US20040262841A1 - Color card game - Google Patents
Color card game Download PDFInfo
- Publication number
- US20040262841A1 US20040262841A1 US10/607,472 US60747203A US2004262841A1 US 20040262841 A1 US20040262841 A1 US 20040262841A1 US 60747203 A US60747203 A US 60747203A US 2004262841 A1 US2004262841 A1 US 2004262841A1
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- US
- United States
- Prior art keywords
- cards
- color
- card
- game
- player
- 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.)
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Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F1/00—Card games
-
- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09B—EDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
- G09B19/00—Teaching not covered by other main groups of this subclass
- G09B19/0023—Colour matching, recognition, analysis, mixture or the like
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/06—Patience; Other games for self-amusement
- A63F9/0604—Patience; Other games for self-amusement based on the use of colours
Abstract
A color card game comprising a plurality of color cards (10), a plurality of wild cards (12) that may be aggregated in place of the color cards (10), and a chromatic wheel (14) that shows in which order the color cards (10) are to be aggregated. Each card (10,12) displays a unique color comprising a unique mixture of a hue and an intensity. Each of the color cards (10) also includes hue indicia (16) and intensity indicia (18). The wild cards (12) include five grey wild cards of varied intensities to match the intensities of the color cards (10) and may be used in place of any color card (10) having matching intensity. The wild cards (12) also include a white wild card, a black wild card, and a gold wild card, each of which may be used in place of any of the color cards (10).
Description
- 1. Field of the Invention
- The present invention relates to card games. More particularly, the present invention relates to a color card game for teaching relationships between colors in an entertaining, simple, and easy to understand manner.
- 2. Description of Prior Art
- Card games are commonly used to provide entertainment, through both social interaction and competition. Card games may also provide educational opportunities. For example, many card games teach math and logic skills.
- Currently, few educational card games teach color concepts and skills. Some of those that do, such as that disclosed in U.S. Pat. No. 6,102,401, are based on mathematical operations, and therefore require players to have mathematical skills. Furthermore, no known card games teach a chromatic order in an entertaining, simple, and easy to understand manner, without requiring players to have prior knowledge of relationships between colors or mathematics.
- Accordingly, there is a need for an improved color card game that overcomes the limitations of the prior art.
- The present invention overcomes the above-identified problems and provides a distinct advance in the art of card games. More particularly, the present invention provides a color card game for teaching relationships between colors in an entertaining, simple, and easy to understand manner. The color card game broadly comprises a plurality of color cards, a plurality of wild cards that may be aggregated in place of the color cards, and a chromatic wheel displaying a chromatic order in which the color cards are to be aggregated. Each card preferably displays a unique color on a face side, while a back side preferably displays a logo that is identical for every card.
- Each of the unique colors preferably comprises a unique mixture of a hue and an intensity. The hue refers to a color name, while the intensity refers to the lightness or darkness of each card. The game preferably includes color cards for twelve hues and five intensities for each hue, for a total of sixty color cards.
- Each of the color cards also preferably includes indicia representative of the hue and the intensity. For example, one and two letter hue indicia may be used to represent the hue of each color card. Intensity indicia is preferably numerical.
- The wild cards are preferably divided into two types. A first type preferably includes five grey wild cards of varied intensities to match the intensities of the color cards. The grey wild cards preferably include the intensity indicia and may be used in place of any color card having matching intensity. A second type includes a white wild card, a black wild card, and a gold wild card, each of which may be used in place of any of the color cards and need not include any indicia.
- The chromatic wheel is preferably a disc displaying the twelve hues in intensity order according to the chromatic order. For example, five red color cards are arranged in intensity order from a darkest red color card to a lightest red color card. The red color cards are arranged, as a group, in the chromatic order, with respect to the other color cards.
- An inner circle of the chromatic wheel is reserved for displaying the wild cards. A first half of the inner circle preferably displays five pie-slices, in intensity order, one for each of the grey wild cards. Similarly, a second half of the inner circle preferably displays three pie-slices, one pie-slice for each of the white, black and gold wild cards.
