes to sleep, meaning that he misses a turn. After the player has missed a turn, he can resume playing only after he has tossed heads at the beginning of his next turn. If tails are tossed, then the player misses another turn.
Two Way (H) 40 IF SUCCESS ADD Pass criterion ¨ If heads result on a RETRO-C 20 HP first toss, demerit 40 points from (320) an opponent Additional instructions ¨ If pass criterion is met, 20 points are added to the card owner's score KB- Mid-range (H, H, H) 80 IF SUCCESS ADD Pass criterion ¨ If heads tossed RETRO- dead eye 10 HP three times in a row, demerit 80 SG (330) points from an opponent Additional instructions ¨ If pass criterion is met, 10 points are added to the card owner's score KB- Mid-range (T, 0.3) 20X KEEP FLIPPING Pass criterion - A
coin is tossed RETRO- fade away UNTIL 1s1 (H) and if tails result from a first toss, SG (330) then the player keeps flipping the coin until heads are tossed. Add up the number of tails tossed and times by 20. The resultant product is subtracted from the opponent's score.
Additional instructions ¨ provides a clarification of pass criterion LB- Dimer (H, H) 40 IF SUCCESS PUT Pass criterion - If two heads are RETRO-SF OPPONENT TO tossed, then 40 points are (340) SLEEP 2 TURNS deducted from an opponent.
Additional instructions ¨ if pass criterion is met, then opponent also misses two turns.
LB- Three (T, T) 40X N/A Pass criterion - If two tails are RETRO-SF point tossed, then 80 points are (340) deducted from an opponent (40 points/tail).
Additional instructions ¨ N/A
As noted above, the score of each player can be tracked electronically. An example of an electronic tracking device is shown in Figure 4. The electronic tracking device 500 has a keyboard 505 and displays the score of each player on respective displays.
Four displays 510, 520,530 and 540 are shown for displaying the scores of four respective players of the game. In another embodiment, a sheet of paper is used to track the score associated with the card being played for each player. The game can also be played on a computer, console or a portable electronic device, such as a Smartphone, tablet, iPadTM or other portable electronic device rather than using physical cards. In such embodiment, the randomly generated outcome is created by an electronic event.

In further embodiments, two teams can play the game, one of which is assigned Eastern Conference and the other Western Conference.
If there are more than two card players, an opponent may be selected from two or more opponents, as discussed above. Alternatively, if there are two or more card players, multiple opponents may be selected.
Although basketball cards are described above, other competitive sports can be depicted on the cards, including, but not limited to, tennis, hockey, soccer or football.
The claims appended hereto should not be limited by any of the specific embodiments set forth above and shall be construed to include all possible embodiments and equivalents to which such claims are entitled.

Claims (11)

1. A sports card game kit comprising:
(a) a plurality of cards for playing a sports game, at least a sub-set thereof having cards each comprising:
(i) an initial score associated with the card that is designated to a player in possession of the card at an outset of a card game move, and (ii) an attack section comprising:
pass criterion depicted by a randomly generated outcome or combination of outcomes, resulting from throwing a game piece, and a score adjuster number representing, or used to determine, a number of points demerited and/or awarded to the player or at least one opponent in response to meeting or failing the pass criterion;
(b) instructions for playing the sports card game; and (c) an optional score keeping apparatus for tracking the score of each player by manual entry using a writing implement or by electronic means.
2. The sports card game kit of claim 1, wherein the attack section is further sub-divided into two sub-sections, each sub-section comprising a header depicting a sports term to which the game pertains, and which is selected by the card owner at the outset of his or her turn to instigate an attack on an opponent, and each of the two attack sub-sections having a espective pass criterion and score adjuster number.
3. The sports card game kit of claim 2, wherein the number in at least one of the attack sub-sections is used to determine the number of points demerited and/or awarded to the player or opponent based on text instructions appearing in the at least one attack subsection.
4. The sports card game of any one of claims Ito 3, wherein the initial score positively correlates to a skill level of the player whose initials are depicted on the card.
5. The sports card game of any one of claims Ito 4, wherein the pass criterion is a randomly generated outcome or combination of outcomes resulting from throwing a dice or tossing a coin, and comprises a symbol depicting heads, tails or a combination thereof.
6. A method for playing a sports card game comprising:

(a) providing a plurality of cards, at least a sub-set thereof having cards each comprising:
(i) an initial score associated with the card that is designated to a player in possession of the card at an outset of the card game move, and (ii) an attack section comprising:
pass criterion depicted by a randomly generated outcome or combination of outcomes, resulting from throwing a game piece, and a score adjuster number representing, or used to determine, a number of points demerited and/or awarded to the player or opponent in response to meeting or failing the pass criterion;
(b) dealing one or more of the cards to each player of the game such that each player has a dealt hand;
(c) selecting a player to initiate a series of moves;
(d) carrying out the series of moves, each move comprising:
(i) playing a dealt card, and wherein at least one opponent plays a card from their dealt hand;
(ii) throwing a game piece to produce a randomly generated outcome or combination of outcomes;
(iii) comparing the randomly generated outcome or combination of outcomes to the pass criterion and awarding or demeriting points from the player's score or the opponent's score based on the score adjuster number, or a value calculated therefrom, wherein the score for each player is the initial score on the played card or the initial score minus points previously subtracted therefrom; and (iv) the player or opponent removing a dealt card from play if no points remain on the played card;
(e) repeating steps (i) to (iv) of step (d) among players of the game in sequence until only one player has a card or cards remaining in their dealt hand; and (f) optionally tracking the score of each played card in step (d) by manual entry using a writing implement or by electronic means.
7. The sports card game of claim 6, wherein the attack section is further sub-divided into two sub-sections, each sub-section comprising a header depicting a sports term to which the game pertains, and which is selected by the card owner at the outset of his or her turn to instigate an attack on an opponent, and each of the two attack sub-sections having a respective pass criterion and score adjuster number.
8. The sports card game of claim 6 or 7, further comprising determining the number of points demerited and/or awarded from the played card of the player or opponent based on additional text instructions appearing in the attack subsection selected.
9. The sports card game of claim 6 to 8, wherein the numerical value representing an initial score associated with each card correlates to a skill level of a player on the card.
10. The sports card game of claims 7 or 8, wherein the game depicts basketball and the header in each attack sub-section on each card is a basketball move.
11. The sports card game of any one of claims 6 to 10, wherein steps (a) to (e) are carried out on a computing device or gaming console.
CA3054602A 2019-09-09 2019-09-09 Apparatus and method of playing a sports card game Pending CA3054602A1 (en)

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