US20060244214A1 - Fencing card game - Google Patents
Fencing card game Download PDFInfo
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- US20060244214A1 US20060244214A1 US10/908,154 US90815405A US2006244214A1 US 20060244214 A1 US20060244214 A1 US 20060244214A1 US 90815405 A US90815405 A US 90815405A US 2006244214 A1 US2006244214 A1 US 2006244214A1
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- action
- card
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- offensive
- distance
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- 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
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- 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
- A63F1/04—Card games combined with other games
- A63F2001/0475—Card games combined with other games with pictures or figures
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- 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
- A63F1/04—Card games combined with other games
- A63F2001/0475—Card games combined with other games with pictures or figures
- A63F2001/0483—Card games combined with other games with pictures or figures having symbols or direction indicators for playing the game
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- 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
- A63F3/00—Board games; Raffle games
- A63F3/00003—Types of board games
- A63F3/00028—Board games simulating indoor or outdoor sporting games, e.g. bowling, basketball, boxing, croquet, athletics, jeu de boules, darts, snooker, rodeo
Definitions
- the present invention relates to card games. More particularly, the present invention relates to a card-based game that simulates a combative sporting event.
- the present invention provides a card-based game that simulates a fencing match.
- the present invention provides a card game having a plurality of action cards and a plurality of judgment cards.
- Each action card includes an indication of movement distance, reach distance and relative strength.
- Each judgment card includes an indication of a successful play, an unsuccessful play or a penalty.
- Each action card also includes an indication of a type of movement and a direction of movement that is associated with the movement distance, the reach distance and the relative strength, and whether the type of movement is an offensive movement or a defensive movement.
- the card game simulates a fencing bout.
- the card game simulates a boxing match.
- the card game simulates a martial arts match, such as a simulated judo match, a simulated karate match or a simulated Tae Kwan Do match.
- the present invention also provides a method of playing a card game in which at least one action card is selected from a first group of action cards. Each action card that is played is played as an offensive action. According to the present invention, each action card played includes an indication of a movement distance, an indication of a reach distance and an indication of a relative strength of the offensive action. A reply action card selected from a second group of action cards and played in response to the offensive action. The reply action card includes an indication of a movement distance, an indication of a reach distance and an indication of a relative strength in response to the offensive action. Each action card and each reply action card also includes an indication of a type of movement and a direction of movement that is associated with the movement distance, the reach distance and the relative strength, and whether the type of movement is an offensive movement or a defensive movement.
- a result of playing each offensive action card and the reply action card is then determined.
- the result is based on at least one of a distance of separation resulting from the indication of the movement distance of each action card played as an offensive action and the indication of the movement distance of the reply action card, the indication of the reach distance on an action card played as an offensive action, and a difference in the indication of the relative strength of the offensive action on an action card played as an offensive action and the indication of the relative strength on the reply action card.
- the game continues by repeatedly playing at least one action card as a subsequent offensive action, playing a corresponding reply action card in response to the subsequent offensive action and determining the results of playing each offensive action card and the reply action card.
- a judgment card is selected from a third group of cards to determine the outcome when the indication of relative strength on one of an action card played as an offensive action and the corresponding reply action card is greater than the indication of strength on the correspondingly played action card and the distance of separation resulting from the indication of the movement distance of each action card played as an offensive action and the indication of the movement distance of the corresponding reply action card is less than a predetermined distance.
- Each judgment card of the third group of cards includes an indication of at least one of a successful play, an unsuccessful play or a penalty.
- FIG. 1 depicts an exemplary format for an Action card according to the present invention
- FIGS. 2A-2E respectively depict exemplary Action cards according to the present invention
- FIG. 3 depicts an exemplary format for a Referee card according to the present invention
- FIGS. 4A-4C respectively depict exemplary Referee cards according to the present invention.
- FIGS. 5A-5C depict exemplary sequences of play according to the present invention.
- the present invention is a card-based game that uses two decks of cards, an Action deck and a Referee deck, for simulating attacks and responses that would normally be expected in an actual fencing bout.
- the cards in the Action deck are used to simulate a move that is close enough to an opponent so that the opponent can be reached with sufficient strength to score a touch.
- the cards in the Referee deck are used for determining the validity of a touch that has been scored and for determining whether a penalty is assessed.
- Tournament play for more than two fencers can be simulated using multiple decks in pools or a direct-elimination format.
- the terms “player,” “attacker,” “defender,” “fencer,” and “opponent” generally indicate a participant playing the game of the present invention.
- the terms “player” and “fencer,” as used herein, generally refer to a game participant.
- the term “attacker,” as used herein, generally refers to a game participant that is initiating an offensive fencing movement.
- the terms “defender” and “opponent,” as used herein, generally refer to a game participant that defends or responds to an offensive or a defensive fencing move initiated by the other a player.