- Each player's objective is to score points by aggregating combinations of the color cards based upon the hue and the intensity of each color card. The player with the most points at the end of the game wins the game. The points may be scored by aggregating the color cards in a hue order combination, an intensity order combination, or a compound order combination. The hue order combination comprises three or more of the color cards with matching hues, in ascending or descending intensities, and yields one point per card. The intensity order combination comprises three or more of the color cards with matching intensities, in the chromatic order, and yields two points per card. The compound order combination comprises three or more of the color cards in the chromatic order and in ascending or descending intensities. The compound order combination yields five points per card.
- While each combination must include at least three cards, some of the combinations will be open and some of the combinations will be closed. As used here, an open combination may be added to, while a closed combination cannot. It should be noted that one card cannot be added to an open combination. Rather, players may only add two or more cards to an open combination.
- In play, one player is designated as a dealer. The dealer shuffles the cards and deals each player eight cards face down, such that each player may only see the cards he or she has been dealt. All remaining cards are stacked with their face sides down between the players, and is referred to as a deck. A top card is then removed from the deck and placed next to the deck with the top card's face side up and is designated a discard pile. The top card that has been placed next to the deck is now referred to as an exposed card. In this respect, the top card continues to refer to a top most card of the deck who's face side has not yet been exposed.
- The player to the dealer's left begins by picking up either the top card or the exposed card. At this point, that player has nine cards in his or her hand. Since each player must have eight cards in his or her hand at the beginning and end of his or her turn, that player must discard one of his or her cards. The discarded card is stacked face up on the discard pile. This procedure is repeated in a clockwise direction, with each player taking a turn, until the deck is exhausted.
- At any time during each player's turn, he or she may lay down a combination of cards face up. That player then picks up an equal number of cards from the discard pile. If the discard pile is exhausted, then that player takes cards from the to of the deck until he or she has eight cards in his or her hand, or the deck is exhausted.
- At any time during each player's turn, he or she may also add to one of the combinations previously laid down. Specifically, each player may add a minimum of two cards to one or more of his or her combinations or may add a minimum of two to one or more of another player's combinations. When one of the payers adds to another player's combination, that combination has been captured by and is placed in front of the player adding thereto.
- If, during his or her turn, any player can lay down all of the cards in his or her hand, that player may end the game. This is referred to as a freeze rule and yields an additional thirty points. The players may invoke the freeze rule during their turn regardless of whether that player has taken the top card or the exposed card. However, once any player has discarded one of his or her cards, then his or her turn is over and that player must wait for their next turn to invoke the freeze rule.
- It is important to note that only those combinations that have been laid down prior to the game ending are scored. In order words, cards in any player's hand are not scored. This prevents players from holding onto combinations until the end of the game in order to deny other players an opportunity to capture his or her combinations.
- Thus, the game of the present invention teaches the chromatic order to the players in an entertaining, simple, and easy to understand manner, without requiring the players to have prior knowledge of the relationships between colors or mathematics.
- A preferred embodiment of the present invention is described in detail below with reference to the attached drawing figures, wherein:
- FIG. 1 is a view of a color card constructed in accordance with a preferred embodiment of a color card game of the present invention;
- FIG. 2 is a view of a wild card of the game; and
- FIG. 3 is a view of a chromatic wheel of the game.
- Referring to FIGS. 1-3, the preferred color card game of the present invention broadly comprises a plurality of
color cards 10, a plurality ofwild cards 12 that may be aggregated in place of thecolor cards 10, and achromatic wheel 14 displaying a chromatic order in which thecolor cards 10 are to be aggregated. Thecards card card card cards - Each of the unique colors preferably comprises a unique mixture of a hue and an intensity. The hue refers to a color name, while the intensity refers to the lightness or darkness, or shade, of each
card color cards 10 for twelve hues, such as Blue, Blue-Green, Green, Yellow-Green, Yellow, Yellow-Orange, Orange, Red-Orange, Red, Violet, and Blue-Violet. However, the game may be limited to six hues, such as Blue, Green, Yellow, Orange, Red, Violet, and Blue. Thecolor cards 10 preferably include five intensities for each hue. Thus, with a twelve hue game, there are preferably sixtycolor cards 10. Likewise, with a six hue game, there are preferably thirtycolor cards 10. - Each of the
color cards 10 also preferably includes indicia representative of the hue and the intensity. For example, Table 1 shows one and twoletter hue indicia 16 that may be used to represent the hue of eachcolor card 10. Alternatively, thehue indicia 16 may comprise each hue's entire name completely spelled out.TABLE 1 Hue Indicia Blue B Blue - Green BG Green G Yellow - Green YG Yellow Y Yellow - Orange YO Orange O Red - Orange RO Red R Red - Violet RV Violet V Blue - Violet BV - As shown in Tables 2 and 3, intensity indicia18 is preferably numerical, such as one through five. One preferably represents a darkest color card for each hue, while five preferably represents a lightest color card for each hue. However, this preference may just as easily be reversed.
