EP0935985A1 - Card for games - Google Patents

Card for games Download PDF

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Publication number
EP0935985A1
EP0935985A1 EP97909731A EP97909731A EP0935985A1 EP 0935985 A1 EP0935985 A1 EP 0935985A1 EP 97909731 A EP97909731 A EP 97909731A EP 97909731 A EP97909731 A EP 97909731A EP 0935985 A1 EP0935985 A1 EP 0935985A1
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EP
European Patent Office
Prior art keywords
information
game
player
entering space
game card
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Granted
Application number
EP97909731A
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German (de)
French (fr)
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EP0935985B1 (en
EP0935985A4 (en
Inventor
Masahiro Kurita
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Institute of SRS
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Institute of SRS
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Publication date
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Publication of EP0935985A1 publication Critical patent/EP0935985A1/en
Publication of EP0935985A4 publication Critical patent/EP0935985A4/xx
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Publication of EP0935985B1 publication Critical patent/EP0935985B1/en
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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
    • 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
    • A63F9/00Games not otherwise provided for
    • A63F9/06Patience; Other games for self-amusement
    • A63F9/10Two-dimensional jig-saw puzzles

Definitions

  • the present invention relates to a game card which comprises a plurality of pieces of information entering space with frames, such as a positional specific information entering space, a player's specific information entering space, a digital information entering space, an analog information entering space and the like, and which is used for playing a game on the basis of the information entered in the plurality of pieces of information entering space of the card dealt to a plurality of players.
  • the game card is used as a card for a sympathetic game (in other words, a resonance game or a synchronization game), for example, in which a degree of sympathy (in other words, resonance or synchronisation) of the mutual digital information entered in the plurality of pieces of digital information entering space by a plurality of players to whom the game cards are dealt and a degree of sympathy (or resonance) of the mutual analog information entered in the plurality of pieces of the analog information entering space thereby are estimated by giving points.
  • a sympathetic game in other words, a resonance game or a synchronization game
  • An object of the present invention is to provide a novel game card which enables a plurality of players to enjoy a game on the basis of the information entered by the players in the plurality of pieces of information entering space of the cards dealt to the players, for example, a novel card for a sympathetic game (or a resonance game) or the like, which has not existed, and which enables the players to enjoy a psychological sympathetic game (or a psychological resonance game).
  • the inventor studied about the novel game card, such as a card for a sympathetic game, which enables a plurality of players to enjoy a game on the basis of the information entered by the players in the plurality of pieces of the information entering space of the cards dealt to the players. As a result, the present invention was completed.
  • the game card comprises; a positional specific information entering space with a frame, for entering a positional information for specifying a player's position, a player's specific information entering space with a frame, for entering a player's specific information for specifying the player, a digital information entering space with a frame in which a plurality of written information are provided, for optionally selecting an information from among them, and an analog information entering space with a frame, for entering an information which optionally occurs to the player.
  • a positional specific information entering space with a frame for entering a positional information for specifying a player's position
  • a player's specific information entering space with a frame for entering a player's specific information for specifying the player
  • the players can enjoy novel, interesting and various games, such as a psychological game, which have not ever been played, when the game cards are dealt to a plurality of players one by one, each player enters information in the plurality of pieces of information entering space of the dealt game card and then the game cards are collected, and the information entered in the plurality of pieces of information entering space of the plurality of collected game cards are compared with each other.
  • the game card comprises: a positional specific information entering space with a frame, a player's specific information entering space with a frame, a digital information entering space with a frame and an analog information entering space with a frame, wherein the game card is used for playing a game in which the game cards are dealt to a plurality of players one by one; each player enters a positional information for specifying a position of the each player in the positional specific information entering space, enters a player's specific information for specifying the player in the player's specific information entering space, enters an information selected from among a plurality of written information predetermined as selective information in the digital information entering space and enters an information which optionally occurs to the player in the analog information entering space, and then the game cards are collected; the plurality of collected game cards are arranged in accordance with the positional information entered in the positional specific information entering space; and a degree of sympathy between one digital information entered in one game card and another digital information entered in another game card which is arranged around
  • a positional specific information entering space with a frame a player's specific information entering space with a frame, a digital information entering space with a frame and an analog information entering space with a frame are provided.
  • Each player can recognize the difference in a degree of sympathy or the like, so that the players can enjoy a novel and interesting psychological game which has not ever been played, when the game card is used for playing a game in which the game cards are dealt to a plurality of players one by one; each player enters a positional information for specifying a player's position in the positional specific information entering space with a frame, enters a player's specific information for specifying the player in the player's specific information entering space with a frame, enters an information selected from among a plurality of written information predetermined as selective information in the digital information entering space with a frame and enters an information which optionally occurs to the player in the analog information entering space with a frame, and then the game cards are collected; the plurality of collected game card are arranged in accordance with
  • any positional specific information entering space with a frame not only the player's seat number but also any positional specific information which can specify a player's spatial position may be entered.
  • the player's specific information entering space with a frame not only the player's (the game member's) name but also any information which can specify the player, such as a nickname, a number, an alphabet or the like, may be entered.
  • any digital information such as a numeral, a katakana, a hiragana, an alphabet, a mark, a Chinese character or the like, may be entered.
  • the number of pieces of the digital information entering space with frames may be one or more.
  • any analog information such as a figure, a picture, a sentence or the like, may be entered.
  • the number of pieces of the analog information entering space with frames may be one or more.
  • a trial number identifying information entering space with a frame, which is not indispensable to the game card, for entering the number of trials may be provided.