- FIG. 1 depicts an exemplary format for an Action card 100 .
- Action card 100 includes a region 101 that illustrates a fencing move, a region or field 102 that identifies the offensive fencing move, regions or fields 103 a and 103 b that set forth numerical quantities associated with elements characterizing the offensive fencing move, a region or field 104 that identifies the defensive fencing move, and regions or fields 105 a and 105 b that set forth numerical quantities associated with elements characterizing the defensive fencing move.
- FIGS. 2A-2E respectively depict exemplary Action cards 201 - 205 .
- Exemplary offensive fencing moves that can be identified in region 102 include, but are not limited to, prise de fer, advance, lunge, advance lunge, double advance beat attack, and compound attack.
- Exemplary defensive fencing moves that can be identified in region 104 include, but are not limited to, indirect parry reposte, parry reposte, parry reposte retreat and yielding parry.
- the special narrative instructions can be in addition to an identified offensive or defensive fencing move respectively in regions 103 and 105 , or as an alternative to an identified offensive or defensive fencing move.
- Exemplary special narrative instructions include, but are not limited to broken weapon—halts attack.
- the offensive fencing move and the defensive fencing move identified on an Action card each have three move elements characterizing the fencing move with respect to a distance of the move, a reach associated with the move and a strength associated with the move.
- the quality or magnitude of a move element is represented by a numerical value.
- the units for both a distance element and a reach element are the same and are referred to herein as distance or reach units.
- the unit for a strength element is a relative strength.
- the move elements characterizing a fencing move on an Action card are generally different from the move elements characterizing the fencing move on another Action card.
- the numerical values for a corresponding move element can vary between negative and positive numbers and can be equal to zero.
- Action card 100 in FIG. 1 has three move elements for both the offensive and defensive fencing move.
- move elements corresponding to the offensive fencing move are indicated by numbers within circles at regions 103 a and 103 b .
- the first, or left-most, move element corresponds to the distance element for the offensive fencing move.
- the second, or middle, move element corresponds to the reach element, and the third, or right-most, move element corresponds to the strength element.
- the distance element for the offensive defensive move has a numerical value of 1
- the reach element has a numerical value of 2
- a strength value of 3 The move elements in region 103 b are oriented upside down with respect to the move elements in region 103 a so that the offensive fencing move elements are easily read depending on how the Action card is played.
- the move elements corresponding to the defensive fencing move of Action card 100 are indicated by numbers within squares are regions 105 a and 105 b .
- the first, or right-most, move element corresponds to the strength element for the defensive fencing move.
- the second, or middle, move element corresponds to the reach element, and the third, or left-most, move element (viewed upside down in FIG. 1 ) corresponds to the distance element.
- the strength element for the defensive fencing move has a numerical value of 3
- the reach element has a numerical value of 0, and a distance value of 0.
- the move elements in region 105 b are oriented upside down with respect to the move elements in region 105 a so that the offensive fencing move elements are easily read depending on how the Action card is played.
- move elements on an Action card could be anywhere, regardless whether the move is an offensive or defensive fencing move. Additionally, it should be understood that the arrangement or order of move elements for a fencing move can be different from the arrangement depicted in FIG. 1 . Further still, it should be understood that shapes other than the circular and square shapes respective used for offensive and defensive fencing moves and that are depicted in FIG. 1 could be used. Additionally or alternatively, colors could be used for indicating particular move elements are associated with an offensive or a defensive fencing move. For example, in one exemplary embodiment of the present invention, the distance element of a move could be printed in red, the reach element could be printed in blue and the strength element could be printed in green. It should be understood that other colors could alternatively be used for depicting the respective move elements. Further still, it should be understood that two decks of Action cards could be used in which one deck contains Action cards depicting offensive fencing moves and the other deck contains Action cards depicting defensive fencing moves.
- Action card During play, only one Action card is played at a time by a player unless the Action card is accompanied by another Action card having only a distance element, that is, an Action card in which the reach and strength element values both equal 0.
- Each Action card can only be played once using either the offensive or defensive fencing move depicted on the card.
- FIG. 3 depicts an exemplary format for a Referee card 300 that includes a region or field 301 that can contain in image of a referee or a description of a referee's decision, and an optional region or field 302 that can contain a description of the referee's decision.
- FIGS. 4A-4C respectively depict exemplary Referee cards 401 - 403 having a referee's decision. Other Referee cards that are not shown can be yellow and red.
- Special Referee cards have a narrative description that accordingly supersedes any of the game rules.
- Each subsequent yellow card received by a fencer after the fencer has received a yellow card results in a touch for the fencer's opponent.
- Each red penalty card received by a fencer results in a touch for the fencer's opponent.
- a fencer receiving a penalty retains the penalty card. Touches are counted by retaining touch-awarded cards. Alternatively, score could be kept on a score sheet.