TABLE 2 Hue and Intensity Indicia (for a twelve hue game) BV1 BV2 BV3 BV4 BV5 B1 B2 B3 B4 B5 BG1 BG2 BG3 BG4 BG5 G1 G2 G3 G4 G5 YG1 YG2 YG3 YG4 YG5 Y1 Y2 Y3 Y4 Y5 YO1 YO2 YO3 YO4 YO5 O1 O2 O3 O4 O5 RO1 RO2 RO3 RO4 RO5 R1 R2 R3 R4 R5 RV1 RV2 RV3 RV4 RV5 V1 V2 V3 V4 V5 -
TABLE 3 Hue and Intensity Indicia (for a six hue game) B1 B2 B3 B4 B5 G1 G2 G3 G4 G5 Y1 Y2 Y3 Y4 Y5 O1 O2 O3 O4 O5 R1 R2 R3 R4 R5 V1 V2 V3 V4 V5 - While the
wild cards 12 are physically similar to thecolor cards 10, thewild cards 12 do not include thehue indicia 16. Instead, thewild cards 12 are simply colored according to their hue on their face side. Thewild cards 12 are preferably divided into two types. A first type preferably includes five grey wild cards of varied intensities to match the intensities of thecolor cards 10. The grey wild cards preferably include theintensity indicia 18 and may be used in place of anycolor card 10 having matching intensity. For example, a grey wild card having an intensity of 1, may be used in place of BV1, B1, BG1, G1, YG1, Y1, YO1, O1, RO1, R1, RV1, or V1. A second type includes a white wild card, a black wild card, and a gold wild card, each of which may be used in place of any of thecolor cards 10 and need not include anyindicia - The
chromatic wheel 14 is preferably an approximately seven and one quarter inch disc displaying the twelve hues on a first side and the six hues on a second side. Thechromatic wheel 14 displays a chromatically ordered representation of each hue comprising a plurality of pie-slices 20, one pie-slice 20 for eachcolor card 10. In other words, one of the pie-slices 20 represents each of the sixtycolor cards 10, in chromatic and intensity order, for the twelve hue game. For example, the pie-slices 20 for five red color cards are arranged in intensity order from a darkest red pie-slice to a lightest red pie-slice. The pie-slices 20 for fivered color cards 10 are grouped in the chromatic order with respect to the other color cards. Similarly, one of the pie-slices 20 represents each of the thirtycolor cards 10, in chromatic and intensity order, for the six hue game. - An
inner circle 22 of thechromatic wheel 14, on both sides, is reserved for displaying thewild cards 12. Afirst half 24 of theinner circle 22 preferably displays five pie-slices, in intensity order, one for each of the grey wild cards. Similarly, asecond half 26 of theinner circle 22 preferably displays three pie-slices, one pie-slice for each of the white, black and gold wild cards. - While the present invention has been described above, it is understood that modifications may be made. For example, there may be between three and seven intensities for each hue. Fewer intensities is expected to present an oversimplified game, which would only be suitable for very young children. More intensities is expected to present more complicated game, which may only be suitable for very large groups of players. Similarly, there may be between three and twenty hues. These and other minor modifications are within the scope of the present invention.