  • the connecting part preferably comprises a first protrusion having a shape broadened toward a free end thereof, which is formed on one of upper and lower ends of the game card; a first recess having a shape corresponding to that of the first protrusion, which is formed at a position corresponding to that of the first protrusion, on the other of the upper and lower ends; a second protrusion having a shape broadened toward a free end thereof, which is formed on one of right and left ends of the game card; a second recess having a shape corresponding to that of the second protrusion, which is formed at a position corresponding to that of the second protrusion on the other of the right and left ends thereof.
  • a card for a sympathetic game (in other words, a resonance game or a synchronisation game) according to an embodiment of the present invention and a sympathetic game (or a resonance game) in which the card for a sympathetic game (or a resonance game) is used will be explained with reference to the accompanying drawings, as follows.
  • FIG. 1 is a plan view of the card for a sympathetic game
  • FIG. 2 is a bottom view thereof
  • FIG. 3 is a plan view showing a state that the cards for a sympathetic game, in which necessary items are entered are connected to each other in accordance with the player's seat number.
  • a positional specific information entering space 1a with frames On the front surface of the card 1 for a sympathetic game, a positional specific information entering space 1a with frames, a player's specific information entering space 1b with a frame, a trial number identifying information entering space 1c with a frame, a plurality of pieces of digital information entering space 2 with frames, a plurality of pieces analog information entering space 3 with frames and the like are provided.
  • the items to be entered in each space corresponding to the positional specific information entering space 1a with frames, the player's specific information entering space 1b with a frame, the trial number identifying information entering space 1c with a frame, a plurality of pieces of the digital information entering space 2 with frames, a plurality of pieces of the analog information entering space 3 with frames and the like, of the front surface thereof are entered.
  • connecting parts 4 for connecting one card 1 for a sympathetic game with another card 1 for a sympathetic game are provided at the upper and lower ends and the right and left ones of each card 1.
  • the positional specific information entering space 1a comprises a plurality of pieces of space with frames, in which an information for specifying a spatial position, such as each player's seat number, is entered. For example, when there is a player's seat in the fourth row from the front and in the third line from the left, the player enters the information "4-3" therein.
  • the player's specific information entering space 1b is a space with a frame, in which an information for specifying each player is entered.
  • the player enters, for example, his or her name as an item to be entered, as shown in FIG. 2 (or the player may also enter his or her nickname or the like).
  • the trial number information entering space 1c is a space with a frame, in which the number of trials of the game is entered.
  • the space 1c as a trial NO. shown in FIG. 2, the player enters the number of trials of the game.
  • the digital information entering space 2 comprises a plurality of pieces of space with frames, in which a player enters an information optionally selected from among a plurality of predetermined information.
  • five pieces of digital information entering space 2a, 2b, 2c, 2d and 2e are provided.
  • the player can optionally select a numeral from among the predetermined numerals [0, 1, 2 ⁇ 9], and then the player enters the selected numeral.
  • the player can optionally select color from among the predetermined ten colors [red, orange, yellow, green, blue, indigo, purple, white, black and gold], and then the player enters the selected color.
  • the player can optionally select a word from among the predetermined eight words [Ten (heaven), Sawa (swamp), Hi (fire), Kaminari (thunder), Kaze (wind), Mizu (water), Yama (mountain) and Chi (earth)], and then the player enters the selected word.
  • the player can freely select three Chinese characters, and then the player enters the three Chinese characters.
  • the player In the fifth digital information entering space 2e with a frame, the player enters one message which occurs to the player inspiredly.
  • the analog information entering space 3 comprises two pieces of space with frames, in which the player enters optional analog information.
  • the first analog information entering space 3a with a frame and the second analog information entering space 3b with a frame are provided.
  • the player enters an optional geometric analog information (an abstract analog information) which occurs to the player, for example, a figure or the like.
  • the player enters an optional pictorial analog information (a concrete information of a free image) which occurs to the player, for example, a picture of a scene, an animal, a plant or the like.
  • pictorial analog information a concrete information of a free image
  • the connecting part 4 comprises, for example, a protrusion 4a having a shape of broadened toward a free end thereof which is formed on the upper end, a recess 4b having a shape corresponding to that of the protrusion 4a, which is formed at a position corresponding to the protrusion 4a, on the lower end, two protrusions 4c and 4d having a shape of broadened toward a free end thereof which are formed on the right end, and two recesses 4e and 4f having a shape corresponding to that of the protrusions 4c and 4d, which are formed at positions corresponding to the protrusions 4c and 4d, on the left end, respectively.
  • the members are participants in the sympathetic game and do not require an elementary knowledge or a preliminary experience about the sympathetic game.
  • a role of the master is to explain the rules of the sympathetic game to the members, to properly advise the members on the sympathetic game in the neutral position and to manage the game so that the members can have a significant experience.
  • the master calls a start and an end of the game, and clarifies a time for playing game.
  • a role of the checker is to point out the sympathetic phenomenon.
  • a role of the analyst is to analyze and explain the sympathetic phenomenon.
  • the checker can also serve as the analyst.
  • the place for playing the sympathetic game is, as a whole, called “field”.
  • the whole place in which the members are seated is called “area”.
  • the area consists of a group of seats having a certain arrangement.
  • the rules and regulations of the game are provided as follows.
  • the game master decides a spatial position (for example, a seat number) of each player, and then deals the cards 1 for the sympathetic game to each player one by one.
  • a spatial position for example, a seat number
  • the master lets each player enter a player's spatial positional information (for example, a seat number) in the positional specific information entering space 1a with a frame, enter an information (for example, a player's name) for specifying each player in the player's specific information entering space 1b with a frame and enter the number of trials in the trial number identifying information entering space 1c with a frame, of the dealt card 1 for the sympathetic game, respectively.
  • a player's spatial positional information for example, a seat number
  • an information for example, a player's name
  • the master lets each player enter one numeral optionally selected by each player from among the numerals [0, 1, 2, ⁇ 9] in the first digital information entering space 2a with a frame, enter one color optionally selected by each player from among ten colors [red, orange, yellow, green, blue, indigo, purple, white, black and gold] in the second digital information entering space 2b with a frame and enter one word optionally selected by each player from among the words [Ten (heaven), Sawa (swamp), Hi (fire), Kaminari (thunder), Kaze (wind), Mizu (water), Yama (mountain) and Chi (earth)] in the third digital information entering space 2c with a frame, among several pieces of digital information entering space 2, respectively.
