US20060170160A1 - Card game - Google Patents

Card game Download PDF

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Publication number
US20060170160A1
US20060170160A1 US11/048,695 US4869505A US2006170160A1 US 20060170160 A1 US20060170160 A1 US 20060170160A1 US 4869505 A US4869505 A US 4869505A US 2006170160 A1 US2006170160 A1 US 2006170160A1
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Prior art keywords
cards
card
game
player
timer
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Abandoned
Application number
US11/048,695
Inventor
Charles Phillips
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Individual
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Individual
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Filing date
Publication date
Application filed by Individual filed Critical Individual
Priority to US11/048,695 priority Critical patent/US20060170160A1/en
Publication of US20060170160A1 publication Critical patent/US20060170160A1/en
Abandoned legal-status Critical Current

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F1/00Card games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F1/00Card games
    • A63F1/04Card games combined with other games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F1/00Card games
    • A63F1/04Card games combined with other games
    • A63F2001/0441Card games combined with other games with a written message or sentence, e.g. chance or instruction cards

Definitions

  • the present invention generally relates to a novel card game. More specifically, the present invention is a new method for playing a “match” type card game.
  • a limitation to many card games is that they are frequently too complex for the average player. Accordingly, there is a present and continuous need for new games to play that involves some skill on the part of the player, but at the same time are easily to play, and in which the determination of whether one has won or lost can be quickly made.
  • the present invention is a card game that is useful for entertaining a number of players.
  • the preferred objective of the card game of the present invention is for a player to amass the most rewards by the end of the game.
  • the card game of the present invention is a “match” type card game.
  • This card game may be played upon a real or simulated playing station.
  • the playing station is preferably on top of a table.
  • the playing surface can be simulated on a video screen and the game can be played under software control with the cards being simulated and the player participating via an interactive video station.
  • the card game generally consists of at least two, preferably multiple, players competing against each other, or a game bank, to assemble and make three-card symbol matching sets to sell back to a game bank for a reward, such as chips, money or the like.
  • a reward such as chips, money or the like.
  • the three-card sets In order for the three-card sets to be sold back to the game bank, the three-card sets must share at least one symbol, such as a suit or a shape.
  • a card deck comprises a 51 card set of double sided individual cards comprising 48 symbol cards and three timer cards.
  • Each symbol card comprises a first symbol side and a second symbol side.
  • the symbols may be any symbol, such as numbers, Suits, shapes and the like.
  • an amount of reward such as 2000 reward chips of varying different colors and denominations.
  • the dealer either at the beginning of the game or immediately after the first dealt hand, then gives each player an initial set of rewards: for example, 4 white chips, each worth 5 points, 3 silver chips, each worth 10 points, 1 gold chip, each worth 50 points and 1 black chip, each worth 100 points.
  • the game further comprises a component that holds and separates the various elements of the game (cards and rewards).
  • the determination of which player is first is accomplished by shuffling the deck, symbol side up, and having all players draw and reveal the number side of their card.
  • the player who draws the highest numbered card plays first.
  • the two tied players repeat the draw and compare step until there is an ultimate winner. All other players play in turn, to the left, or clockwise for the remainder of the entire game. All cards used in the first-player determination are replaced in the deck, the deck reshuffled and placed number side up (or symbol-side down).
  • the length of the game may vary.
  • One way to measure the duration is in “decks to be played”. When a deck is exhausted, meaning that is no longer of use to the play, the deck is considered done. This is known as having played a deck. If a multiple-deck game is being played, all cards not in players spreads, including the three timer cards and all cards in the discard pile are reshuffled and becomes the new number-side up draw deck. This new deck may then be played to continue the game.
  • a dealer deals to each player a three-card set, first symbol, or number, side up.
  • an initial set is dealt “in turn” to each player. All players turn over these cards as they get them, thereby revealing their second symbol, or suit, sides. If a time card is encountered at this stage of the game, it is buried deeply into the deck and another card is drawn and distributed in its place. All cards are kept symbol-side up on the table or playing surface, in a ‘spread’ in front of their respective players. Players of cards may look under them any time they wish to see their hidden numerical values.
  • This payment is performed immediately using chips of any denomination totaling the bid amount.
  • the paying player then takes possession of the three cards by adding them to the “spread” of cards on the table in front of the player. If the drawing player is the highest bidder, the drawing player pays the bid amount to the bank and takes possession of the three cards by adding them to the “spread” of cards on the table in front of the drawing player. Thus ends that player's turn.
  • the game continues with each player playing in turn.
  • the first two timer cards are drawn, they are a warning that the deck is coming to an end.
  • These timer cards are then set aside and another card is drawn in their place. If these timer cards appear during set-up, they are buried deeply back into the deck and the set-up continued.
  • a deck is considered done upon drawing the third timer card.
  • the fact that a deck has been played may recorded, such as by pencil on paper, a counter on the came device or by inserting a chip in a slot on the plastic game tray. If this is the last deck to be played, as decided at the beginning prior to the first deck being played, the game is immediately over and cards are no longer considered valuable. However, if the third timer card appears and there are more decks yet to be played, as decided at the beginning, there is a break in the game. All players keep their spreads on the table. All cards not in players spreads, including timer cards, cards in the discard pile, and cards not yet used in the draw deck are shuffled to become the new numbers-up draw deck. The break in the game is over and the game continues as normal.
  • the game is instantly over. All players then total up their chips. The player with the highest number of chips is the winner of the game. Preferably, in the event of a winning tie, two players having the same number of chips, those two players only play one addition deck. This is continued until there is an eventual winner.
  • the rewards may be replaced either with money or tokens that may be redeemed for money.
  • a player would “purchase” the initial set of three cards to start the game, with the remaining set “purchased” according to the above description.