- the fencing card game begins by determining which player deals first, such as by flipping a coin.
- An alternatively technique that could be used for determining which player deals first could be based on, for example, the relative ages of the players or a roll of a die.
- the dealer is defined as the attacker.
- the other player is defined as the defender.
- the attacker separately shuffles both the Action and Referee decks and offers both decks to the defender to cut. Once both decks are cut, the attacker deals six (6) Action cards face down to each fencer. The Action cards are kept secret until played.
- the players start with a distance separating each fencer of four (4) distance units.
- the attacker plays the first Action card face up between the fencers starting from the attacker's left (i.e., the dealer's left).
- An Action card when played, can be employed as an offensive or a defensive move.
- Offensive distance values move a fencer towards an opponent, while defensive values move a fencer away from an opponent.
- Each move is played pointing the move type depicted on an Action card towards the opponent. That is, when the move played is an offensive fencing move, the offensive fencing move portion of the Action card is played oriented toward the opponent. For example, fields 102 and 103 a depicted in FIG. 1 are played oriented toward the attacker's opponent.
- the move played is a defensive fencing move
- the defensive move portion of the Action card is played oriented toward the opponent.
- fields 104 and 105 a depicted in FIG. 1 are played oriented toward the defender's opponent.
- an Action card is played, it cannot be picked up.
- the distance element of the Action card affects the distance between the two fencers.
- the reach element indicates the reach of the fencer playing the Action card.
- the offensive action is neutralized and fencing continues at the current distance.
- the fencing phrase continues using defensive fencing moves until a strength value cannot be exceeded or neutralized, or there is a change of distance.
- the phrase may continue until a touch is scored or the strength value is neutralized.
- opponents are at a distance of 0 distance units and the strength has been neutralized, the opponents are separated back to a distance of 4 distance units, the deal changes hands, Action cards are dealt so each fencer has six (6) cards and the bout continues. Alternatively, the number of cards that are dealt to each fencer could be different for this situation.
- a touch can be awarded when a fencer is touching their opponent and the opponent does not have a card that would defend the offensive action.
- the distance between two players must be less than or equal to the values of the distance and reach of the played Action cards.
- a perfect offensive move is made with reach only such that the distance between the players remaining unchanged.
- a fencer can call touché (acknowledge a touch) or may choose to play an Action card that neither neutralizes nor exceeds the strength of the offensive move, which halts the action. Playing an Action card that neither neutralizes nor exceeds the strength of the offensive action can be used to dispose of weak Action cards.
- touché acknowledge a touch
- the fencer whose action scores a touch turns over the top card of the Referee deck for a Referee's decision regarding the validity of a touch.
- FIGS. 5A-5C depict two exemplary scenarios of play according to the present invention.
- the first exemplary scenario of play is depicted by FIGS. 5A and 5B and the second exemplary scenario of play is depicted by FIGS. 5A and 5C .
- the fencers begin a distance of four (4) distance units apart.
- the attacker plays two Action cards 501 and 502 , as depicted in FIG. 5A .
- the first Action card 501 has for the offensive fencing move a distance element value of 1, a reach element of 0 and a strength element of 0.
- the second Action card 502 has for the offensive fencing move a distance element value of 1, a reach element of 2, and a strength element of 2.
- the result of playing cards 501 and 502 is that the fencers are separated by a distance of 2 and the attacker is now hitting his opponent with a strength value of 2 because the reach of the attacker is 2.
- the attacker must announce the move and the strength with which the attacker is hitting the opponent. For example, the attacker would announce “I am hitting with a strength of 2 at a distance of 2.”
- FIG. 5B depicts the continuation of the first exemplary scenario of play.
- the defender plays an Action card 503 having a defensive fencing move with a strength element value of 2 that neutralizes the offensive move created by the combination of Action cards 501 and 502 . Play now continues with the attacker now playing another Action card at the new distance of 2.
- the phrase continues.
- the defender is now hitting the attacker with a strength element value of 1, that is, the difference between the two strengths element values of the offensive and defensive actions played.
- the defender then would announce “I am hitting you with a strength of 1.”
- the attacker must use a defensive move to either neutralize or exceed the touching strength. If the attacker cannot neutralize or exceed the touching strength, the attacker is touched by the defender.
- the fencer winning the touch draws the top card off the Referee deck to reveal the Referee's decision regarding the validity of the touch.
- the played Action cards are removed from the playing space, a coin is again flipped or an alternative technique is used to determine the attacker, and the remaining Action deck is handed to the new attacker who deals enough cards to each player until each player has six (6) cards each, without shuffling the cards. The bout then continues as before.
- Each fencer keeps their touch-awarded cards for keeping score or uses a score sheet.