  • the master lets each player enter the first analog information (for example, an abstract pattern, such as a relatively simple figure, a mark or the like) in the first analog information entering space with a frame and enter the second analog information (for example, a concrete pattern, such as a picture or the like) in the second analog information entering space with a frame, between two pieces of analog information entering space 4, respectively.
  • first analog information for example, an abstract pattern, such as a relatively simple figure, a mark or the like
  • the second analog information for example, a concrete pattern, such as a picture or the like
  • a game sheet (also referred to a game board) is made quickly by connecting the collected cards 1 for the sympathetic game with each other in accordance with the player's spatial positional information (for example, a seat number) entered in the positional specific information entering space 1a.
  • the checker points out the sympathetic phenomenon concretely, while the checker shows the made game sheet to the game members or the like.
  • the checker gives the bonded unit called "bond" to the game sheet in accordance with the above predetermined rules and regulations in order to estimate each sympathetic phenomenon.
  • Types of the bonds are different in a degree of sympathy (in other words, resonance or synchronization), and the points are given to the game members in each bond.
  • the total score given to one member in the bonds is called one member's "score”.
  • the analyst analyzes the sympathetic phenomenon pointed out by the checker and estimates it by giving points, while the analyst discusses it with all of the members smoothly. Further, the analyst makes an effort to naturally obtain all of the members' approval on the analyst's operation. Each member has a chance to understand the conscious phenomenon more through the process.
  • the master estimates a degree of sympathy by giving points, for example, under the following criteria.
  • the sympathy between one member and others sitting directly in front of, directly behind, on the immediate left of and on the immediate right of the one member is estimated. Further, the sympathy between the one member and others sitting diagonally in front of the one member to the left, diagonally in front of the one member to the right, diagonally behind the one member to the left and diagonally behind the one member to the right is estimated. The sympathy between two members who are apart from each other is not estimated.
  • the sympathy between one member and others sitting directly in front of, directly behind, on the immediate left of and on the immediate right of the one member is estimated. Further, the sympathy between the one member and others sitting diagonally in front of the one member to the left, diagonally in front of the one member to the right, diagonally behind the one member to the left and diagonally behind the one member to the right is estimated.
  • the sympathy between one member and others sitting directly in front of, directly behind, on the immediate left of and on the immediate right of the one member is estimated. Further, the sympathy between the one member and others sitting diagonally in front of the one member to the left, diagonally in front of the one member to the right, diagonally behind the one member to the left and diagonally behind the one member to the right is estimated.
  • the sympathy between one member and others sitting directly in front of, directly behind, two rows behind, on the immediate left of, and on the immediate right of the one member is estimated. Further, the sympathy between the one member and others sitting diagonally in front of the one member to the left, diagonally in front of the one member to the right, diagonally behind the one member to the left, diagonally behind the one member to the right and on the immediate left of the member sitting two rows behind the one member, is estimated.
  • the sympathy between one member and others sitting directly in front of, directly behind, two rows behind, on the immediate left of, and on the immediate right of the one member is estimated. Further, the sympathy between the one member and others sitting diagonally in front of the one member to the left, diagonally in front of the one member to the right, diagonally behind the one member to the left, diagonally behind the one member to the right and on the immediate left of the member sitting two rows behind the one member, is estimated.
  • the sympathy between one member and others sitting directly in front of, directly behind, on the immediate left of and on the immediate right of the one member is estimated. Further, the sympathy between the one member and others sitting diagonally in front of the one member to the left, diagonally in front of the one member to the right, diagonally behind the one member to the left and diagonally behind the one member to the right is estimated.
  • sympathetic criteria when there is a community of an appearance, a name, a concept or the like in the whole figure or in a part of the figure entered in the first analog information entering space 3a, the community is judged to sympathize with each other.
  • the sympathy between one member and others sitting directly in front of, directly behind, on the immediate left of and on the immediate right of the one member is estimated. Further, the sympathy between the one member and others sitting diagonally in front of the one member to the left, diagonally in front of the one member to the right, diagonally behind the one member to the left and diagonally behind the one member to the right is estimated.
  • sympathetic criteria when there is a community of an appearance, a name, a concept or the like in the whole figure or in a part of the figure entered in the second analog information entering space 3b, the community is judged to sympathize with each other.
  • the total score of each group is calculated and the ranking list of each group is also made.
  • the negative is not included. However, when the negative is included, the game becomes more interesting.
  • An estimation of a degree of sympathy is not limited to the relation between the above-described seat positions or to the above-described way to give points, and any estimation may be decided in the game regulation.
  • any digital information such as a numeral, a katakana, a hiragana, an alphabet, a mark, a Chinese character or the like, may be entered.
  • the number of pieces of digital information entering space 2 with a frame may be one or more.
  • any analog information such as a figure, a picture, a sentence or the like, may be entered.
  • the number of pieces of analog information entering space 3 with a frame may be one or more.
  • the game regulations are not limited to the above-described rules and regulations. If the game regulations have a content in which a difference in a degree of sympathy of each player can be measured, any modification thereof may be made.
  • a positional specific information entering space with a frame a player's specific information entering space with a frame, a digital information entering space with a frame and an analog information entering space with a frame are provided.
  • Each player can recognize the difference in a degree of sympathy or the like, so that the players can enjoy a novel and interesting psychological game which has not ever been played, when the game card is used for playing a game in which the game cards are dealt to a plurality of players one by one; each player enters a positional information for specifying a player's position in the positional specific information entering space, enters a player's specific information for specifying the player in the player's specific information entering space, enters an information selected from among a plurality of pieces of written information predetermined as selective information in the digital information entering space and enters an information which optionally occurs to the player in the analog information entering space, and then the game cards are collected; the plurality of collected game cards are arranged in accordance with the positional information entered in the positional specific information entering space with a frame; and a degree of sympathy between the digital information entered in one game card and another digital information entered in another game card which is arranged around the one game card, and a degree of sympathy between the analog information entered in one game card and another analog