Abstract

A card deck, according to the present invention comprises a 51 card set of double sided individual cards comprising 48 symbol cards and three timer cards. Each symbol card comprises a first symbol side and a second symbol side. The symbols may be any symbol, such as numbers, suits, shapes and the like.

Description

    FIELD OF THE INVENTION
  • The present invention generally relates to a novel card game. More specifically, the present invention is a new method for playing a “match” type card game.
  • BACKGROUND OF THE INVENTION
  • There are several different variations of card games that are popular for people to play. Many of these variations were either designed to be played at casinos or at the home in a family surrounding.
  • A limitation to many card games is that they are frequently too complex for the average player. Accordingly, there is a present and continuous need for new games to play that involves some skill on the part of the player, but at the same time are easily to play, and in which the determination of whether one has won or lost can be quickly made.
  • SUMMARY OF THE INVENTION:
  • It is an object of the present invention to provide a “match” type card game.
  • It is another object of the present invention to provide a “match” type card game that is easy to play.
  • It is yet another object of the present invention to provide a “match” type card game that offers a quick determination of winning and losing hands, so that the excitement of playing the game is always present, and many hands can be played over a period of time.
  • It is still yet another object of the present invention to provide a card game having double sides, wherein the two opposite sides have varying, significant symbols and values.
  • It is further object of the present invention to provide a card game where all cards are kept on the table at all times.
  • It is yet a further object of the present invention to provide a card game where all cards in play are kept on the playing surface at all times.
  • It is still yet a further object of the present invention to provide a card game where two groups of symbols, such as suits and shapes, are put together to form sets of three-cards with varied values.
  • It is another object of the present invention to provide a card game where the cards are drawn three at a time.
  • It is yet another object of the present invention to provide a card game where the drawn cards are not automatically the property of the drawer.
  • It is still yet another object of the present invention to provide a card game where players get sets of cards by bidding against all other players for the sets.
  • It is a further object of the present invention to provide a card game where there are three timer cards randomly distributed in the deck, signaling a surprise break in, or an end to, the play at the sight of the third timer card.
  • It is yet a further object of the present invention to provide a card game where chips are exchanged between players and between players and the game's bank.
  • It is still yet a further object of the present invention to provide a card game where players can swap a card for another player's “unprotected” card, a card being protected when it has both its symbols duplicated on some other card in the same spread as the protected card.
  • It is another object of the present invention to provide a card game where players can “sell” certain matching card sets back to the game for chips.
  • It is yet another object of the present invention to provide a card game where the players can receive free resources at the beginning of their turn if they have none.
  • The novel features that are considered characteristic of the invention are set forth with particularity in the appended claims. The invention itself, however, both as to its structure and its operation together with the additional objects and advantages thereof will best be understood from the following description of the preferred embodiment of the present invention. Unless specifically noted, it is intended that the words and phrases in the specification and claims be given the ordinary and accustomed meaning to those of ordinary skill in the applicable art or arts. If any other meaning is intended, the specification will specifically state that a special meaning is being applied to a word or phrase. Likewise, the use of the words “function” or “means” in the Description of Preferred Embodiments of the invention is not intended to indicate a desire to invoke the special provision of 35 U.S.C. §112, paragraph 6 to define the invention. To the contrary, if the provisions of 35 U.S.C. §112, paragraph 6, are sought to be invoked to define the invention(s), the claims will specifically state the phrases “means for” or “step for” and a function, without also reciting in such phrases any structure, material, or act in support of the function. Even when the claims recite a “means for” or “step for” performing a function, if they also recite any structure, material or acts in support of that means of step, then the intention is not to invoke the provisions of 35 U.S.C. §112, paragraph 6. Moreover, even if the provisions of 35 U.S.C. §112, paragraph 6, are invoked to define the inventions, it is intended that the inventions not be limited only to the specific structure, material or acts that are described in the preferred embodiments, but in addition, include any and all structures, materials or acts that perform the claimed function, along with any and all known or later-developed equivalent structures, materials or acts for performing the claimed function.