- The game is played by two or more players. With two or three players, the game is preferably limited to the six hues, with thirty
color cards 10, as described above. With four or more players, the twelve hues are preferably used, with the sixtycolor cards 10, as described above. In either case, all seven of thewild cards 12 are preferably used. - Each player's objective is to score points by aggregating combinations of the
color cards 10 based upon the hue and the intensity of eachcolor card 10. The player with the most points at the end of the game, which will be described in more detail below, wins the game. The points may be scored by aggregating thecolor cards 10 in a hue order combination, an intensity order combination, or a compound order combination. - The hue order combination comprises three or more of the
color cards 10 with matching hues, in ascending or descending intensities, and yields one point percard - The intensity order combination comprises three or more of the
color cards 10 with matching intensities, in the chromatic order, and yields two points percard chromatic wheel 14. For example, aggregating B1, BV1, and V1 would yield six points. Similarly, aggregating O4, RO4, R4, RV4, V4, and BV4 would yield twelve points. - The compound order combination comprises three or more of the
color cards 10 in the chromatic order and in ascending or descending intensities. The compound order combination yields five points percard - It can be seen that the intensities may be aggregated in both ascending and descending order. In addition, while each combination must include at least three
cards cards cards - It should be obvious that the different types of combinations have different points potentials. For example, the hue order combination can only yield five points, or the maximum number of intensities. Similarly, the intensity order combination can only yield the number of hues multiplied by two, such as twenty-four or twelve points. Conversely, the compound order combination has a much higher point potential. For example, an open compound order combination example is Y1, O2, and R3, in the six hue game. This combination may be added to in many ways. For example, V4 and B5, G2 and B3, or G2 and V4 may be added to this combination, each yielding twenty-five points. Furthermore, V4, B5, G4, and Y3 may be added, yielding thirty-five points. When the twelve hues are used, a possible compound order combination is Y1, YO2, O3, RO4, R5, RV4, V3, BV2, B1, BG2, G3, YG4, Y5, and YO4, yielding seventy points. Thus, the compound order combination has a significantly higher points potential than do either of the other combinations.
- In play, one of the players is designated as a dealer. The dealer shuffles the
cards cards cards cards cards - The player to the dealer's left begins by picking up either the top card or the exposed card. At this point, that player has nine
cards cards cards - At any time during each player's turn, he or she may lay down an ordered combination face up in front of him or her. That player then picks up an equal number of
cards cards - At any time during each player's turn, he or she may also add to one of the combinations previously laid down. Specifically, each player may add two or
more cards more cards - If, during his or her turn, any player can lay down all of the
cards cards ninth card - However, once any player has taken one or more of the
cards cards cards cards - As an example round, suppose there are four players. In this case, the players will use all sixty
color cards 10 and the sevenwild cards 12. A first player is chosen as the dealer, shuffles thecards cards - A second player, to the dealer's left, looks at his or her eight
cards cards card - A third player, to the left of the second player, looks at his or her eight
cards cards - A fourth player, to the left of the third player, looks at his or her eight
cards cards only card cards card - The first player, or the dealer, looks at his or her eight
cards cards - In this example, the first player has earned forty points, plus thirty point for invoking the freeze rule, for a total of seventy points. The second and third players have each earned zero points. The fourth player has earned fourteen points. Thus, the first player is declared the winner.
- It is important to understand that it is very unlikely for one of the players to be able to lay down all of his or her
cards cards - It is also important to note that only those combinations that have been laid down prior to the game ending are scored. Thus, if any player has
sufficient cards cards - While the above examples all exclusively use the
color cards 10, it should be noted that thewild cards 12 may be used in place of any of thecolor cards 10 any of the players do not posses. For example, suppose player B did not have R4 and/or R5, but wished to capture player A's R1, R2, and R3 combination. In this case, player B could use the grey wild card of 4 intensity in place of R4 and/or player B could use the grey wild card of 5 intensity in place of R5. Furthermore, player B could use the white, black, and/or gold wild cards in place of R4 and/or R5. In fact, any combination may entirely consist of thewild cards 12. - Use of the
wild cards 12 gives rise to several possibilities. For example, player A may lay down R1, R2, and the gold wild card. In this case, player B may capture that combination by adding R4 and R5, R3 and R4, or R3 and R5. Thus, player B would have created the R1, R2, R3, R4, and R5 combination using the gold wild card in place of R3, R4, or R5. Of course, player B may also accomplish the same feat using another wild card. - It should be noted that most players will be hesitant to discard one of the
wild cards 12. However, discardingwild cards 12 is acceptable and may even be desired, in certain situations. For example, a parent playing with a child may discard one of thewild cards 12, thereby letting the child acquire thatwild card 12 in order to help the child. - As discussed above,
cards - Having thus described a preferred embodiment of the invention, what is claimed as new and desired to be protected by Letters Patent includes the following:
Claims (21)
1. A color card game comprising:
a plurality of color cards each displaying a unique color; and
a chromatic wheel displaying a chromatic order in which the color cards are to be aggregated.