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Abstract

An object is to provide a novel game card for a sympathetic game or the like, which enables a plurality of players to enjoy a psychological sympathetic game. The card comprises: a positional specific information entering space with a frame, a player's specific information entering space with a frame, a digital information entering space with a frame and an analog information entering space with a frame, wherein the game card is used for playing a game in which the game cards are dealt to a plurality of players one by one; each player enters a positional information for specifying a position of the each player in the positional specific information entering space, enters a player's specific information for specifying the player in the player's specific information entering space, enters an information selected from among a plurality of written information predetermined as selective information in the digital information entering space and enters an information which optionally occurs to the player in the analog information entering space, and then the game cards are collected; the plurality of collected game cards are arranged in accordance with the positional information entered in the positional specific information entering space; and a degree of sympathy between one digital information entered in one game card and another digital information entered in another game card which is arranged around the one game card, and a degree of sympathy between one analog information entered in one game card and another analog information entered in another game card which is arranged around the one game card are estimated by giving points.

Description

    Technical Field
  • The present invention relates to a game card which comprises a plurality of pieces of information entering space with frames, such as a positional specific information entering space, a player's specific information entering space, a digital information entering space, an analog information entering space and the like, and which is used for playing a game on the basis of the information entered in the plurality of pieces of information entering space of the card dealt to a plurality of players.
  • The game card is used as a card for a sympathetic game (in other words, a resonance game or a synchronization game), for example, in which a degree of sympathy (in other words, resonance or synchronisation) of the mutual digital information entered in the plurality of pieces of digital information entering space by a plurality of players to whom the game cards are dealt and a degree of sympathy (or resonance) of the mutual analog information entered in the plurality of pieces of the analog information entering space thereby are estimated by giving points.
  • Background of the Invention
  • Conventionally, there has been no game card which comprises a plurality of pieces of information entering space with frames, such as a positional specific information entering space, a player's specific information entering space, a digital information entering space, an analog information entering space and the like, and which is used for playing a game on the basis of the information entered in the plurality of pieces of the information entering space of the cards dealt to a plurality of players, especially, for enjoying a psychological sympathy (or resonance) of a plurality of players, or the like.
  • An object of the present invention is to provide a novel game card which enables a plurality of players to enjoy a game on the basis of the information entered by the players in the plurality of pieces of information entering space of the cards dealt to the players, for example, a novel card for a sympathetic game (or a resonance game) or the like, which has not existed, and which enables the players to enjoy a psychological sympathetic game (or a psychological resonance game).
  • Disclosure of the Invention
  • In order to accomplish the above-described object, the inventor studied about the novel game card, such as a card for a sympathetic game, which enables a plurality of players to enjoy a game on the basis of the information entered by the players in the plurality of pieces of the information entering space of the cards dealt to the players. As a result, the present invention was completed.
  • That is, in accordance with one aspect of the present invention, the game card comprises; a positional specific information entering space with a frame, for entering a positional information for specifying a player's position, a player's specific information entering space with a frame, for entering a player's specific information for specifying the player, a digital information entering space with a frame in which a plurality of written information are provided, for optionally selecting an information from among them, and an analog information entering space with a frame, for entering an information which optionally occurs to the player.
  • In such a game card, because a positional specific information entering space with a frame, for entering a positional information for specifying a player's position, a player's specific information entering space with a frame, for entering a player's specific information for specifying the player, a digital information entering space with a frame in which a plurality of written information are provided, for optionally selecting an information from among them, and an analog information entering space with a frame, for entering an information which optionally occurs to the player, the players can enjoy novel, interesting and various games, such as a psychological game, which have not ever been played, when the game cards are dealt to a plurality of players one by one, each player enters information in the plurality of pieces of information entering space of the dealt game card and then the game cards are collected, and the information entered in the plurality of pieces of information entering space of the plurality of collected game cards are compared with each other.
  • In accordance with another aspect of the present invention, the game card comprises: a positional specific information entering space with a frame, a player's specific information entering space with a frame, a digital information entering space with a frame and an analog information entering space with a frame, wherein the game card is used for playing a game in which the game cards are dealt to a plurality of players one by one; each player enters a positional information for specifying a position of the each player in the positional specific information entering space, enters a player's specific information for specifying the player in the player's specific information entering space, enters an information selected from among a plurality of written information predetermined as selective information in the digital information entering space and enters an information which optionally occurs to the player in the analog information entering space, and then the game cards are collected; the plurality of collected game cards are arranged in accordance with the positional information entered in the positional specific information entering space; and a degree of sympathy between one digital information entered in one game card and another digital information entered in another game card which is arranged around the one game card, and a degree of sympathy between one analog information entered in one game card and another analog information entered in another game card which is arranged around the one game card are estimated by giving points.
  • In such a game card, a positional specific information entering space with a frame, a player's specific information entering space with a frame, a digital information entering space with a frame and an analog information entering space with a frame are provided. Each player can recognize the difference in a degree of sympathy or the like, so that the players can enjoy a novel and interesting psychological game which has not ever been played, when the game card is used for playing a game in which the game cards are dealt to a plurality of players one by one; each player enters a positional information for specifying a player's position in the positional specific information entering space with a frame, enters a player's specific information for specifying the player in the player's specific information entering space with a frame, enters an information selected from among a plurality of written information predetermined as selective information in the digital information entering space with a frame and enters an information which optionally occurs to the player in the analog information entering space with a frame, and then the game cards are collected; the plurality of collected game card are arranged in accordance with the positional information entered in the positional specific information entering space; and a degree of sympathy between one digital information entered in one game card and another digital information entered in another game card which is arranged around the one game card, and a degree of sympathy between one analog information entered in one game card and another analog information entered in another game card which is arranged around the one game card are estimated by giving points.
  • In the positional specific information entering space with a frame, not only the player's seat number but also any positional specific information which can specify a player's spatial position may be entered. In the player's specific information entering space with a frame, not only the player's (the game member's) name but also any information which can specify the player, such as a nickname, a number, an alphabet or the like, may be entered. In the digital information entering space with a frame, any digital information, such as a numeral, a katakana, a hiragana, an alphabet, a mark, a Chinese character or the like, may be entered. The number of pieces of the digital information entering space with frames may be one or more. In the analog information entering space with a frame, any analog information, such as a figure, a picture, a sentence or the like, may be entered. The number of pieces of the analog information entering space with frames may be one or more.