  • DESCRIPTION OF PREFERRED EMBODIMENTS OF THE INVENTION
  • The present invention is a card game that is useful for entertaining a number of players. The preferred objective of the card game of the present invention is for a player to amass the most rewards by the end of the game.
  • The card game of the present invention is a “match” type card game. This card game may be played upon a real or simulated playing station. The playing station is preferably on top of a table. Alternatively, the playing surface can be simulated on a video screen and the game can be played under software control with the cards being simulated and the player participating via an interactive video station.
  • The card game, according to the present invention, generally consists of at least two, preferably multiple, players competing against each other, or a game bank, to assemble and make three-card symbol matching sets to sell back to a game bank for a reward, such as chips, money or the like. In order for the three-card sets to be sold back to the game bank, the three-card sets must share at least one symbol, such as a suit or a shape.
  • A card deck, according to the present invention comprises a 51 card set of double sided individual cards comprising 48 symbol cards and three timer cards. Each symbol card comprises a first symbol side and a second symbol side. The symbols may be any symbol, such as numbers, Suits, shapes and the like. In order to further enjoyment of the card game, there may be included an amount of reward, such as 2000 reward chips of varying different colors and denominations. The dealer, either at the beginning of the game or immediately after the first dealt hand, then gives each player an initial set of rewards: for example, 4 white chips, each worth 5 points, 3 silver chips, each worth 10 points, 1 gold chip, each worth 50 points and 1 black chip, each worth 100 points. Preferably, the game further comprises a component that holds and separates the various elements of the game (cards and rewards).
  • In a preferred embodiment the determination of which player is first is accomplished by shuffling the deck, symbol side up, and having all players draw and reveal the number side of their card. The player who draws the highest numbered card plays first. In the event of a tie, the two tied players repeat the draw and compare step until there is an ultimate winner. All other players play in turn, to the left, or clockwise for the remainder of the entire game. All cards used in the first-player determination are replaced in the deck, the deck reshuffled and placed number side up (or symbol-side down).
  • The length of the game may vary. One way to measure the duration is in “decks to be played”. When a deck is exhausted, meaning that is no longer of use to the play, the deck is considered done. This is known as having played a deck. If a multiple-deck game is being played, all cards not in players spreads, including the three timer cards and all cards in the discard pile are reshuffled and becomes the new number-side up draw deck. This new deck may then be played to continue the game.
  • In starting the game, a dealer deals to each player a three-card set, first symbol, or number, side up. Preferably, an initial set is dealt “in turn” to each player. All players turn over these cards as they get them, thereby revealing their second symbol, or suit, sides. If a time card is encountered at this stage of the game, it is buried deeply into the deck and another card is drawn and distributed in its place. All cards are kept symbol-side up on the table or playing surface, in a ‘spread’ in front of their respective players. Players of cards may look under them any time they wish to see their hidden numerical values.
  • On a players turn, the player must do any one of the three following steps and end their turn:
  • 1. Draw another three cards from the draw deck and turn them over on the table to disclose their symbols. These three cards are considered up for bid. The bidding process is started by when the player states how much he/she is willing to pay to take possession of those three cards. All other players, in turn, have the option of increasing the bid by a minimum number, such as 5 (1 white chip). Once a player passes during the bidding process, that player is may not rebid during the remainder of the bidding process in that round of play. Bidding players, when their turn comes around again, can raise the bid unlimited times until there is an eventual single highest bidder. If the player who initially drew the three cards is not the highest bidder, the highest bidder pays the bid amount to the drawing player. This payment is performed immediately using chips of any denomination totaling the bid amount. The paying player then takes possession of the three cards by adding them to the “spread” of cards on the table in front of the player. If the drawing player is the highest bidder, the drawing player pays the bid amount to the bank and takes possession of the three cards by adding them to the “spread” of cards on the table in front of the drawing player. Thus ends that player's turn.