- Each fencer is responsible for keeping track of the current distance, reach, and strength. When a mistake is made in announcing the distance, reach or strength, an opponent can take advantage of the error or can correct the error only at time of play. In normal play, a fencer receiving five valid touches wins a bout.
- an alterative embodiment of the present invention could be a card-based game simulating a boxing match and with the offensive and defensive actions relating to boxing actions. Accordingly, the values of the move elements would correspond to offensive and defensive boxing actions.
- Another alternative embodiment of the present invention could be a card-based game simulating a martial-arts match, such as a judo match, a karate match or a Tae Kwan Do match, with the values of the move elements corresponding to offensive and defensive martial-art actions.
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Abstract
A fencing match is simulated by a card game that includes a plurality of action cards and a plurality of judgment cards. Each action card includes an indication of a movement distance, a reach distance and a relative strength of an action. Each judgment card includes an indication of a successful play, an unsuccessful play or a penalty. Each action card also includes an indication of a type of movement and a direction of movement that is associated with the movement distance, the reach distance and the relative strength, and whether the type of movement is an offensive movement or a defensive movement.
Description
- 1. Field of the Invention
- The present invention relates to card games. More particularly, the present invention relates to a card-based game that simulates a combative sporting event.
- 2. Description of the Related Art
- Sports-based card games are well known. For example, U.S. Pat. No. 1,322,954 to Rosenfeld, U.S. Pat. No. 1,404,599 to Glenny and U.S. Pat. No. 1,640,261 to Whaley et al. each disclose a card game simulating a boxing match. U.S. Pat. No. 4,861,031 to Simms discloses a competitive card wrestling game that simulates a competitive wrestling match. U.S. Pat. No. 5,040,796 to Schall discloses a card-based game that simulates a football game. More recently, another card game, entitled “En garde,” has been developed to simulate a fencing match.
- The present invention provides a card-based game that simulates a fencing match.
- In that regard, the present invention provides a card game having a plurality of action cards and a plurality of judgment cards. Each action card includes an indication of movement distance, reach distance and relative strength. Each judgment card includes an indication of a successful play, an unsuccessful play or a penalty. Each action card also includes an indication of a type of movement and a direction of movement that is associated with the movement distance, the reach distance and the relative strength, and whether the type of movement is an offensive movement or a defensive movement. In one exemplary embodiment, the card game simulates a fencing bout. In another exemplary embodiment, the card game simulates a boxing match. In yet another exemplary embodiment, the card game simulates a martial arts match, such as a simulated judo match, a simulated karate match or a simulated Tae Kwan Do match.
- The present invention also provides a method of playing a card game in which at least one action card is selected from a first group of action cards. Each action card that is played is played as an offensive action. According to the present invention, each action card played includes an indication of a movement distance, an indication of a reach distance and an indication of a relative strength of the offensive action. A reply action card selected from a second group of action cards and played in response to the offensive action. The reply action card includes an indication of a movement distance, an indication of a reach distance and an indication of a relative strength in response to the offensive action. Each action card and each reply action card also includes an indication of a type of movement and a direction of movement that is associated with the movement distance, the reach distance and the relative strength, and whether the type of movement is an offensive movement or a defensive movement.
- A result of playing each offensive action card and the reply action card is then determined. The result is based on at least one of a distance of separation resulting from the indication of the movement distance of each action card played as an offensive action and the indication of the movement distance of the reply action card, the indication of the reach distance on an action card played as an offensive action, and a difference in the indication of the relative strength of the offensive action on an action card played as an offensive action and the indication of the relative strength on the reply action card.
- The game continues by repeatedly playing at least one action card as a subsequent offensive action, playing a corresponding reply action card in response to the subsequent offensive action and determining the results of playing each offensive action card and the reply action card. A judgment card is selected from a third group of cards to determine the outcome when the indication of relative strength on one of an action card played as an offensive action and the corresponding reply action card is greater than the indication of strength on the correspondingly played action card and the distance of separation resulting from the indication of the movement distance of each action card played as an offensive action and the indication of the movement distance of the corresponding reply action card is less than a predetermined distance. Each judgment card of the third group of cards includes an indication of at least one of a successful play, an unsuccessful play or a penalty.
- The present invention is illustrated by way of example and not by limitation in the accompanying figures in which like reference numerals indicate similar elements and in which:
-
FIG. 1 depicts an exemplary format for an Action card according to the present invention; -
FIGS. 2A-2E respectively depict exemplary Action cards according to the present invention; -
FIG. 3 depicts an exemplary format for a Referee card according to the present invention; -
FIGS. 4A-4C respectively depict exemplary Referee cards according to the present invention; and -
FIGS. 5A-5C depict exemplary sequences of play according to the present invention. - The present invention is a card-based game that uses two decks of cards, an Action deck and a Referee deck, for simulating attacks and responses that would normally be expected in an actual fencing bout. The cards in the Action deck are used to simulate a move that is close enough to an opponent so that the opponent can be reached with sufficient strength to score a touch. The cards in the Referee deck are used for determining the validity of a touch that has been scored and for determining whether a penalty is assessed. Tournament play for more than two fencers can be simulated using multiple decks in pools or a direct-elimination format.