  • In the game card, a trial number identifying information entering space with a frame, which is not indispensable to the game card, for entering the number of trials may be provided.
  • It is preferable to provide a connecting part which is not indispensable, for connecting one game card with another at the end of the game card. The connecting part preferably comprises a first protrusion having a shape broadened toward a free end thereof, which is formed on one of upper and lower ends of the game card; a first recess having a shape corresponding to that of the first protrusion, which is formed at a position corresponding to that of the first protrusion, on the other of the upper and lower ends; a second protrusion having a shape broadened toward a free end thereof, which is formed on one of right and left ends of the game card; a second recess having a shape corresponding to that of the second protrusion, which is formed at a position corresponding to that of the second protrusion on the other of the right and left ends thereof.
  • Because such a connecting part is provided at the end portion of the game card, a lot of game cards collected from each player can be connected like a plain coordinate in accordance with the player's spatial positional information (e.g., seat number) and the game sheet can be made quickly and securely so as not to break it. As a result, each player's score or the like can be calculated rapidly and reliably.
  • Brief Description of the Drawings
  • FIG. 1 is a plan view of the card for a sympathetic game.
  • FIG. 2 is a bottom view of the card for a sympathetic game.
  • FIG. 3 is a plan view showing a state that the cards for a sympathetic game, in which necessary items are entered are connected to each other in accordance with the player's seat number.
  • Best Mode of the Invention
  • A card for a sympathetic game (in other words, a resonance game or a synchronisation game) according to an embodiment of the present invention and a sympathetic game (or a resonance game) in which the card for a sympathetic game (or a resonance game) is used will be explained with reference to the accompanying drawings, as follows.
  • FIG. 1 is a plan view of the card for a sympathetic game, FIG. 2 is a bottom view thereof, and FIG. 3 is a plan view showing a state that the cards for a sympathetic game, in which necessary items are entered are connected to each other in accordance with the player's seat number.
  • On the front surface of the card 1 for a sympathetic game, a positional specific information entering space 1a with frames, a player's specific information entering space 1b with a frame, a trial number identifying information entering space 1c with a frame, a plurality of pieces of digital information entering space 2 with frames, a plurality of pieces analog information entering space 3 with frames and the like are provided. On the other hand, in the rear surface of the card 1 for a sympathetic game, the items to be entered in each space corresponding to the positional specific information entering space 1a with frames, the player's specific information entering space 1b with a frame, the trial number identifying information entering space 1c with a frame, a plurality of pieces of the digital information entering space 2 with frames, a plurality of pieces of the analog information entering space 3 with frames and the like, of the front surface thereof are entered.
  • Further, connecting parts 4 for connecting one card 1 for a sympathetic game with another card 1 for a sympathetic game are provided at the upper and lower ends and the right and left ones of each card 1.
  • The positional specific information entering space 1a comprises a plurality of pieces of space with frames, in which an information for specifying a spatial position, such as each player's seat number, is entered. For example, when there is a player's seat in the fourth row from the front and in the third line from the left, the player enters the information "4-3" therein.
  • The player's specific information entering space 1b is a space with a frame, in which an information for specifying each player is entered. In the space 1b, the player enters, for example, his or her name as an item to be entered, as shown in FIG. 2 (or the player may also enter his or her nickname or the like).
  • The trial number information entering space 1c is a space with a frame, in which the number of trials of the game is entered. In the space 1c, as a trial NO. shown in FIG. 2, the player enters the number of trials of the game.
  • The digital information entering space 2 comprises a plurality of pieces of space with frames, in which a player enters an information optionally selected from among a plurality of predetermined information. In the embodiment, five pieces of digital information entering space 2a, 2b, 2c, 2d and 2e are provided.
  • Among five pieces of space, in the first digital information entering space 2a with a frame, for example, as shown in FIG. 2, the player can optionally select a numeral from among the predetermined numerals [0, 1, 2 ········· 9], and then the player enters the selected numeral.
  • In the second digital information entering space 2b with a frame, for example, as shown in FIG. 2, the player can optionally select color from among the predetermined ten colors [red, orange, yellow, green, blue, indigo, purple, white, black and gold], and then the player enters the selected color.
  • In the third digital information entering space 2c with a frame, for example, as shown in FIG. 2, the player can optionally select a word from among the predetermined eight words [Ten (heaven), Sawa (swamp), Hi (fire), Kaminari (thunder), Kaze (wind), Mizu (water), Yama (mountain) and Chi (earth)], and then the player enters the selected word.
  • In the fourth digital information entering space 2d with a frame, the player can freely select three Chinese characters, and then the player enters the three Chinese characters.
  • In the fifth digital information entering space 2e with a frame, the player enters one message which occurs to the player inspiredly.
  • The analog information entering space 3 comprises two pieces of space with frames, in which the player enters optional analog information. In the embodiment, the first analog information entering space 3a with a frame and the second analog information entering space 3b with a frame are provided.
  • Between two pieces of space, in the first analog information entering space 3a with a frame, the player enters an optional geometric analog information (an abstract analog information) which occurs to the player, for example, a figure or the like.
  • In the second analog information entering space 3b with a frame, the player enters an optional pictorial analog information (a concrete information of a free image) which occurs to the player, for example, a picture of a scene, an animal, a plant or the like.
  • The connecting part 4 comprises, for example, a protrusion 4a having a shape of broadened toward a free end thereof which is formed on the upper end, a recess 4b having a shape corresponding to that of the protrusion 4a, which is formed at a position corresponding to the protrusion 4a, on the lower end, two protrusions 4c and 4d having a shape of broadened toward a free end thereof which are formed on the right end, and two recesses 4e and 4f having a shape corresponding to that of the protrusions 4c and 4d, which are formed at positions corresponding to the protrusions 4c and 4d, on the left end, respectively.
  • Next, an example of a sympathetic game in which the plurality of cards 1 for a sympathetic game, which are constituted as described above are used will be explained.
  • Before playing the sympathetic game, not only game members but also a master, a checker, an analyst and the like are decided.
  • The members are participants in the sympathetic game and do not require an elementary knowledge or a preliminary experience about the sympathetic game.
  • A role of the master is to explain the rules of the sympathetic game to the members, to properly advise the members on the sympathetic game in the neutral position and to manage the game so that the members can have a significant experience. The master calls a start and an end of the game, and clarifies a time for playing game.
  • A role of the checker is to point out the sympathetic phenomenon.
  • A role of the analyst is to analyze and explain the sympathetic phenomenon.
  • In case of necessity, the checker can also serve as the analyst.
  • The place for playing the sympathetic game is, as a whole, called "field". The whole place in which the members are seated is called "area". The area consists of a group of seats having a certain arrangement.
  • For example, the rules and regulations of the game are provided as follows.
  • 1) The number of members requires two or more.
  • 2) It is preferable that the master does not serve as the checker or the analyst. The member cannot serve as the master, the checker or the analyst.
  • 3) In principle, the master, the checker and the analyst cannot intend the members to sympathize with each other or to interfere with each other at all.
  • 4) The master decides the arrangement in the area in accordance with the setting situation of the field and the number of members.
  • 5) Generally, the shape of the whole area is called "area shape". A typical area shape is a rectangle or an ellipse. When the area shape is a rectangle, in general, the members enter the information while they face toward a certain direction. In the case of an ellipse, it is possible to arrange the members in two ways in which the members are seated face to face and back to back.