  • 2. Swap a card with any ‘unprotected’ card in any other player's spread. A card in a spread is unprotected if it has no duplicates of its two symbols on any other cards in the spread. A protected card must share duplicates with both of its symbols with other cards in the spread, not a single symbol. Thus, an unprotected card is any card in a spread with a single suit or a shape not shown on any other card in that spread. Thus ends that player's turn.
  • 3. Sell a three-card set back to the game. For their turn, a player may elect to sell cards to the game for chips. To do this, the player assembles cards in discrete sets of three, i.e., 3, 6, 9, 12 etc., each three-card set sharing at least a single suit or shape. The banker redeems the three-card sets by paying out rewards, such as chips. If a three-card set shares only one symbol, i.e., a suit or a shape, that three-card set is worth the total of the numbers on their number sides. If a three-card set shares both symbols, that it has identical symbol pairs and identical numbers, that three-card set is worth an extra sized reward, such as 500 chips. If the player is selling multiple three-card sets, that player is paid the total amount of chips from all card sets sold to the game. After the chips are received by the selling player, the sold cards are discarded to the symbol-side up discard pile. Thus ends that player's turn.
  • In a special case, if a player starts the turn with no cards, that player immediately draws three cards and, turns them over and creates a new spread. Thus ends that player's turn.
  • If a player starts the turn with no chips, that player has the option to take 100 chips from the game bank in exchange for their turn.
  • The game continues with each player playing in turn. When the first two timer cards are drawn, they are a warning that the deck is coming to an end. These timer cards are then set aside and another card is drawn in their place. If these timer cards appear during set-up, they are buried deeply back into the deck and the set-up continued.
  • In an alternate embodiment, there may be only a single timer card in the deck, the drawing of which immediately ends play for that deck.
  • A deck is considered done upon drawing the third timer card. The fact that a deck has been played may recorded, such as by pencil on paper, a counter on the came device or by inserting a chip in a slot on the plastic game tray. If this is the last deck to be played, as decided at the beginning prior to the first deck being played, the game is immediately over and cards are no longer considered valuable. However, if the third timer card appears and there are more decks yet to be played, as decided at the beginning, there is a break in the game. All players keep their spreads on the table. All cards not in players spreads, including timer cards, cards in the discard pile, and cards not yet used in the draw deck are shuffled to become the new numbers-up draw deck. The break in the game is over and the game continues as normal.
  • At the drawing of the third timer card in the last deck being played, the game is instantly over. All players then total up their chips. The player with the highest number of chips is the winner of the game. Preferably, in the event of a winning tie, two players having the same number of chips, those two players only play one addition deck. This is continued until there is an eventual winner.
  • In a gambling embodiment, the rewards may be replaced either with money or tokens that may be redeemed for money. In this gambling embodiment, it is envisioned that a player would “purchase” the initial set of three cards to start the game, with the remaining set “purchased” according to the above description.
  • The preferred embodiment of the invention is described above in the Description of Preferred Embodiments. While these descriptions directly describe the above embodiments, it is understood that those skilled in the art may conceive modifications and/or variations to the specific embodiments shown and described herein. Any such modifications or variations that fall within the purview of this description are intended to be included therein as well. Unless specifically noted, it is the intention of the inventors that the words and phrases in the specification and claims be given the ordinary and accustomed meanings to those of ordinary skill in the applicable art(s). The foregoing description of a preferred embodiment and best mode of the invention known to the applicant at the time of filing the application has been presented and is intended for the purposes of illustration and description. It is not intended to be exhaustive or to limit the invention to the precise form disclosed, and many modifications and variations are possible in the light of the above teachings. The embodiment was chosen and described in order to best explain the principles of the invention and its practical application and to enable others skilled in the art to best utilize the invention in various embodiments and with various modifications as are suited to the particular use contemplated.