- As used herein, the terms “player,” “attacker,” “defender,” “fencer,” and “opponent” generally indicate a participant playing the game of the present invention. In particular, the terms “player” and “fencer,” as used herein, generally refer to a game participant. The term “attacker,” as used herein, generally refers to a game participant that is initiating an offensive fencing movement. The terms “defender” and “opponent,” as used herein, generally refer to a game participant that defends or responds to an offensive or a defensive fencing move initiated by the other a player.
- The Action Deck
- The majority of the Action cards forming the Action deck depict both an offensive and defensive fencing move. Some Action cards also include special narrative instructions.
FIG. 1 depicts an exemplary format for anAction card 100.Action card 100 includes aregion 101 that illustrates a fencing move, a region orfield 102 that identifies the offensive fencing move, regions orfields field 104 that identifies the defensive fencing move, and regions orfields FIGS. 2A-2E respectively depict exemplary Action cards 201-205. - Exemplary offensive fencing moves that can be identified in
region 102 include, but are not limited to, prise de fer, advance, lunge, advance lunge, double advance beat attack, and compound attack. Exemplary defensive fencing moves that can be identified inregion 104 include, but are not limited to, indirect parry reposte, parry reposte, parry reposte retreat and yielding parry. - When an Action card includes special narrative instructions, the special narrative instructions can be in addition to an identified offensive or defensive fencing move respectively in regions 103 and 105, or as an alternative to an identified offensive or defensive fencing move. Exemplary special narrative instructions include, but are not limited to broken weapon—halts attack.
- The offensive fencing move and the defensive fencing move identified on an Action card each have three move elements characterizing the fencing move with respect to a distance of the move, a reach associated with the move and a strength associated with the move. The quality or magnitude of a move element is represented by a numerical value. The units for both a distance element and a reach element are the same and are referred to herein as distance or reach units. The unit for a strength element is a relative strength. The move elements characterizing a fencing move on an Action card are generally different from the move elements characterizing the fencing move on another Action card. Depending on the particular fencing move, the numerical values for a corresponding move element can vary between negative and positive numbers and can be equal to zero.
- For example,
Action card 100 inFIG. 1 has three move elements for both the offensive and defensive fencing move. In particular, move elements corresponding to the offensive fencing move are indicated by numbers within circles atregions region 103 a, the first, or left-most, move element corresponds to the distance element for the offensive fencing move. The second, or middle, move element corresponds to the reach element, and the third, or right-most, move element corresponds to the strength element. For this example, the distance element for the offensive defensive move has a numerical value of 1, the reach element has a numerical value of 2, and a strength value of 3. The move elements inregion 103 b are oriented upside down with respect to the move elements inregion 103 a so that the offensive fencing move elements are easily read depending on how the Action card is played. - The move elements corresponding to the defensive fencing move of
Action card 100 are indicated by numbers within squares areregions region 105 a, the first, or right-most, move element (viewed upside down inFIG. 1 ) corresponds to the strength element for the defensive fencing move. The second, or middle, move element (viewed upside down inFIG. 1 ) corresponds to the reach element, and the third, or left-most, move element (viewed upside down inFIG. 1 ) corresponds to the distance element. For this example, the strength element for the defensive fencing move has a numerical value of 3, the reach element has a numerical value of 0, and a distance value of 0. The move elements inregion 105 b are oriented upside down with respect to the move elements inregion 105 a so that the offensive fencing move elements are easily read depending on how the Action card is played. - It should be understood that the placement of move elements on an Action card could be anywhere, regardless whether the move is an offensive or defensive fencing move. Additionally, it should be understood that the arrangement or order of move elements for a fencing move can be different from the arrangement depicted in
FIG. 1 . Further still, it should be understood that shapes other than the circular and square shapes respective used for offensive and defensive fencing moves and that are depicted inFIG. 1 could be used. Additionally or alternatively, colors could be used for indicating particular move elements are associated with an offensive or a defensive fencing move. For example, in one exemplary embodiment of the present invention, the distance element of a move could be printed in red, the reach element could be printed in blue and the strength element could be printed in green. It should be understood that other colors could alternatively be used for depicting the respective move elements. Further still, it should be understood that two decks of Action cards could be used in which one deck contains Action cards depicting offensive fencing moves and the other deck contains Action cards depicting defensive fencing moves. - During play, only one Action card is played at a time by a player unless the Action card is accompanied by another Action card having only a distance element, that is, an Action card in which the reach and strength element values both equal 0. Each Action card can only be played once using either the offensive or defensive fencing move depicted on the card.