  • 6) The master decides necessary items (which are called "game menu" or "menu", simply) to be entered in the card for the sympathetic game, a timing for entering the menus and how long it takes to enter the menus, in accordance with the advocate's opinions.
  • 7) In general, when the trials are played repeatedly, it is preferable to change seats. In the case of changing seats, it is preferable to follow a predetermined rule.
  • 8) A positive trial is a way in which each member enters the menus so as to increase the score on the trial as much as possible. A negative trial is a way in which each member enters the menus so as to decrease the score on the trial as much as possible. A neutral trial is a way in which each member enters the menus purely so as not to consider the score.
  • 9) In general, it is preferable that at the start of the game, the members play the game on the neutral trial so as to accustom the members to it, and then the members play the game on the positive trial or on the negative trial, alternatively.
  • 10) When the ranking list is made, in general, the total score is obtained so as to add the score got on the positive trial (or on the neutral trial, in case of necessity) and so as to subtract the score got on the negative trial.
  • 11) A bonding unit for bonding two pieces of information which are coincident with each other or which sympathize with each other is called "bond". The types of bond are classified on the basis of the menu and the spatial distance at which two pieces of information can sympathize with each other.
  • 12) A score is given to each member in each bond. With relation to the score, it is standardized that 1 point is given to each member in the neighboring sympathy (in other words, resonance or synchronization) and 0.5 point is done in the distant sympathy. As a rare case (a rare sympathy), it is estimated that the checker's or the analyst's information is coincident with a participant's. When the master recognizes the coincidence as a rare case, the master can give 2 points to the participant. On the negative trial, the rule of the rare case is predetermined in each game.
  • 13) When participants are commended for playing game, it is preferable to commend both a participant who gets the best score and one who gets the worst score.
  • 14) The master can order a member who is likely to prevent the smooth process of the game to go out of the game, or can direct the member to look at the game from the outside.
  • 15) The card for the sympathetic game, a table for arranging the cards and the above-mentioned bond, which are specially planned, set up and designed by the advocate are used.
  • 16) In the process of the game, the spatial area in which the remarkable sympathetic phenomenon is observed is called "sympathetic zone". Further, two persons or a group, to whom the remarkable sympathy occurs is called "sympathetic couple" or "sympathetic group".
  • In the sympathetic game, the game master decides a spatial position (for example, a seat number) of each player, and then deals the cards 1 for the sympathetic game to each player one by one.
  • Next, the master lets each player enter a player's spatial positional information (for example, a seat number) in the positional specific information entering space 1a with a frame, enter an information (for example, a player's name) for specifying each player in the player's specific information entering space 1b with a frame and enter the number of trials in the trial number identifying information entering space 1c with a frame, of the dealt card 1 for the sympathetic game, respectively.
  • Further, the master lets each player enter one numeral optionally selected by each player from among the numerals [0, 1, 2, ········· 9] in the first digital information entering space 2a with a frame, enter one color optionally selected by each player from among ten colors [red, orange, yellow, green, blue, indigo, purple, white, black and gold] in the second digital information entering space 2b with a frame and enter one word optionally selected by each player from among the words [Ten (heaven), Sawa (swamp), Hi (fire), Kaminari (thunder), Kaze (wind), Mizu (water), Yama (mountain) and Chi (earth)] in the third digital information entering space 2c with a frame, among several pieces of digital information entering space 2, respectively.
  • Furthermore, the master lets each player enter the first analog information (for example, an abstract pattern, such as a relatively simple figure, a mark or the like) in the first analog information entering space with a frame and enter the second analog information (for example, a concrete pattern, such as a picture or the like) in the second analog information entering space with a frame, between two pieces of analog information entering space 4, respectively.
  • When the above information is entered in a plurality of pieces of space, the players are careful so as not to show the information to each other.
  • After the players enter the information, the checker collects all of the player's cards 1 for the sympathetic game. As shown in FIG. 2, a game sheet (also referred to a game board) is made quickly by connecting the collected cards 1 for the sympathetic game with each other in accordance with the player's spatial positional information (for example, a seat number) entered in the positional specific information entering space 1a.
  • Subsequently, the checker points out the sympathetic phenomenon concretely, while the checker shows the made game sheet to the game members or the like.
  • The checker gives the bonded unit called "bond" to the game sheet in accordance with the above predetermined rules and regulations in order to estimate each sympathetic phenomenon. Types of the bonds are different in a degree of sympathy (in other words, resonance or synchronization), and the points are given to the game members in each bond. The total score given to one member in the bonds is called one member's "score".
  • The analyst analyzes the sympathetic phenomenon pointed out by the checker and estimates it by giving points, while the analyst discusses it with all of the members smoothly. Further, the analyst makes an effort to naturally obtain all of the members' approval on the analyst's operation. Each member has a chance to understand the conscious phenomenon more through the process.
  • The above-described series of process is called "trial". The trial can be carried out repeatedly.
  • There are three types of trials, which are called "positive trial" (simply, referred to "positive"), "negative trial" (simply, referred to "negative") and "neutral trial" (simply, referred to "neutral"). Three trials are defined by the above-described rules and regulations.
  • Subsequently, the master estimates a degree of sympathy by giving points, for example, under the following criteria.
  • An example of the estimation will be explained with reference to FIG. 2, as follows.
  • It will be explained how to estimate a degree of sympathy by giving points, for example, "Yamada Taro" of whom seat number is "3-2" (the seat position which is in the third row from the front and in the second line from the left). Because the negative is considered, the estimation becomes complex. In this case, the estimation is carried out without the negative.
  • In the case of information entered in the first digital information entering space 2a, the sympathy between one member and others sitting directly in front of, directly behind, on the immediate left of and on the immediate right of the one member, is estimated. Further, the sympathy between the one member and others sitting diagonally in front of the one member to the left, diagonally in front of the one member to the right, diagonally behind the one member to the left and diagonally behind the one member to the right is estimated. The sympathy between two members who are apart from each other is not estimated.
  • In "Yamada Taro"'s first digital information entering space, the numeral "7" is entered. The numeral "7" is only sympathized with the same numeral entered in the first digital information entering space 2a by the member sitting on the immediate left of "Yamada Taro", so that "Yamada Taro" obtains "+1 point" by the sympathy of the numeral entered in the first digital information entering space 2a.
  • In the case of information entered in the second digital information entering space 2b, the sympathy between one member and others sitting directly in front of, directly behind, on the immediate left of and on the immediate right of the one member, is estimated. Further, the sympathy between the one member and others sitting diagonally in front of the one member to the left, diagonally in front of the one member to the right, diagonally behind the one member to the left and diagonally behind the one member to the right is estimated.
  • In "Yamada Taro"'s second digital information entering space 2b, the word "white" is entered. The word "white" is coincident with the same word entered in the second digital information entering space 2b by the members sitting directly in front of, on the immediate right of and directly behind "Yamada Taro", so that "Yamada Taro" obtains "+3 points" by the sympathy of the word entered in the second digital information entering space 2b.
  • In the case of information entered in the third digital information entering space 2c, the sympathy between one member and others sitting directly in front of, directly behind, on the immediate left of and on the immediate right of the one member, is estimated. Further, the sympathy between the one member and others sitting diagonally in front of the one member to the left, diagonally in front of the one member to the right, diagonally behind the one member to the left and diagonally behind the one member to the right is estimated.
  • In "Yamada Taro"'s third digital information entering space 2c, the word "Ten (heaven)" is entered. The word "Ten (heaven)" is coincident with the same word entered in the third digital information entering space 2c by the members sitting directly behind "Yamada Taro" and sitting diagonally behind "Yamada Taro" to the left, so that "Yamada Taro" obtains "+2 points" by the sympathy of the word entered in the third digital information entering space 2c.