Claims (16)

1. A card game comprising a deck of cards wherein each individual card is double sided and two opposite sides of each individual card comprise varying symbols and values.
2. The card game according to claim 1 wherein the varying symbols and values are two groups of symbols, such as suits and shapes, that are designed to be put together to form three-card sets with varied values.
3. The card game according to claim 1 further comprising at least one timer card.
4. The card game according to claim 1 further comprising three timer cards.
5. A method for playing a card game comprising the steps of providing a deck of double sided cards, wherein opposite sides of each individual card comprise a first symbol side and a second symbol side; drawing and placing three cards, first symbol side face up, on a playing surface in front of each player, after each player receives their three cards, turning over the cards to reveal their second symbol sides; either providing a new set of three cards to a current player, whereupon bidding for possession of the three cards is performed sequentially until there is an ultimate high bidder and the high bidder purchases the three cards, or allowing the current player to swap one of the currently player's cards with an unprotected card in another players spread, an unprotected card being one without duplication of symbols on both symbol sides in the same spread, or allowing the current player to sell a three-card set back to the game for a reward; repeating the previous set sequentially with each next player until at least one timer card is encountered; totaling up each players reward in order to determine which player has the highest number of rewards.
6. The method according to claim 5 where the high bidder in the possession bidding step is not the current player and the high bidder pays the purchase price of the three cards to the current player.
7. The method according to claim 5 where the high bidder in the possession bidding step is the current player and the high bidder pays the purchase price back to the game.
8. The method according to claim 5 wherein the game does not end until three timer cards have been encountered.
9. The method according to claim 6 wherein the game does not end until three timer cards have been encountered.
10. The method according to claim 7 wherein the game does not end until three timer cards have been encountered.
11. A method for gambling with a card game comprising the steps of providing a deck of double sided cards, wherein opposite sides of each individual card comprise a first symbol side and a second symbol side; purchasing, drawing and placing three cards, first symbol side face up, on a playing surface in front of each player, after each player receives their three cards, turning over the cards to reveal their second symbol sides; either providing a new set of three cards to a current player, whereupon bidding for possession of the three cards is performed sequentially until there is an ultimate high bidder and the high bidder purchases the three cards, or allowing the current player to swap one of the currently player's cards with an unprotected card in another players spread, an unprotected card being one without duplication of symbols on both symbol sides in the same spread, or allowing the current player to sell at least one three-card set back to the game; repeating the previous set sequentially with each next player until at least one timer card is encountered thereby ending the game.
12. The method according to claim 11 where the high bidder in the possession bidding step is not the current player and the high bidder pays the purchase price of the three cards from the current player.
13. The method according to claim 11 where the high bidder in the possession bidding step is the current player and the high bidder pays the purchase price back to the game.
14. The method according to claim 11 wherein the game does not end until three timer cards have been encountered.
15. The method according to claim 12 wherein the game does not end until three timer cards have been encountered.
16. The method according to claim 13 wherein the game does not end until three timer cards have been encountered.
US11/048,695 2005-01-31 2005-01-31 Card game Abandoned US20060170160A1 (en)

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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20100038851A1 (en) * 2008-08-17 2010-02-18 Kenney Tyler B Game

Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US1557824A (en) * 1923-02-17 1925-10-20 Fritz Emil F Lewis Game
US4428582A (en) * 1981-09-23 1984-01-31 William Smith Apparatus for educational games
US4728108A (en) * 1986-01-07 1988-03-01 Nffx Design Di Vanna Gazzeri & C.S.A.S. Pack of playing cards

Patent Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US1557824A (en) * 1923-02-17 1925-10-20 Fritz Emil F Lewis Game
US4428582A (en) * 1981-09-23 1984-01-31 William Smith Apparatus for educational games
US4728108A (en) * 1986-01-07 1988-03-01 Nffx Design Di Vanna Gazzeri & C.S.A.S. Pack of playing cards

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20100038851A1 (en) * 2008-08-17 2010-02-18 Kenney Tyler B Game

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