- The Referee Deck
- The Referee deck is used for determining the validity of a touch that has been scored and for determining whether a penalty is to be assessed. In normal play, the fencer scoring a touch turns over the top card on the Referee deck to reveal a referee's decision regarding whether the touch is awarded, the referee's view of the action, or whether one or more penalties are assessed.
FIG. 3 depicts an exemplary format for aReferee card 300 that includes a region orfield 301 that can contain in image of a referee or a description of a referee's decision, and an optional region orfield 302 that can contain a description of the referee's decision.FIGS. 4A-4C respectively depict exemplary Referee cards 401-403 having a referee's decision. Other Referee cards that are not shown can be yellow and red. - Special Referee cards have a narrative description that accordingly supersedes any of the game rules. Each subsequent yellow card received by a fencer after the fencer has received a yellow card results in a touch for the fencer's opponent. Each red penalty card received by a fencer results in a touch for the fencer's opponent. A fencer receiving a penalty retains the penalty card. Touches are counted by retaining touch-awarded cards. Alternatively, score could be kept on a score sheet.
- Description of Play
- The fencing card game according to the present invention begins by determining which player deals first, such as by flipping a coin. An alternatively technique that could be used for determining which player deals first could be based on, for example, the relative ages of the players or a roll of a die. For each hand played, the dealer is defined as the attacker. The other player is defined as the defender. The attacker separately shuffles both the Action and Referee decks and offers both decks to the defender to cut. Once both decks are cut, the attacker deals six (6) Action cards face down to each fencer. The Action cards are kept secret until played.
- The players start with a distance separating each fencer of four (4) distance units. The attacker plays the first Action card face up between the fencers starting from the attacker's left (i.e., the dealer's left). An Action card, when played, can be employed as an offensive or a defensive move. Offensive distance values move a fencer towards an opponent, while defensive values move a fencer away from an opponent. Each move is played pointing the move type depicted on an Action card towards the opponent. That is, when the move played is an offensive fencing move, the offensive fencing move portion of the Action card is played oriented toward the opponent. For example, fields 102 and 103 a depicted in
FIG. 1 are played oriented toward the attacker's opponent. Similarly, when the move played is a defensive fencing move, the defensive move portion of the Action card is played oriented toward the opponent. For example, fields 104 and 105 a depicted inFIG. 1 are played oriented toward the defender's opponent. When an Action card is played, it cannot be picked up. - The distance element of the Action card affects the distance between the two fencers. The reach element indicates the reach of the fencer playing the Action card. Once a fencer is close enough to hit (i.e., reach) the opponent, an attack can be launched. When an attack is launched that reaches the opponent, the opponent has an opportunity to defend the attack using defensive moves indicated on Action cards in the opponent's possession. Only defensive fencing moves having strength values that are equal to or greater than the strength value of the last-played offensive Action card of an attacker will defend the offensive action.
- When the defensive strength is equal to the attacker's offensive strength, the offensive action is neutralized and fencing continues at the current distance. When the defensive strength exceeds the offensive strength, the fencing phrase continues using defensive fencing moves until a strength value cannot be exceeded or neutralized, or there is a change of distance.
- When the reach of the offensive move equals the distance between the players, the offensive move cannot be defended. The opponent cannot play an Action card as a defensive move, and the top card of the Referee deck is then drawn. An offensive move that is made with a distance change of any amount or when the reach is not the exact distance apart can be defended with a defensive move. An offensive move in which the reach goes past the opponent counts as a potential touch and must be defended or a touch is awarded. When there is a distance change caused by a defensive move, the opponent (i.e., the attacker) of the defensive move may play an offensive move, but if the opponent of the defensive move responds with a defensive move, the opponent of the defensive move must have the necessary reach to score. When distance between the two fencers becomes 0, the phrase may continue until a touch is scored or the strength value is neutralized. When opponents are at a distance of 0 distance units and the strength has been neutralized, the opponents are separated back to a distance of 4 distance units, the deal changes hands, Action cards are dealt so each fencer has six (6) cards and the bout continues. Alternatively, the number of cards that are dealt to each fencer could be different for this situation.
- When play forces a distance that moves a player past an opponent, that is, a distance less than 0, the strength still counts and the opponent can only play one Action card to neutralize or defend the action. Regardless whether a valid touch is scored or neutralized, the fencers are separated back to a distance of 4, the deal changes hands, cards are dealt to each fencer until each has six cards, and the bout continues.
- A touch can be awarded when a fencer is touching their opponent and the opponent does not have a card that would defend the offensive action. In particular, the distance between two players must be less than or equal to the values of the distance and reach of the played Action cards. A perfect offensive move is made with reach only such that the distance between the players remaining unchanged.