2. The game as set forth in claim 1 , wherein each unique color comprises a unique mixture of a hue and an intensity.
3. The game as set forth in claim 2 , wherein at least six hues are represented by the color cards.
4. The game as set forth in claim 2 , wherein at least three intensities are represented by the color cards.
5. The game as set forth in claim 1 , wherein each color card further includes hue indicia.
6. The game as set forth in claim 1 , wherein each color card further includes intensity indicia.
7. The game as set forth in claim 1 , further including at least one wild card.
8. The game as set forth in claim 7 , wherein the wild card includes intensity indicia and may be used in place of any color card with matching intensity indicia.
9. The game as set forth in claim 7 , wherein the wild card may be used in place of any color card.
10. A color card game comprising:
a plurality of color cards with each color card displaying a unique mixture of a hue and an intensity;
a plurality of wild cards each of which may be used in place of one of the color cards; and
a chromatic wheel displaying a chromatic order in which the color cards are to be aggregated to allow a player to combine the color cards in an order selected from the combination consisting of —a hue order, a intensity order, and a compound order.
11. The game as set forth in claim 10 , wherein at least six hues are represented by the color cards.
12. The game as set forth in claim 10 , wherein at least three intensities are represented by the color cards.
13. The game as set forth in claim 10 , wherein each color card further includes hue indicia.
14. The game as set forth in claim 10 , wherein each color card further includes intensity indicia.
15. The game as set forth in claim 10 , wherein at least one of the wild cards includes intensity indicia and may be used in place of any color card with matching intensity indicia.
16. The game as set forth in claim 10 , wherein at least one of the wild cards may be used in place of any color card.
17. A color card game comprising:
a plurality of color cards with each color card displaying a unique mixture of a hue and an intensity;
a plurality of first wild cards which may be used in place of any color card with matching intensity;
a plurality of second wild cards which may be used in place of any color card; and
a chromatic wheel displaying a chromatic order, in an endless loop about the wheel and in which the color cards are to be aggregated to allow a player to combine the color cards in an order selected from the combination consisting of —a hue order, a intensity order, and a compound order.
18. The game as set forth in claim 17 , wherein each color card further includes hue indicia and intensity indicia such that the indicia further refines the endless loop.
19. The game as set forth in claim 17 , wherein at least six hues and at least three intensities are represented by the color cards.
20. The game as set forth in claim 17 , wherein twelve hues and five intensities are represented by the color cards.
21. A color card game comprising:
a plurality of color cards with each color card displaying a unique mixture of twelve hues and five intensities wherein each color card further includes hue indicia identifying the hue of each color card and intensity indicia identifying the intensity of each color card;
a plurality of first wild cards which may be used in place of any color card with matching intensity;
a plurality of second wild cards which may be used in place of any color card; and
a chromatic wheel displaying a chromatic order, in an endless loop about the wheel and in which the color cards are to be aggregated to allow a player to combine the color cards in an order selected from the combination consisting of —a hue order, a intensity order, and a compound order, wherein the orders are related to the indicia.
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US10/607,472 US20040262841A1 (en) | 2003-06-26 | 2003-06-26 | Color card game |
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US10/607,472 US20040262841A1 (en) | 2003-06-26 | 2003-06-26 | Color card game |
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US20090096159A1 (en) * | 2007-09-14 | 2009-04-16 | Kenney Tyler B | Card game playing device and method of playing a game |
US8663007B2 (en) | 2007-09-14 | 2014-03-04 | Mattel, Inc. | Card game playing device and method of playing a game |
US20090218768A1 (en) * | 2008-03-01 | 2009-09-03 | Rosemarie Maalouf | Smarty smart sticks |
US8672326B2 (en) | 2008-03-01 | 2014-03-18 | Rosemarie Maalouf | Smarty smart sticks |
US20100038851A1 (en) * | 2008-08-17 | 2010-02-18 | Kenney Tyler B | Game |
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