  • In the case of information entered in the fourth digital information entering space 2d, in the case of an example of the arrangement, the sympathy between one member and others sitting directly in front of, directly behind, two rows behind, on the immediate left of, and on the immediate right of the one member, is estimated. Further, the sympathy between the one member and others sitting diagonally in front of the one member to the left, diagonally in front of the one member to the right, diagonally behind the one member to the left, diagonally behind the one member to the right and on the immediate left of the member sitting two rows behind the one member, is estimated.
  • In "Yamada Taro"'s fourth digital information entering space 2d, the three characters "Sei (correct), Sei (fine) and Sei (life)" are entered. The character "Sei (correct)" is only coincident with one character "Sei (correct)" among three characters entered in the fourth digital information entering space 2d by the member sitting on the immediate right of "Yamada Taro", so that "Yamada Taro" obtains "+1 point" by the sympathy of the character entered in the fourth digital information entering space 2d.
  • In the case of information entered in the fifth digital information entering space 2e, in the case of an example of the arrangement, the sympathy between one member and others sitting directly in front of, directly behind, two rows behind, on the immediate left of, and on the immediate right of the one member, is estimated. Further, the sympathy between the one member and others sitting diagonally in front of the one member to the left, diagonally in front of the one member to the right, diagonally behind the one member to the left, diagonally behind the one member to the right and on the immediate left of the member sitting two rows behind the one member, is estimated.
  • In "Yamada Taro"'s fifth digital information entering space 2e, one message "gentleness" is entered. However, in other members' fifth digital information entering space 2e for estimating the sympathy, one message to be sympathized with it is not entered, so that "Yamada Taro" obtains "no points" by the sympathy of the one message entered in the fifth digital information entering space 2e.
  • In the case of information entered in the first analog information entering space 3a, the sympathy between one member and others sitting directly in front of, directly behind, on the immediate left of and on the immediate right of the one member, is estimated. Further, the sympathy between the one member and others sitting diagonally in front of the one member to the left, diagonally in front of the one member to the right, diagonally behind the one member to the left and diagonally behind the one member to the right is estimated. As sympathetic criteria, when there is a community of an appearance, a name, a concept or the like in the whole figure or in a part of the figure entered in the first analog information entering space 3a, the community is judged to sympathize with each other.
  • In "Yamada Taro"'s first analog information entering space 3a, "a figure showing a circle in a quadrilateral" is entered. A circle shown in this figure corresponds with one in a part of figure entered in the first analog information entering space 3a by the members sitting directly in front of and on the immediate right of "Yamada Taro", and sitting diagonally in front of "Yamada Taro" to the left and diagonally in front of "Yamada Taro" to the right, so that "Yamada Taro" obtains "+4 points" by the sympathy in the first analog information entering space 3a.
  • In the case of information entered in the second analog information entering space 3b, the sympathy between one member and others sitting directly in front of, directly behind, on the immediate left of and on the immediate right of the one member, is estimated. Further, the sympathy between the one member and others sitting diagonally in front of the one member to the left, diagonally in front of the one member to the right, diagonally behind the one member to the left and diagonally behind the one member to the right is estimated. As sympathetic criteria, when there is a community of an appearance, a name, a concept or the like in the whole figure or in a part of the figure entered in the second analog information entering space 3b, the community is judged to sympathize with each other.
  • In "Yamada Taro"'s second analog information entering space 3b, "a picture showing a mountain, a round sun, a road, a flower garden, a tree and a bird" is entered. In the picture, "a picture of mountain" corresponds with one entered in the second analog information entering space 3b by the member sitting directly in front of "Yamada Taro", "a picture of a flower garden" corresponds with one entered in the second analog information entering space 3b by the member sitting directly behind "Yamada Taro", "a picture of a round sun" corresponds with "a picture of a circle" entered in the second analog information entering space 3b by the member sitting on the immediate right of "Yamada Taro", and "a picture of a tree" corresponds with one entered in the analog information entering space 3a by the member sitting diagonally behind "Yamada Taro" to the right, respectively. As a result, "Yamada Taro" obtains "+4 points" by the sympathy in the second analog information entering space 3b.
  • Therefore, in this trial, "Yamada Taro"'s score obtains "15 points".
  • In the same way, all of the members' scores are calculated; and then the ranking list is made.
  • As a result of making the list, a difference in a degree of sympathy between the members is recognized.
  • Then, after the members change the seats, the trial is carried out in the same way and the scores are calculated so as to make the ranking list, again.
  • When the trial is carried out by dividing the members into a plurality of groups, the total score of each group is calculated and the ranking list of each group is also made.
  • After the trial is carried out several times in the above-described way, the ranking list of each person and that of each group are made in each trial.
  • Because of the ranking list made in the above-described way, the difference in a degree of sympathy (a degree of similarity or a degree of approximation) of each member's idea between one person and another or between one group and another is recognized. By commending a member or a group in accordance with the above-described rules and regulations or the like, the novel psychological game which has not ever been played can be enjoyed.
  • In the above example of the game, the negative is not included. However, when the negative is included, the game becomes more interesting.
  • An estimation of a degree of sympathy is not limited to the relation between the above-described seat positions or to the above-described way to give points, and any estimation may be decided in the game regulation.
  • In the positional specific information entering space 1a with a frame, not only the player's seat number but also any positional specific information which can specify a player's spatial position may be entered. In the player's specific information entering space 1b with a frame, not only the player's (game member's) name but also any information which can specify the player, such as a nickname, a number, an alphabet or the like, may be entered. In the digital information entering space 2 with a frame, any digital information, such as a numeral, a katakana, a hiragana, an alphabet, a mark, a Chinese character or the like, may be entered. The number of pieces of digital information entering space 2 with a frame may be one or more. In the analog information entering space 3 with a frame, any analog information, such as a figure, a picture, a sentence or the like, may be entered. The number of pieces of analog information entering space 3 with a frame may be one or more.
  • Further, the game regulations are not limited to the above-described rules and regulations. If the game regulations have a content in which a difference in a degree of sympathy of each player can be measured, any modification thereof may be made.
  • Industrial Applicability
  • According to the present invention, in a card for a sympathetic game, a positional specific information entering space with a frame, a player's specific information entering space with a frame, a digital information entering space with a frame and an analog information entering space with a frame are provided. Each player can recognize the difference in a degree of sympathy or the like, so that the players can enjoy a novel and interesting psychological game which has not ever been played, when the game card is used for playing a game in which the game cards are dealt to a plurality of players one by one; each player enters a positional information for specifying a player's position in the positional specific information entering space, enters a player's specific information for specifying the player in the player's specific information entering space, enters an information selected from among a plurality of pieces of written information predetermined as selective information in the digital information entering space and enters an information which optionally occurs to the player in the analog information entering space, and then the game cards are collected; the plurality of collected game cards are arranged in accordance with the positional information entered in the positional specific information entering space with a frame; and a degree of sympathy between the digital information entered in one game card and another digital information entered in another game card which is arranged around the one game card, and a degree of sympathy between the analog information entered in one game card and another analog information entered in another game card which is arranged around the one game card are estimated by giving points.