- At any time during a phrase, a fencer can call touché (acknowledge a touch) or may choose to play an Action card that neither neutralizes nor exceeds the strength of the offensive move, which halts the action. Playing an Action card that neither neutralizes nor exceeds the strength of the offensive action can be used to dispose of weak Action cards. The fencer whose action scores a touch turns over the top card of the Referee deck for a Referee's decision regarding the validity of a touch.
- When a player runs out of Action cards during play, the player runs out of moves. The player's opponent can continue to play Action cards until the opponent scores or wishes to stop.
- When all Action cards have been played and no touches have been scored, the fencers are separated to a distance of four (4) distance units and the deal changes hands. The new dealer deals six (6) Action cards to each fencer and the bout continues.
- Examples of Play
-
FIGS. 5A-5C depict two exemplary scenarios of play according to the present invention. The first exemplary scenario of play is depicted byFIGS. 5A and 5B and the second exemplary scenario of play is depicted byFIGS. 5A and 5C . For both exemplary scenarios of play, the fencers begin a distance of four (4) distance units apart. - In the first exemplary scenario of play, the attacker plays two
Action cards FIG. 5A . Thefirst Action card 501 has for the offensive fencing move a distance element value of 1, a reach element of 0 and a strength element of 0. Thesecond Action card 502 has for the offensive fencing move a distance element value of 1, a reach element of 2, and a strength element of 2. The result ofplaying cards -
FIG. 5B depicts the continuation of the first exemplary scenario of play. In particular, the defender plays anAction card 503 having a defensive fencing move with a strength element value of 2 that neutralizes the offensive move created by the combination ofAction cards - Alternatively, as the second exemplary scenario of play, if the defender had played an Action card having a defensive strength element value of 3, such as depicted by
Action card 504 inFIG. 5C , the phrase continues. The defender is now hitting the attacker with a strength element value of 1, that is, the difference between the two strengths element values of the offensive and defensive actions played. The defender then would announce “I am hitting you with a strength of 1.” At this point, the attacker must use a defensive move to either neutralize or exceed the touching strength. If the attacker cannot neutralize or exceed the touching strength, the attacker is touched by the defender. - In the case that the attack was neutralized or exceeded, the phrase continues until (1) an Action card cannot be neutralized or exceeded, (2) one of the fencer calls touché or (3) the players run out of actions and are unable to play.
- When a touch has been achieved, the fencer winning the touch draws the top card off the Referee deck to reveal the Referee's decision regarding the validity of the touch. Once a touch has been awarded (i.e., valid), the played Action cards are removed from the playing space, a coin is again flipped or an alternative technique is used to determine the attacker, and the remaining Action deck is handed to the new attacker who deals enough cards to each player until each player has six (6) cards each, without shuffling the cards. The bout then continues as before.
- Each fencer keeps their touch-awarded cards for keeping score or uses a score sheet. The first fencer scoring five (5) touches wins the bout. Each fencer is responsible for keeping track of the current distance, reach, and strength. When a mistake is made in announcing the distance, reach or strength, an opponent can take advantage of the error or can correct the error only at time of play. In normal play, a fencer receiving five valid touches wins a bout.
- While the present invention has been described in terms of a fencing match, the present invention is not so limited. For example, an alterative embodiment of the present invention could be a card-based game simulating a boxing match and with the offensive and defensive actions relating to boxing actions. Accordingly, the values of the move elements would correspond to offensive and defensive boxing actions. Another alternative embodiment of the present invention could be a card-based game simulating a martial-arts match, such as a judo match, a karate match or a Tae Kwan Do match, with the values of the move elements corresponding to offensive and defensive martial-art actions.
- A portion of the disclosure of this patent document contains material which is subject to copyright protection by the copyright owner, Fencers on Deck LLC, successors and assigns (the “copyright owner”). The copyright owner has no objection to the facsimile reproduction by anyone of the patent document or the patent disclosure, as it appears in the Patent and Trademark Office patent file or records, but otherwise reserves all copyright rights whatsoever.
- Although the foregoing invention has been described in some detail for purposes of clarity of understanding, it will be apparent that certain changes and modifications may be practiced that are within the scope of the appended claims. Accordingly, the present embodiments are to be considered as illustrative and not restrictive, and the invention is not to be limited to the details given herein, but may be modified within the scope and equivalents of the appended claims.
Claims (20)
1. A card game, comprising:
a plurality of action cards, each action card including an indication of movement distance, reach distance and relative strength; and
a plurality of judgment cards, each judgment card including an indication of at least one of a successful play, an unsuccessful play and a penalty.
2. The card game according to claim 1 , wherein each action card further includes an indication of a type of movement that is associated with the movement distance, the reach distance and the relative strength.
3. The card game according to claim 2 , wherein the indication of the type of movement is one of an offensive movement and a defensive movement.