Claims (8)

  1. A game card comprising;
    a positional specific information entering space with a frame, for entering a positional information for specifying a player's position,
    a player's specific information entering space with a frame, for entering a player's specific information for specifying the player,
    a digital information entering space with a frame in which a plurality of written information are provided, for optionally selecting an information from among them, and
    an analog information entering space with a frame, for entering an information which optionally occurs to the player.
  2. A game card as claimed in claim 1, further comprising a trial number identifying information entering space with a frame, for entering an identifying information about the number of trials.
  3. A game card as claimed in claim 1, wherein a connecting part for connecting one game card with another is provided at an end of the game card.
  4. A game card as claimed in claim 3: wherein the connecting part comprises a first protrusion having a shape broadened toward a free end thereof, which is formed on one of upper and lower ends of the game card; a first recess having a shape corresponding to that of the first protrusion, which is formed at a position corresponding to that of the first protrusion, on the other of the upper-and lower ends; a second protrusion having a shape broadened toward a free end thereof, which is formed on one of right and left ends of the game card; a second recess having a shape corresponding to that of the second protrusion, which is formed at a position corresponding to that of the second protrusion on the other of the right and left ends thereof.
  5. A game card comprising:
    a positional specific information entering space with a frame, a player's specific information entering space with a frame, a digital information entering space with a frame and an analog information entering space with a frame,
    wherein the game card is used for playing a game in which the game cards are dealt to a plurality of players one by one;
    each player enters a positional information for specifying a position of the each player in the positional specific information entering space, enters a player's specific information for specifying the player in the player's specific information entering space, enters an information selected from among a plurality of written information predetermined as selective information in the digital information entering space and enters an information which optionally occurs to the player in the analog information entering space, and then the game cards are collected;
    the plurality of collected game cards are arranged in accordance with the positional information entered in the positional specific information entering space; and
    a degree of sympathy between one digital information entered in one game card and another digital information entered in another game card which is arranged around the one game card, and a degree of sympathy between one analog information entered in one game card and another analog information entered in another game card which is arranged around the one game card are estimated by giving points.
  6. A game card as claimed in claim 5, further comprising a trial number identifying information entering space with a frame, for entering an identifying information about the number of trials.
  7. A game card as claimed in claim 5, wherein a connecting part for connecting one game card with another is provided at an end of the game card.
  8. A game card as claimed in claim 5: wherein the connecting part comprises a first protrusion having a shape broadened toward a free end thereof, which is formed on one of upper and lower ends of the game card; a first recess having a shape corresponding to that of the first protrusion, which is formed at a position corresponding to that of the first protrusion, on the other of the upper and lower ends; a second protrusion having a shape broadened toward a free end thereof, which is formed on one of right and left ends of the game card; a second recess having a shape corresponding to that of the second protrusion, which is formed at a position corresponding to that of the second protrusion on the other of the right and left ends thereof.
EP97909731A 1996-11-01 1997-11-04 Card for games Expired - Lifetime EP0935985B1 (en)

Applications Claiming Priority (3)

Application Number Priority Date Filing Date Title
JP29189496A JP3911310B2 (en) 1996-11-01 1996-11-01 Resonance game card
JP29189496 1996-11-01
PCT/JP1997/004000 WO1998019757A1 (en) 1996-11-01 1997-11-04 Card for games

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EP0935985A1 true EP0935985A1 (en) 1999-08-18
EP0935985A4 EP0935985A4 (en) 1999-08-25
EP0935985B1 EP0935985B1 (en) 2006-05-17

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EP (1) EP0935985B1 (en)
JP (1) JP3911310B2 (en)
DE (1) DE69735890T2 (en)
WO (1) WO1998019757A1 (en)

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* Cited by examiner, † Cited by third party
Title
See also references of WO9819757A1 *

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
EP1184057A2 (en) * 2000-08-28 2002-03-06 Konami Corporation Deck of cards
EP1184057A3 (en) * 2000-08-28 2002-04-17 Konami Corporation Deck of cards

Also Published As

Publication number Publication date
JPH10127858A (en) 1998-05-19
EP0935985B1 (en) 2006-05-17
JP3911310B2 (en) 2007-05-09
DE69735890T2 (en) 2006-11-30
WO1998019757A1 (en) 1998-05-14
DE69735890D1 (en) 2006-06-22
EP0935985A4 (en) 1999-08-25

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