4. The card game according to claim 1 , wherein each action card further includes an indication of a direction of movement.
5. The card game according to claim 1 , wherein the card game simulates a fencing bout.
6. The card game according to claim 1 , wherein the card game simulates a boxing match.
7. The card game according to claim 1 , wherein the card game simulates a martial arts match.
8. The card game according to claim 7 , wherein the simulated martial arts match is a simulated judo match.
9. The card game according to claim 7 , wherein the simulated martial arts match is a simulated karate match.
10. The card game according to claim 7 , wherein the simulated martial arts match is a simulated Tae Kwan Do match.
11. A method of playing a card game, the method comprising:
playing at least one action card selected from a first group of action cards, each action card played being played as an offensive action, and each action card played including an indication of a movement distance, an indication of a reach distance and an indication of a relative strength of the offensive action;
playing a reply action card selected from a second group of action cards in response to the offensive action, the reply action card including an indication of a movement distance, an indication of a reach distance and an indication of a relative strength in response to the offensive action;
determining a result of playing each offensive action card and the reply action card, the result being based on at least one of a distance of separation resulting from the indication of the movement distance of each action card played as an offensive action and the indication of the movement distance of the reply action card, the indication of the reach distance on an action card played as an offensive action, and a difference in the indication of the relative strength of the offensive action on an action card played as an offensive action and the indication of the relative strength on the reply action card;
repeatedly playing at least one action card as a subsequent offensive action, playing a corresponding reply action card in response to the subsequent offensive action and determining the results of playing each offensive action card and the reply action card;
selecting a judgment card from a third group of cards to determine the outcome when the indication of relative strength on one of an action card played as an offensive action and the corresponding reply action card is greater than the indication of strength on the correspondingly played action card and the distance of separation resulting from the indication of the movement distance of each action card played as an offensive action and the indication of the movement distance of the corresponding reply action card is less than a predetermined distance, each judgment card of the third group of cards including an indication of at least one of a successful play, an unsuccessful play and a penalty.
12. The method according to claim 11 , wherein each action card further includes an indication of a type of movement that is associated with the movement distance, the reach distance and the relative strength.
13. The method according to claim 12 , wherein the indication of the type of movement is one of an offensive movement and a defensive movement.
14. The method game according to claim 11 , wherein each action card further includes an indication of a direction of movement.
15. The method according to claim 11 , wherein the method simulates a fencing bout.
16. The method according to claim 11 , wherein the method simulates a boxing match.
17. The method according to claim 11 , wherein the method simulates a martial arts match.
18. The method according to claim 17 , wherein the simulated martial arts match is a simulated judo match.
19. The method according to claim 17 , wherein the simulated martial arts match is a simulated karate match.
20. The method according to claim 17 , wherein the simulated martial arts match is a simulated Tae Kwan Do match.
Priority Applications (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US10/908,154 US20060244214A1 (en) | 2005-04-28 | 2005-04-28 | Fencing card game |
US12/027,946 US7628403B2 (en) | 2005-04-28 | 2008-02-07 | Fencing card game |
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
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US10/908,154 US20060244214A1 (en) | 2005-04-28 | 2005-04-28 | Fencing card game |
Related Child Applications (1)
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US12/027,946 Continuation US7628403B2 (en) | 2005-04-28 | 2008-02-07 | Fencing card game |
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US12/027,946 Expired - Fee Related US7628403B2 (en) | 2005-04-28 | 2008-02-07 | Fencing card game |
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US12/027,946 Expired - Fee Related US7628403B2 (en) | 2005-04-28 | 2008-02-07 | Fencing card game |
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US8020873B2 (en) * | 2008-03-04 | 2011-09-20 | Michel Kuneman | Trading card game with attack graphic |
US10086266B2 (en) | 2015-06-15 | 2018-10-02 | Activision Publishing, Inc. | System and method for uniquely identifying physical trading cards and incorporating trading card game items in a video game |
US10179289B2 (en) * | 2016-06-21 | 2019-01-15 | Activision Publishing, Inc. | System and method for reading graphically-encoded identifiers from physical trading cards through image-based template matching |
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US1332954A (en) * | 1918-11-19 | 1920-03-09 | William A Ringler | Safety filing system |
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US20080284101A1 (en) | 2008-11-20 |
US7628403B2 (en) | 2009-12-08 |
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AS | Assignment |
Owner name: FENCERS ON DECK, L.L.C., OREGON Free format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNORS:MARX, ROBERT G.;MARX, SUZANNE M.;D'AGNESE, ANTHONY G.;AND OTHERS;REEL/FRAME:015960/0531;SIGNING DATES FROM 20050411 TO 20050425 |
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STCB | Information on status: application discontinuation |
Free format text: ABANDONED -- FAILURE TO RESPOND TO AN OFFICE ACTION |